3d introductoryanimeringpart 7/14

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    3D IntroductoryAnimation

    Part 7/14

    A series of lectures created for students at candidate level at the IT-University of Copenhagen by RickardStampe Sderstrm 2011. [email protected]. All material in this lecture is copyrighted to the autorsand creators of the pictures and films. And the lecture is copyrighted to Rickard Stampe Sderstrm. You mayfreely use it as a presentation but not printing it in a digital or analog form.

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    Animation

    - Moving an object in 3D space

    - Techniques of 3D animation: Keyframe animation,mathematical animation, motion capture and machinima.

    - Style of animation ranges from realistic to exaggeratedanimation, and even abstract animation.

    - When animating in 3D animation you usually first set up ananimation rigg of some sort, or animate directly on the object.

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    Keyframe animation

    -Keyframe animation is the most common technique in 3D animation. It is the process of

    animating "by hand". Animating a object from position A to B with "keyframes" and thehelp of a timeline set up to a specific frames per second (FPS).

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    Keyframe animation

    -Keyframe animation is inspired by Walt Disneys studiomethods of the 30's. It was

    invented for the computer by Nestor Burtnyk and Marcelli Wein at the NationalResearch Council of Canada in the 70's

    - The creative possibilities are dependent on the animators skill - you basically makeevery move by hand.

    - The timeline and the ability to "set a keyframe" at a position in X, Y, Z coordinates (orany other attribute) is the base of the system.

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    Keyframe animation

    - Attributes you can animate vary. The most common are the transform attribute

    X,Y,Z, Rotate X, Y, Z and Scale X,Y,Z.

    - But you can also animate light, shaders and other attributes.

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    Keyframe and the graph editor

    -The graph editor is a graphic display of the keyframes with the "inbetweens"

    shown as curves called interpolations.

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    Keyframe and the graph editor

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    Tangents in the graph editor

    - The animation curve shows theinterpolation (inbetween) and thetangents control the interpolation.

    - Curve A is a linierinterpolation

    - Curves B have ease outinterpolation

    - Curves C have a ease ininterpolation

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    Tangents in the graph editor

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    Fixing tangent problems

    Practically you can adjust the tangents. Here it is done atposition A and B.

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    Doing animation cycles

    https://www.youtube.com/watch?v=2spUDWh4sOY
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    Cyckling animation curves

    In the graph editor you can make the curves cycle etc in the"infitity" space of the editor.

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    Circle movement in the grapheditor

    In order to make a circle movment you work with two axis. X plus Y in thiscase (horizontal + vertical).

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    Timing editor (mostly for blocking)

    In order to make a circle movment you work with two axis. X plus Y in thiscase (horizontal + vertical).

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    Animation rigs for keyframe animation

    Animation riggs are often composed by skeletons (joints) and animation handles(curves). The skeleton is attached to the geometry.

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    Animation rigs for keyframe animation

    When you attach the skeleton to the geometry it is called skinning.

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    Animation rigs for keyframe animation

    You move the animation skeleton with FK(Forward Kinematics) and IK (inversekinematics).

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    Deformation tools for rigging

    Blendshapes are copies of the same model where the individual modelsare remodeled for face expressions. The animator can control what face(or mostly muscle) to animate in the blendshape editor.

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    Mathematical 3D animation (dynamics)

    - The oldest technique with pioneering 3D-animations like Simulation of a Two-Giro Gravity Attitude Control System (1963) and Force, Mass and Motion (1965)

    - Producing movement algorithms for simulating forces like wind, turbulence.

    - Using particles and realistic simulations of so called "bodies" and "goals".

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    https://www.youtube.com/watch?v=Ib1s8tyF5vk
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    Motion capture (preformace capture)

    - A fast method of "recording" animation in real life and apply itto objects in 3D space

    - It ranges from full body capture to capturing mouse

    movments.

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    Motion capture

    - Optical, Magnetic and even

    sound based systems.

    M i f i l i

    https://www.youtube.com/watch?v=V0yT8mwg9nc
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    Motion capture facial expression

    - There are also solutions for capturing facial

    preformance. Using traditional markers or now even withpaint.

    M hi i

    https://www.youtube.com/watch?v=Z2jJ5a-xjcQhttps://www.youtube.com/watch?v=B1momcmkboI
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    Machinima (digital puppetering)

    - An animation technique that grew out of Doom (1993)

    - You controll ready made cyckles in an game enginge or suchto make animations.

    - Very fast but also very limited.

    M hi i

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    Machinima (digital puppetering)

    https://www.youtube.com/watch?v=u_iOTBTyupc
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    Make a bouncing ball!

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    Part2: Animation Principles

    N t l f ti

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    Newton laws of motion

    - Realistic animation

    - Newton published them in Principia 1687

    - General for all animation except abstract animation.

    Newton laws of motion

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    Newton laws of motion

    - First law: The velocityof a body remains constant unless the body is actedupon by an external force

    Newton laws of motion

    http://en.wikipedia.org/wiki/Velocityhttp://en.wikipedia.org/wiki/Velocity
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    Newton laws of motion

    - Second law: The accelerationa of a body is parallel and directly proportional tothe net forceF and inversely proportional to the mass

    - Example: A man pulls a 50 kilo cart if you double the carts weight he will accelerate it twice as slow.

    The weight (mass)The force

    Newton laws of motion

    http://en.wikipedia.org/wiki/Accelerationhttp://en.wikipedia.org/wiki/Parallelhttp://en.wikipedia.org/wiki/Forcehttp://en.wikipedia.org/wiki/Masshttp://en.wikipedia.org/wiki/Masshttp://en.wikipedia.org/wiki/Forcehttp://en.wikipedia.org/wiki/Parallelhttp://en.wikipedia.org/wiki/Acceleration
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    Newton laws of motion

    - Third law: The mutual forces of action and reaction between two bodies areequal, opposite and collinear.

