Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard.

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Presentation transcript:

Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Background/Motivation Which looks more interesting?

Background/Motivation Most people pick this one - Anticipation and Follow-through - Stretch and Squash

2 Ways to Apply Stretch and Squash - posture - body parts/limbs (PowerPoint didn’t like video clip…)

Stretch and Squash in 3D - used extensive for postures - hardly used at all for limbs

Stretch and Squash in 3D - used extensive for postures - hardly used at all for limbs well… one notable exception

Stretch and Squash in 3D - used extensive for postures - hardly used at all for limbs

Goal Add “cartoony-ness” into motion-captured data or key-framed data

Goal Add “cartoony-ness” into motion-captured data or key-framed data 2 Ways to approach this - using a physical system to model skeleton deformations + get different deformations by changing a few intuitive variables (mass, springyness) - using a filter that only looks at motion curves + more aligned with original 2D animation methods (?)

Physical System - Initial Steps -Rotoscoped Mickey’s walk in Maya -Motion-captured an actor mimicking Mickey’s walk (videos…)

Bone Lengths Here are the main bones that change lengths to contribute to expression.

Bone Lengths Here are the main bones that change lengths to contribute to expression. Mass at thorax Anchor at upperback Mass at root

Variables Each spring abides by this equation. f = m*a = -k*d – b*v Where d = length – spring’s rest length k = spring stiffness coefficient b = damping coefficient length

Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Background/Motivation Which looks more interesting?

Background/Motivation Most people pick this one - Anticipation and Follow-through - Stretch and Squash

2 Ways to Apply Stretch and Squash - posture - body parts/limbs (PowerPoint didn’t like video clip…)

Stretch and Squash in 3D - used extensive for postures - hardly used at all for limbs

Stretch and Squash in 3D - used extensive for postures - hardly used at all for limbs well… one notable exception

Stretch and Squash in 3D - used extensive for postures - hardly used at all for limbs

Goal Add “cartoony-ness” into motion-captured data or key-framed data

Goal Add “cartoony-ness” into motion-captured data or key-framed data 2 Ways to approach this - using a physical system to model skeleton deformations + get different deformations by changing a few intuitive variables (mass, springyness) - using a filter that only looks at motion curves + more aligned with original 2D animation methods (?)

Physical System - Initial Steps -Rotoscoped Mickey’s walk in Maya -Motion-captured an actor mimicking Mickey’s walk (videos…)

Bone Lengths Here are the main bones that change lengths to contribute to expression.

Bone Lengths Here are the main bones that change lengths to contribute to expression. Mass at thorax Anchor at upperback Mass at root

Variables Each spring abides by this equation. f = m*a = -k*d – b*v Where d = length – spring’s rest length k = spring stiffness coefficient b = damping coefficient length

Variables Each spring abides by this equation. f = m*a = -k*d – b*v Multiple Linear Regression to get k and b! Should contain the “springyness” of Mickey’s walk. Ideally, this should allow us to transfer the same kind of stretching and squashing to another moving skeleton. length

Some of the Data Plots of d

Some of the Data Plots of force acting on spring