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CS-378: Game Technology Lecture #13: Animation Prof. Okan Arikan University of Texas, Austin Thanks to James O’Brien, Steve Chenney, Zoran Popovic, Jessica Hodgins V2005-08-1.1
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2 Announcements Homework Send me the zip file Must compile/work with Visual Studio.NET 2005 Projects Third deliverable Project web pages
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3 Introduction to Animation Key-frame animation Specification by hand Motion capture Recording motion Procedural / simulation Automatically generated Combinations e.g. mocap + simulation Jeff Lew
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4 Key-framing (manual) From Learning Maya 2.0 Requires a highly skilled user Poorly suited for interactive applications High quality / high expense Limited applicability
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5 Motion Capture (recorded) Markers/sensors placed on subject Time-consuming clean-up Reasonable quality / reasonable price Manipulation algorithms an active research area MotionAnalysis / Performance Capture StudioOkan Arikan
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6 Simulation Generate motion of objects using numerical simulation methods
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7 Simulation Perceptual accuracy required Stability, easy of use, speed, robustness all important Predictive accuracy less so Control desirable IGG
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8 Simulation Feldman, Arikan, O’Brien, Siggraph 2003
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Animation Active CharactersPassive Objects SimulationKeyframingMotion Capture
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Character Animation Key Frame or Motion Capture Usually skeletal animation based Two Components: Skeleton motion Skin move Jeff Lew
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Character Animation Upper Arm Lower Arm
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Character Animation x y y x x y Global Bone 2
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Character Animation x y x y Global Bone 2 y x Bone 1 Coordinate system transformations
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Character Animation Skin motion Represent vertices in bone coordinate systems Move bone coordinate systems Skeleton motion Parameterized by the joint angles Jeff Lew
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Character Animation Skeletal motion is a function of time Representing this function t
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Character Animation Moving the character: Always maintain position/orientation of the root Global character Local character
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Character Animation Moving the character: Always maintain position/orientation of the root To Rotate: Rotation around vertical axis
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Character Animation Moving the character: Always maintain position/orientation of the root To Rotate: To Advance frame Local to global transformation for frame f+1
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19 Forward Kinematics Articulated skeleton Topology (what’s connected to what) Geometric relations from joints Independent of display geometry Tree structure Loop joints break “tree-ness”
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20 Forward Kinematics Root body Position set by “global” transformation Root joint Position Rotation Other bodies relative to root Inboard toward the root Outboard away from root
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21 Forward Kinematics A joint Joint’s inboard body Joint’s outboard body
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22 Forward Kinematics A body Body’s inboard joint Body’s outboard joint May have several outboard joints
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23 Forward Kinematics A body Body’s inboard joint Body’s outboard joint May have several outboard joints Body’s parent Body’s child May have several children
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24 Forward Kinematics Interior joints Typically not 6 DOF joints Pin - rotate about one axis Ball - arbitrary rotation Prism - translation along one axis
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25 Forward Kinematics Composite transformations up the hierarchy
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26 Forward Kinematics Composite transformations up the hierarchy
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27 Forward Kinematics Composite transformations up the hierarchy
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28 Forward Kinematics Composite transformations up the hierarchy
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29 Forward Kinematics Composite transformations up the hierarchy
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30 Inverse Kinematics Given Root transformation Initial configuration Desired end point location Find Interior parameter settings
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31 Inverse Kinematics A simple two segment arm in 2D
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32 Inverse Kinematics Direct IK: solve for the parameters
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33 Inverse Kinematics Why is the problem hard? Multiple solutions separated in configuration space
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34 Inverse Kinematics Why is the problem hard? Multiple solutions connected in configuration space
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35 Inverse Kinematics Why is the problem hard? Solutions may not always exist
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36 Inverse Kinematics Numerical Solution Start in some initial configuration Define an error metric (e.g. goal pos - current pos) Compute Jacobian of error w.r.t. inputs Apply Newton’s method (or other procedure) Iterate...
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37 Inverse Kinematics Recall simple two segment arm:
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38 Inverse Kinematics We can write of the derivatives
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39 Inverse Kinematics
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40 Inverse Kinematics
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41 Inverse Kinematics
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42 Inverse Kinematics
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43 Inverse Kinematics
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44 Inverse Kinematics Problems Jacobian may (will!) not always be invertible Use pseudo inverse (SVD) Robust iterative method Jacobian is not constant Nonlinear optimization, but problem is (mostly) well behaved
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45 Inverse Kinematics More complex systems More complex joints (prism and ball) More links Other criteria (COM or height) Hard constraints (joint limits) Multiple criteria and multiple chains Doom 3
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