    - The recoil of the weapon when a bullet is fired.- Often in animation it is used for showing how object "interact" by colliding. InRoger Rabbit it is used to "place" the animated characters in the filmed scene.

    Newton laws of motion

    https://www.youtube.com/watch?v=-Dat4-k5G3s
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    Newton laws of motion

    Disneys animation principles

    https://www.youtube.com/watch?v=UVdqxYyFRKY
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    Disneys animation principles ( aka 12 principles of animation)

    - Developed before and during the process of animating Snow White and theSeven Dwarfs (1939) and the following four features.

    - Published in Illusion of Life (1981) by Frank Thomas & Ollie Johnsten as 12principles of animation

    - 11 principles adapted to 3D animation by John Lasseter during the production

    of Luxo Jr (1986) and published in the magazine Computer Graphics 1987.

    - They are a style of animation and all of the Disneys animation principles cannot be applied to all type of animations. It produces an exaggerated style ofanimation.

    - Pixar has pionered the use of these principles in there 3D animated featurefilms

    - These "principles" are often under debate if they are principles or a styledepending how you ask.

    Squash and Stretch

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    Squash and Stretch

    - An objects volume is constant, but should be distributed in thevolume to produce squash and stretch of the object.

    - Not a very simple principle to apply in 3D animation and often

    needs to be carefully planed already in the animation rigging.

    Timing

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    Timing

    - Timing is the essence of animation and is both a personal choose of the animator and ofNewtons laws of motion.

    - Timing an animation is as much "pausing it at the right moments to the audience havethe chance to interpret it. Thus, think in in terms of movement leading up to a hold, andthen movement again.

    - Movement are often divided up in to three parts (or poses), prepairing to move, moving

    and ending the move.

    - 8 frames is a minimum hold.- up to 25 frames is a more normal hold. - Heavy and big object move slow

    Animation by Jeff Lew

    Anticipation

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    Anticipation

    - As much as possible anticipate you move.- An anticipation ranges from 12f to 1 secondsor more.- A good anticipation move tells the audienceclearly what comes next.

    Staging

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    Staging

    - This principle is both an acting principle and a picture composition principle.- Stage your acting in that manner that the audience can see it.

    - One movement at a time (alt. everything moves and one thing stays still). - Make simple composition (siluett, or in the midle of the frame, alternative make otherthings "point" to your animation)- Try making a contrast in the staging. For ex: big vs small

    In this stageing the vertical lines iin the architecture "point down" to the horizon were thepeople are running in the midle of the frame. Picture: Filmtecknarna.

    Follow trough and overlapping action

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    Follow trough and overlapping action

    - Two principles meening basically the same. "No one knew were the first one began andthe other one ended" - Illusion of Life.

    -This principle is basically that "an object neverjust stops". For example: when a manstops walking, first his legs hits the ground, then his hip swings to a stop, then his torso,then his arms, then his hand, and last his fingers.

    -Usually it is divided up in the following matter: follow trough are movement of obejct

    attached to an object. Overlapping actions are on the character it self. But allot of peopleuses only the term overlap for all of these type of movement.

    Look at these joints as part of an animation. Look fast from left to right.

    Straight ahead action & Pose-to-Pose action

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    g

    - This is not really a principle of movement, it is more a workmethod that produces twodifferent results.

    - Straight ahead action refers to start working on frame 1 and animating forward,tweakingand animating the joints as it comes. It is a spontanias way of working were you dontreally know were you will end when you start animating - alot like life.

    - Pose-to-Pose action is on the other hand planing your animation by placing poses at key

    moments on the timeline before you "start animating" and make inbetweens.

    Ease in & Ease out

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    - This is a principle of easing in the timing toward the pose and accelerating outfrom it. It creates a rhythm in the animation and "lively" character animation thatDisney animation is famous for.

    Arcs

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    - Arc are the principle of always moving things in arcs. Almost nothing moves in astraight line even in reality.

    Exaggeration

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    gg

    - This animation principle of

    Disneys state that you shouldalways exaggerate movementand character in order to makethe animation "read" better forthe audience.

    Secondary Action

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    y

    - This is an acting principle of animation; always try to have a

    secondary action supporting the main action.

    - For example: when someone is shy that person may hide hisface in her hands. And also make a secondary action with herfot moving it slowly in a circle.

    Appeal

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    - This is not really a principle of movement, but more a Disney

    principle of design. That the charters should be appealingand fascinating to look at made with great skills.

    - But then again... what is appealing to someone is ugly tosomeone else.

    By Mike Judge

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    A personal film about the animation principles in drawn animation. The secondaryaction is explained well here

    https://www.youtube.com/watch?v=UdU_g13L3zchttps://www.youtube.com/watch?v=jCRiIwmoJ4E
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    A fun personal presentation of Disneys principles of animation... but beaware... it is somewhat of a personal interpretation of the original principles,for instance "secondary action" is not very clearly defined here as an actingprinciple but more as an overlapping action.

    Acting! Action!

    https://www.youtube.com/watch?v=jCRiIwmoJ4E
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    g

    Master class with Kyle Balda

    https://www.youtube.com/watch?v=oZYTmE5XJhw
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    End of part 7animation

    Further reading:Chapter 8-9 in Introducing Maya 2011

    and my compendium.

    Also, search the internet... there are allot of good tutorials.

    Next time: Animating in Maya