layered acting for character animation
DESCRIPTION
Layered Acting for Character Animation. By Mira Dontcheva Gary Yngve Zoran Popović. SIGGRAPH 2003. presented by Danny House. Editing Motion. Keyframing: positions and tangents Physical Simulation: initial conditions Motion Graphs: splicing Texturing. Layered Editing. - PowerPoint PPT PresentationTRANSCRIPT
Layered Acting for Character Animation
By Mira Dontcheva
Gary Yngve
Zoran Popović
presented by Danny House
SIGGRAPH 2003
Editing Motion
• Keyframing: positions and tangents
• Physical Simulation: initial conditions
• Motion Graphs: splicing
• Texturing
Layered Editing
Start with Broad Outline
Top Down Construction
Dimensions for Layering
• Accuracy
• Scale
• Articulation
Layers of Articulated Movement
• Torso
• Limbs to Fingers
• Head to Face to Eyes
• Secondary Motion
Interaction via Acting
• Correspondence of Movement and Time
• Not Quite Puppetry
• Motion Capture
Imitation
• Imitating the User
• Imitating the Animated Character
System Overview
• Hardware
• Space and Time Interaction
• Character Interaction
• Synthesis and Editing With Layers
Hardware
• 8 camera optical motion capture
• wireless mouse
• wall display screen
• various animation widgets
Space and Time Interaction
• Camera View and Studio Correspondence
• Distance to Object Affects Gain on Controls
• Ground Calibration
• Speed and Interval of Playback
• Anticipation Guides– Predictive Ghost Renderings– Projections of Trajectory Streamers
Character Interaction
• User Features
– position and orientation of widgets
• Character Features
• Correspondence Between Character and
User Features
Character Features
• Must be prespecified in the character model.
• May include– joints– points on the body– DOFs– IK handles
Correspondence Between Character and User Features
• Explicit selection by User
• Implicit selection via acting
• Absolute, trajectory-relative, or additive
Synthesis and Editing with Layers
• Select One or More Character Features
• Map them to a Widget
• Act with the Widget while Watching
Playback
• Repeat
Definitions for Feature Mapping
• X0: initial position of widget
• X(t): position of widget at time t• C´: rotational component of transform from studio
to camara coordinates
• Y0: initial position of character feature
• Y(t): position of character feature at time t• Y ´(t): character feature’s position after edit
• XR0, XR(t), etc, are the corresponding rotations
Absolute Feature Mapping
• Used for top level rough sketch of motion
• Good for contact with ground– the system supports snapping to the ground
• Useful for body parts that interact with in the scene
• Could be useful with physical props
Equations of Absolute Feature Mapping
• Y ´(t) = Y0 + C´(X(t) - X0)
• Y R´(t) = C´XR(t)(XR0)-1YR
0
Trajectory-Relative Mapping
• Useful for animating a feature relative to an existing parent motion.
• K(t) is the product of the matrices in the parent hierarchy of the feature being edited.
• Y ´(t) = Y0 + K(t)C´(X(t) - X0)
Additive Mapping
• Useful for adding detail or personality while preserving the underlying motion
• Y ´(t) = Y(t) + C´(X(t) - X(t-dt))
Equations of Trajectory-Relative Mapping
• K(t) is the change in the widget’s
translation over [0,t]
• Y ´(t) = Y0 + K(t)C´(X(t) - X0)
Implicit Editing
• The user selects the features to edit by imitating their behavior.
• The system discovers the relevant features using a statistical technique called “Canonical Correlation Analysis” or CCA.
• CCA is applied to each user/character feature pair.• Heuristics are used to choose the best pairs. They
are non-robust but effective in practice.
Physically Based Motion Transformation
• By Popović, Z. and Witkin, A. P.
• SIGGRAPH 99
• Sophisticated retargeting of motion data.
Preparation for Editing
• Character Simplification– manual elimination of many details
• Spacetime Motion Fitting– manual capture of pose and mechanical
constraints, addition of muscles, assumes optimality
Editing
• Tweak the Constraints– change a pose, alter flexibility of a joint,
introduce obstacles, alter gravity
• Motion Reconstruction– automtic
Interactive Manipulation of Rigid Body Simulations
• Popović, J., Seitz, S. M., Erdmann, M., Popović, Z., and Witkin, A. P.
• SIGGRAPH 2000
• Allows goal oriented editing of physical simulations.
• User specifies waypoints and velocities in simulation.
• Will alter initial conditions if permitted.
• Obtains extra DOFs by tweaking surface normals, elasticity.
• Small changes in these parameters are not noticed by audience.