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Quiz 3, Go to www.cs.northwestern.edu/~animation/Project3/project.php www.cs.northwestern.edu/~animation/Project3/project.php Please list the author and basic scene description. Write notes for our in-class critique based upon the following criteria (positive and negative comments) Created a Scene (backdrop & ground-plane): Hero lighting –Is it obvious where the viewer should be looking: –Interesting composition & sense of relationship: –Shadows Mood lighting: –Same objects, same composition, same camera angle as hero lighting: –Different light focusing on different character: –Conveys mood: –Main character still visible: –Main character still belongs to scene: –Shadows
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Business Thanks carefully naming your Project 3 files –(Your TA appreciates it :) Final project proposal round 2 due Thursday –Start a web page (HTML format) –Who's in your group –Overview with Goals –Time table (schedule for what will be done when) Include model sheets, story boards, material examples, etc
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Character Modeling: Key Frame Animation Amy Gooch CS395: Intro to Animation Summer 2004
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3D Animation Rendering 3D Scene and Motion Sequence of Frames –Rates: Video 30fps, Film 24fps Persistence of Vision Animator must create.. Illusion of Life Weight
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Animation Almost every property of every object in the scene can be animated (changed through time) –Models, cameras, … –Transformations: ‘ Move Rotate Scale –Modifications/Deformation: edits, bends, twists, manipulating a skeleton –materials, colors, textures
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Animation 3D Scene does not have –Gravity –Weight –Force –interactions between objects –(bit of a lie) You must make it seem so!
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Preproduction Phases Screen-play Storyboards Character development
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3D Characters Digital actor –Tin can –Sack of flower –Butterfly, beetle –Bird –Flower –Robot –Humanoid –Etc…
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Typical Character Mechanics of movement must be convincing Skin and clothing moves & bends appropriately This process of preparing character controls is called rigging –Fully rigged character has Skeleton joints, surfaces, deformers, expressions, Set Driven Key, constraints, IK, Blendshapes, etc
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Typical Character
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Character Resolution Use low resolution character that has surfaces “parented” to skeleton –Allows interactive animations –Switch to full resolution character later Rag Doll; Skeleton by Proxy tutorial http://www.goldenxp.com/tutorials/ragdoll/ragdoll1.htm http://www.goldenxp.com/tutorials/ragdoll/ragdoll1.htm
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Typical Character Animation Workflow Character Design Model Skeleton Rigging Binding Animation Integration Rendering
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For Project 4 Concentrate on –Character Design Model Sheet with poses –Modeling (simple) –Skeleton Rigging –Binding
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12Principles.ppt
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Thursday Quiz Character Model Sheets due Read Project 4 Web page carefully
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Character Modeling: Key Frame Animation Amy Gooch CS395: Intro to Animation Summer 2004
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Primary methods of Animation Keyframe Procedural –Expressions –Scripting Dynamics/Simulation –Physics Motion Capture Combinations of the above
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Keyframe Workflow 1.Set Keys –Usually extreme positions –Less is more: Keys only the properties being animated 2.Set Interpolation –Specify how to get from one key to another. –Secondary, but a necessary step. 3.Scrub Time slider and refine motion curve
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Setting Keys Start with extreme positions Add intermediate positions –Secondary motion Less is more –Don’t add keys for properties that you are not animating –Easier to manage/edit fewer keys
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Motion Curves: Position vs. Time
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Motion Curves When is the box going Forward? Backward? Fastest? Is the box Starting from stop or at rest? Stopping at the end or continuing?
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Interpolation Specify how to get from one key to the other (inbetweening) Common types –Step: stay at the same value, then suddenly switch –Linear: change at constant rate –Spline/Smooth: make it smooth All of these (and more) are useful and appropriate in the right circumstance
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Smooth Interpolation Soft changes of direction
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Linear Interpolation Hard changes of direction Appears to be contacting other objects, instant changes
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Step Interpolation Object reappears in a totally different position This is very useful. When?
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Ease In/Out Heavy objects take a while to get going trains Use interpolation to emphasize this. Ease in/out –or- Slow in/out means to leave the key slowly
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Timing of the action Ahead of the story –Something will happened before we know what it is audience not yet aware character may knows what’s up –Ex Alien Song Behind the story –Audience knows before character knows –Ex: KnickKnack (1989) Keep audience Interested!
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Motion of characters Along with key frame animation we can use kinematics –Kinematics = study of motion without regard to the forces that cause it Specify fewer degrees of freedom More intuitive control
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User Control of Kinematic Characters Joint Space –Position all joints (fine level of control) Cartesian Space –Specify environmental interactions easily Most DOF computed automatically
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Inverse Kinematics Balance = keep center-of-mass over support polygon Control –Ex: position vaulter’s hands on line between shoulder and vault –Ex: Compute knee angles that will give runner the right leg length
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What makes IK hard Redundancy
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What makes IK hard Singularities
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What make IK hard Goal of “natural looking” motion –Minimum jerk –Equilibrium point trajectories
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Resources Laws of Cartoon Physics –http://www.cc.gatech.edu/classes/cs8113f_97_spring/cartoon. htmlhttp://www.cc.gatech.edu/classes/cs8113f_97_spring/cartoon. html Learning Maya Tutorial list –http://www.learning-maya.com/rigging.phphttp://www.learning-maya.com/rigging.php –Skeleton Tutorial http://web.alfredstate.edu/ciat/tutorials/SkeletonSetup.htm –Rag Doll; Skeleton by Proxy tutorial http://www.goldenxp.com/tutorials/ragdoll/ragdoll1.htm –5-minute Leg Rig http://www.noir.org/tutorials/Xen%20Wildman/legrig/legrigtut.html
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Credits Winny Jessica Hodgins http://www.cs.dartmouth.edu/~brd/Teachin g/Animation/animation.htmlhttp://www.cs.dartmouth.edu/~brd/Teachin g/Animation/animation.html
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