introduction to character animation
DESCRIPTION
Introduction to Character Animation. Karan Singh Lecture 1: CSC 2529. Animation Principles. Squash and Stretch. Follow Through and Overlapping Action. Slow in and Out. Exaggeration. Secondary Action. Appeal. Animation Principles. Timing and Motion. Anticipation. Staging. - PowerPoint PPT PresentationTRANSCRIPT
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Introduction to Character Animation
Karan SinghKaran Singh
Lecture 1: CSC 2529Lecture 1: CSC 2529
Karan SinghKaran Singh
Lecture 1: CSC 2529Lecture 1: CSC 2529
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Animation Principles
• Squash and Stretch.
• Follow Through and Overlapping Action.
• Slow in and Out.
• Exaggeration.
• Secondary Action.
• Appeal.
• Squash and Stretch.
• Follow Through and Overlapping Action.
• Slow in and Out.
• Exaggeration.
• Secondary Action.
• Appeal.
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Animation Principles
• Timing and Motion.
• Anticipation.
• Staging.
• Straight Ahead Action and Pose-to-Pose Action.
• Arcs.
• Timing and Motion.
• Anticipation.
• Staging.
• Straight Ahead Action and Pose-to-Pose Action.
• Arcs.
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Animation: Art or martial art?
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Production pipeline
ScriptScript
CharacterCharactersketchessketches
StoryboardStoryboard 2D animatic2D animatic
Character setupCharacter setupMotion testsMotion tests 3D animatic3D animatic
AnimationAnimationLighting,Lighting,RenderingRendering
CompositingCompositing
Post productionPost production
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Layered Approach
• Skeletal.Skeletal.
• Muscle.Muscle.
• Skin and underlying tissue.Skin and underlying tissue.
• Hair, nails, blemishes.Hair, nails, blemishes.
• Clothes and accessories.Clothes and accessories.
• Skeletal.Skeletal.
• Muscle.Muscle.
• Skin and underlying tissue.Skin and underlying tissue.
• Hair, nails, blemishes.Hair, nails, blemishes.
• Clothes and accessories.Clothes and accessories.
![Page 7: Introduction to Character Animation](https://reader037.vdocuments.us/reader037/viewer/2022102517/56812e5d550346895d94041d/html5/thumbnails/7.jpg)
Layered Approach
• Skeletal.Skeletal.
• Muscle.Muscle.
• Skin and underlying tissue.Skin and underlying tissue.
• Hair, nails, blemishes.Hair, nails, blemishes.
• Clothes and accessories.Clothes and accessories.
• Skeletal.Skeletal.
• Muscle.Muscle.
• Skin and underlying tissue.Skin and underlying tissue.
• Hair, nails, blemishes.Hair, nails, blemishes.
• Clothes and accessories.Clothes and accessories.
![Page 8: Introduction to Character Animation](https://reader037.vdocuments.us/reader037/viewer/2022102517/56812e5d550346895d94041d/html5/thumbnails/8.jpg)
Layered Approach
• Skeletal.Skeletal.
• Muscle.Muscle.
• Skin and underlying tissue.Skin and underlying tissue.
• Hair, nails, blemishes.Hair, nails, blemishes.
• Clothes and accessories.Clothes and accessories.
• Skeletal.Skeletal.
• Muscle.Muscle.
• Skin and underlying tissue.Skin and underlying tissue.
• Hair, nails, blemishes.Hair, nails, blemishes.
• Clothes and accessories.Clothes and accessories.
![Page 9: Introduction to Character Animation](https://reader037.vdocuments.us/reader037/viewer/2022102517/56812e5d550346895d94041d/html5/thumbnails/9.jpg)
Layered Approach
• Skeletal.Skeletal.
• Muscle.Muscle.
• Skin and underlying tissue.Skin and underlying tissue.
• Hair, nails, blemishes.Hair, nails, blemishes.
• Clothes and accessories.Clothes and accessories.
• Skeletal.Skeletal.
• Muscle.Muscle.
• Skin and underlying tissue.Skin and underlying tissue.
• Hair, nails, blemishes.Hair, nails, blemishes.
• Clothes and accessories.Clothes and accessories.
