19 Keyframing PDF
19 Keyframing PDF
19 Keyframing PDF
Traditional
Traditional Animation
Animation
Keyframe
Keyframe Animation
Animation
Interpolating
Interpolating Rotation
Rotation
Forward/Inverse
Forward/Inverse Kinematics
Kinematics
Overview
• Animation techniques
–Performance-based (motion capture)
–Traditional animation (frame-by-frame)
–Keyframing
–Physically based (dynamics)
• Modeling issues
–Rotations
–Inverse kinematics
Overview
• Animation techniques
last class
–Performance-based (motion capture)
–Traditional animation (frame-by-frame)
today
–Keyframing
–Physically based (dynamics) next class
• Modeling issues
–Rotations today
• Voice Recording
– Preliminary soundtrack or "scratch track" is recorded
– To synchronize animation later
• Design
– Design and draw characters from different angles
– Statues and maquettes can be produced
• Animation
Traditional Animation: The Process
• Inbetweens
– Draw the rest of the frames
• Painting
– Redraw onto clear sheet of plastic called a cel, color them in
A larger object moves more slowly than a smaller object and has greater inertia
Consider a scenario with a head looking first over the right shoulder
and then over the left shoulder
No in-betweens - the character has been hit by a strong force and its head almost snappedd off
One in-betweens - the character has been hit by something substantial, .e.g., frying pan
Two in-betweens - the character has a nervous twitch
Three in-betweens - the character is dodging a flying object
Four in-betweens - the character is giving a crisp order
Six in-betweens - the character sees something inviting
Nine in-betweens - the character is thinking about something
Ten in-betweens - the character is stretching a sore muscle
Anticipation
Prepare the audience for an action
The termination of an action and establishing its relationship to the next action
http://www.siggraph.org/education/materials/HyperGraph/animation/character_animation/principles/bouncing_ball_example_of_slow_in_out.htm
• Graphics Tablet
– For outline drawing
• Cartoon Inbetweening
– Automatically interpolate between two drawings to produce
inbetweens (a la morphing)
– Hard to get right
» inbetweens often don’t look natural
» what are the parameters to interpolate? Not clear...
» not used very often
3D Computer Animation
• Generate the images by rendering a 3-D model
• Brute force
– Manually set the parameters for each and every frame
– For an n parameter model: 60 x 24 x n = 1440n values per minute
• Traditional keyframing
– Lead animators draw the important frames
– Assistant animators draw the inbetweens
• Computer keyframing
– Lead animators create the important frames with 3-D computer models
– Computers draw the inbetweens
Interpolation
• Hard to interpolate hand-drawn keyframes
– Computers don’t help much
• How? splines
Keyframing Basics
Keyframing Basics
Keyframing Basics
Keyframing Basics
frames
params
Hermite is good
• Classic solutions:
–More keyframes!
–Quaternions help fix rotation problems
Interpolating Rotations
Euler angles
(0, 90, 0)
• Quaternion Interpolation
– represent rotation as quaternion
– SLERP: move with constant angular velocity along the
great circle between the two points
– convert to rotation matrix to apply the rotation
P
β
α
α
Maya Demo