walking cycle animation and interpolation rama hoetzlein [email protected]

24
Walking Cycle Animation and Interpolation Rama Hoetzlein [email protected]

Upload: brenda-casey

Post on 17-Dec-2015

232 views

Category:

Documents


8 download

TRANSCRIPT

Page 1: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

Walking Cycle Animationand

Interpolation

Rama [email protected]

Page 2: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

Feb 21st (Mon)

Mar 2nd (Wed)

Mar 15th

9:00-12:00 (morning) 13:00-16:40 (afternoon)

DAILY TOPIC: Walking, Posing and AnimationKeyframes, Auto keyingQuick lab: Walk cycles Quick lab: Walk cyclesMuybridge, motion studies PosingWalk cycle dynamics, Human dynamics Keyframing Assignment: Animation

MORNING: Animation AFTERNOON: Motion CaptureCritique of animations History and foundationsStart on Motion Capture topic Rotoscoping, camera tracking

Current trends: Performace cap.Lab: Import of mo. cap data

Assignment: Refine animations. OR import mo.cap data

Motion Capture session with Stefania and Camilla Hagg- Full-body capture session

Recap… Where are we

Page 3: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

Today..

1. Key frame (drawing)

2. Auto keys

Quick lab: Walk cycle (#1)

3. Interpolation

4. Graph editor

Quick lab: Walk cycle (#2)

Page 4: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

“Gradually we developed a professional class of ‘clean up men’ who took pride in their work. It was their skill that made the pictures look so fine, yet for a number of years they never got screen credit, nor even the salary they deserved…

An ideal group would include an assistant animator (simple changes), second assistant (still learning), breakdown man, and inbetweener who could double as a handyman. The last category included everything: threading the film, taking a test over to the cutter..”

Assistant Animators

Page 5: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

In computer animation, the software replaces the inbetweener with a mathematical process of interpolation.

With interpolation, the computer automatically determinesintermediate frames from the start and end frames.

* As a mathematical process, interpolation may not give the results you expect… But it is easy to get started..

Page 6: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

TurnAuto Key on

Load theTiming panel here

Set total frames

Steps for Auto Keying

Page 7: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

Steps for Auto Keying

Select object first..

Right-click on any attributeand select Set Key.

Usually this is done onTranslate and Rotate of rig controllers.

Page 8: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

Steps for Auto Keying

Set time slider to desired time

.. and move object to location for that time

Notice lines tell you where you have keys.

Page 9: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

Animating a Walk Cycle (first attempt)

Use the Human rig provided. Or another if you like.

1. Use the Auto Key technique.

2. Set your total animation time to 25 frames (8 sec)

3. Hint: The time between strides is 1 second for full cycle (30 frames),

½ second per leg (15 frames)

4. Note the body translates at a constant rate in space

Page 10: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

Go for it!

Page 11: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk
Page 12: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

Keyframingusing Interpolation

Mathematical problem: Given a set of points, what are the most reasonable points in between?

Page 13: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

Brief History of Computer Animationof Keyframes

Linear interpolation…. just use a weighted average between points.

Linear is discontinuous at the key points.Linear only account for two points.

Page 14: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

In boat building, splines are thin pieces of wood that are bent to fit the key points set by clamps.The spline interpolates the clamp points.

Splines

Page 15: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

Bezier Curves

Paul de Casteljau (1959), invented Bezier curves. Pierre Bezier used in automotive modeling.

Key point

Tangent point

Bezier curves are continuous at the key points.Bezier curves interpolate the end key points (pass through them)

Page 16: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

12 key points neededOnly 4 of these interpolate the curve

In practice the other 8 are made into tangent points.

Bezier curves require non-interpolated points

Polynomial Curves

Bezier Curves

Use all the pointsto create a fit curve.

Does not need to pass through the key points.

Computationally expensive.

Page 17: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

Why is this important in animation?

Difference between this…

and this…

Page 18: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

1974, Burtnyk & Wein

“..simple linear animation between key frames will not produce a realistic result.”

linear

Page 19: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

Eadweard Muybridge (1930-1904), Motion studies

Page 20: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

Contact pose - Both legs are at their extreme point. Opposite arm is forward.

Recoil - Weight falls on the recoil pose. Front foot fully touches. Body at lowest position, arms at extreme.

Passing - Back leg passes the contact leg. Arms at sides.

High point - Body at highest pose. Back leg is pushing body forward.Back toe peels off the ground.

Contact – DOWN to – Recoil – UP to high-point – AND – Contact -- ..

Page 21: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

World reference frame - Outside observer

Local reference frame - View from camera following the character

http://www.idleworm.com/how/anm/02w/walk1.shtml

Contact foot is stationary on the ground. (otherwise you fall)

Back foot advances quickly to catch next contact.

Contact foot moves backward relative to body center.

Back foot advances at same rate that contact trails.

Page 22: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

World Reference Frame

Incorrect versionCan you tell what’s wrong with this?Can you tell which foot is which?

Left foot, Right foot, and Body

Page 23: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

World Reference Frame

Left foot, Right foot, and Body

Correct versionWhat’s different? Why?

Page 24: Walking Cycle Animation and Interpolation Rama Hoetzlein rama@create.aau.dk

Contact foot stays plantedon the ground. Linear interpolation keeps it flat.

Back foot eases up to the forwardlocation rapidly, but not linearly.

Whole bodytranslates forwardlinearly.

Now back foot iscontact foot.