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Skeletal models• Robot-like Robot-like
– Human bones = 206, CG approx. 40Human bones = 206, CG approx. 40
– Human bones flexible, 6 DOF joints. CG bones rigid, 3DOFHuman bones flexible, 6 DOF joints. CG bones rigid, 3DOF
• Skeletal controlSkeletal control
– KinematicKinematic
– DynamicDynamic
– ProceduralProcedural
– Motion CaptureMotion Capture
• Robot-like Robot-like
– Human bones = 206, CG approx. 40Human bones = 206, CG approx. 40
– Human bones flexible, 6 DOF joints. CG bones rigid, 3DOFHuman bones flexible, 6 DOF joints. CG bones rigid, 3DOF
• Skeletal controlSkeletal control
– KinematicKinematic
– DynamicDynamic
– ProceduralProcedural
– Motion CaptureMotion Capture
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Muscle and Skin Models
• Geometric.Geometric.
• Physically-based.Physically-based.
• Geometric.Geometric.
• Physically-based.Physically-based.
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Muscle and Skin (Physically-based)
• Anatomic.Anatomic.
• Spring and dampers.Spring and dampers.
• Finite Element Method.Finite Element Method.
• Anatomic.Anatomic.
• Spring and dampers.Spring and dampers.
• Finite Element Method.Finite Element Method.
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Muscle and Skin (Physically-based)
• Anatomic.Anatomic.
• Spring and dampers.Spring and dampers.
• Finite Element Method.Finite Element Method.
• Anatomic.Anatomic.
• Spring and dampers.Spring and dampers.
• Finite Element Method.Finite Element Method.
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Muscle and Skin (Geometric)
• Free-form deformations.Free-form deformations.
• Joint local operators.Joint local operators.
• Parametric models.Parametric models.
• Implicit surfaces.Implicit surfaces.
• 3D scanning.3D scanning.
• Free-form deformations.Free-form deformations.
• Joint local operators.Joint local operators.
• Parametric models.Parametric models.
• Implicit surfaces.Implicit surfaces.
• 3D scanning.3D scanning.
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Muscle and Skin (Geometric)
• Free-form deformations.Free-form deformations.
• Joint local operators.Joint local operators.
• Parametric models.Parametric models.
• Implicit surfaces.Implicit surfaces.
• 3D scanning.3D scanning.
• Free-form deformations.Free-form deformations.
• Joint local operators.Joint local operators.
• Parametric models.Parametric models.
• Implicit surfaces.Implicit surfaces.
• 3D scanning.3D scanning.
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Muscle and Skin (Geometric)
• Free-form deformations.Free-form deformations.
• Joint local operators.Joint local operators.
• Parametric models.Parametric models.
• Implicit surfaces.Implicit surfaces.
• 3D scanning.3D scanning.
• Free-form deformations.Free-form deformations.
• Joint local operators.Joint local operators.
• Parametric models.Parametric models.
• Implicit surfaces.Implicit surfaces.
• 3D scanning.3D scanning.
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Clothing• DressingDressing
– Virtual Clothing P. Volino, N. Magnenant-Thalmann, University of Geneva. P. Volino, N. Magnenant-Thalmann, University of Geneva.
• Spring and dampers.Spring and dampers.
– Baraff, David and Andrew Witkin. “Large Steps in Cloth Simulation,” Proceedings of Baraff, David and Andrew Witkin. “Large Steps in Cloth Simulation,” Proceedings of
SIGGRAPH 1998, pp. 43-54.SIGGRAPH 1998, pp. 43-54.
– Bridson et al. SIGGRAPH 2002.Bridson et al. SIGGRAPH 2002.
• Wrinkles, texturing.Wrinkles, texturing.
BOOK: BOOK: Cloth Modeling and Animation: Donald H. House & David E. BreenCloth Modeling and Animation: Donald H. House & David E. Breen
• DressingDressing
– Virtual Clothing P. Volino, N. Magnenant-Thalmann, University of Geneva. P. Volino, N. Magnenant-Thalmann, University of Geneva.
• Spring and dampers.Spring and dampers.
– Baraff, David and Andrew Witkin. “Large Steps in Cloth Simulation,” Proceedings of Baraff, David and Andrew Witkin. “Large Steps in Cloth Simulation,” Proceedings of
SIGGRAPH 1998, pp. 43-54.SIGGRAPH 1998, pp. 43-54.
– Bridson et al. SIGGRAPH 2002.Bridson et al. SIGGRAPH 2002.
• Wrinkles, texturing.Wrinkles, texturing.
BOOK: BOOK: Cloth Modeling and Animation: Donald H. House & David E. BreenCloth Modeling and Animation: Donald H. House & David E. Breen
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Hair and blemishes
• StylingStyling
• Spring and dampers.Spring and dampers.
• Volume Rendering.Volume Rendering.
• Skin shadingSkin shading
• StylingStyling
• Spring and dampers.Spring and dampers.
• Volume Rendering.Volume Rendering.
• Skin shadingSkin shading
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Layered Characters