CG Animation
CG Animation
Computer Graphics-CS-509
Computer Animation
Please be on time
(better: before time)
Introduction
• Animate = “Give life to”
• Adding the dimension of time to graphics
• Animator specifies movement of objects
through time and space
Traditional Animation
• Early 2D Animation: Used traditional
techniques
• Early 3D Animation: Neglected traditional
techniques.
• Understanding the Fundamental principles
of traditional animation techniques is
essential to producing good computer
animation.
1. Squash and Stretch
• Teaches basic
mechanics of
animation.
• Defines rigidity of
material.
• Important in facial
animation.
Squash and Stretch Cont.
• Can relieve the
disturbing effect of
strobing.
2. Timing and Motion
• Gives meaning to movement.
• Proper timing is critical to making ideas readable.
Examples:
1. Timing: tiny characters move quicker than
larger ones.
Example:
Goofy prepares to hit a baseball.
4. Staging
Some Techniques:
1. Use motion in a still scene or use of static
movement in a busy scene.
5. Follow Through and Overlapping
Action
1. Follow Through
Termination part of an action.
1. Straight Ahead
Animator start from first drawing in the scene and
draw all subsequent frames until the end of
scene.
2. Pose-to-Pose
Animator plans actions, draws a sequence of poses, in
between frames etc.
7. Slow in and Out
1. 3d keyframe comp.
Systems uses spline
Spacing of inbetween interpolation to control the
frames to achieve path of an object.
subtlety of timing 2. Has tendency to overshoot
and movement. at extremes (small # of
frames).
8. Arcs
Example:
Body movement is the
primary action, facial
expression is the secondary
action
11. Appeal
• Refers to what an audience would like to see.
• Character cannot be too simple (boring) or too
complex.
Examples:
Avoid mirror symmetry,
assymmetry is interesting.
Conventional Animation
• Draw each frame of the animation
– great control
– tedious
• Reduce burden with cel animation
– layer
– keyframe
– Inbetween
Computer-Assisted Animation
• Keyframing
– automate the in betweening
– good control
– less tedious
– creating a good animation
still requires considerable skill ACM © 1987 “Principles of traditional
and talent animation applied to 3D computer
animation”
• Procedural animation
– describes the motion algorithmically
– express animation as a function
of small number of parameteres
– Example: a clock with second, minute and hour hands
• hands should rotate together
• express the clock motions in terms of a “seconds” variable
• the clock is animated by varying the seconds parameter
Computer-Assisted Animation
t1 t2 t1 t2
Forward Kinematics
• Describes the positions of the body parts as a function of the
joint angles.
1 DOF: knee 2 DOF: wrist 3 DOF: arm
Slide 22
Animating Articulated Structures
• Some definitions
• Kinematics: The study of motion independant of
forces producing the motion
• Articulated figure: A structure consisting of rigid
links connected at joints
• Degrees of freedom (DOF): The number of
independent joint variables specifying the state of the
structure
• End Effector: The end of a chain of links, i.e. a hand
or a foot
• State vector: The set of independent parameters
which define a particular state of the articulated
structure, thus the state vector Q is (Q1, Q2, ..., QN)
where it has N degrees of freedom.
Skeleton Hierarchy
• Each bone transformation described relative to the parent in the hierarchy:
x h , y h , zh , qh , f h , s h
hips
qt , f t , st ...
left-leg
r-thigh
qc
r-calf
qff , f r-foot
x h , y h , zh , qh , f h , s h Forward Kinematics
Transformation matrix for a
qt , f t , st sensor/effecter vs is a matrix composition
of all joint transformation between the
sensor/effecter and the root of the
qc hierarchy.
y
vs
qff , f vs x
z
vw =S xh , y h , zh , h , h , h ,t , t , t ,c ,ff , v s =S pv s
p
Slide 25
Inverse Kinematics
• Forward Kinematics
– Given the skeleton parameters (position of the root and the joint angles) p and the
position of the sensor/effecter in local coordinates vs, what is the position of the
sensor in the world coordinates vw. S pv s
– Not too hard, we can solve it by evaluating
• Inverse Kinematics
– Given the the position of the sensor/effecter in local coordinates vs
and the position of the sensor in the world coordinates vw, what are
the skeleton parameters p.
pinverse of
– Much harder requires solvingSthe
the non-linear function p? such that S p v s vw 0
– We can solve it by root-finding
minimize S pv s vw
2
• Kinematics
• Describes the positions of the body parts as a
function of the joint angles.
• Dynamics
• Describes the positions of the body parts as a
function of the applied forces.
kinematics
• Suppose you want
the robot to
pick up a can of oil
to drink. How?
• You could set the
joint positions at
each moment in
the animation
(kinematics)
Inverse Kinematics
• You can’t just invert the
joint transformations
• Joint settings aren’t even
necessarily unique for a
hand position!
• Inverse kinematics:
figure out from the hand
position where the joints
should be set.
Using Inverse Kinematics
• Specify joint
constraints
and priorities
• Move end effector
(or object pose)
• Let the system figure
out joint positions
Keyframe Animation
• In traditional key frame animation the animator draws several
important frames, and helpers do the “inbetweening” or
“tweening”
• Computer animation is also key-frame based
• At key frames, animator positions objects and lights, sets
parameters, etc.
• The system interpolates parameter values linearly or along a
curve
• To get from one object pose to the next, inverse kinematics
determine joint motions
Motion Capture
• More realistic
motion sequences
can be generated
by Motion Capture
• Attach joint
position indicators
to real actors
• Record live action
Interactive Computer
Chapter 9 - 33
Graphics
Character Animation
• To make computer graphics
(or cartoon drawings)
come alive…
Interactive Computer
Chapter 9 - 34
Graphics
Reading Assessment
• Computer Graphics
Curves and surfaces
• Bezier Curves
• B-spline curve
Interactive Computer
Chapter 9 - 35
Graphics
Role of Personality
• Animator’s first goal is to entertain.
• Success of animation lies in the personality of the
characters.
Conclusion