You are on page 1of 16

Animation

Computer animation
Animation: make objects move or change over time according to scripted actions and/or (physical) laws

Outline
Animation and animation types Traditional animation Disney Computer role in animation Computer animation techniques
2D vs. 3D Object models Motion models
3

Animation
Animation is produced by the rapid display of consecutive still images Minimum frame rate (humans) for smooth transitions is about 15 Hz. For film/TV, 23 Hz to 30 Hz is normal. For a smooth visual effect, higher frame rates may be necessary, and timing of frame displaying is important

Types of animation
Hand-drawn Stop motion Animatronics Performance animation (mocap) Virtual models Effects
5

Early animation
Early real animation: creating each frame of a real scene by hand = stop motion animation. (Very early) example: The enchanted drawing (1900). Example: King Kong (1933), hybrid of animatronic and stop motion animation
6

The enchanted drawing

King Kong

Intermezzo: King Kong 1933 & 2005

Intermezzo: King Kong 1933 & 2005

Batch

Batch

10

Traditional Animation

Pauzefilm (22)
King Kong 2005: Intro & Tyrannosaur battle

Animators work from storyboards Gross timing (usually) determined by dialogue soundtrack Older animation:
Static background Characters painted on cels Lead animator creates key frames Second animator creates in between frames (inbetweens)

11

12

Traditional animation
Many of the esthetic animation principles from traditional animation can and often should be applied in computer animation Computer animation tools enable just about anybody to make an animation Computer animation tools enable just about anybody to make a bad animation
13

Traditional animation
Fundamental principles of traditional animation (Disney):
1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. Squash and stretch Timing Anticipation Staging Follow through and overlapping action Straight ahead action and pose-to-pose action Slow in and out Arcs Exaggeration Secondary action Appeal

14

Squash and stretch: examples

Squash and stretch


Movement shows rigidity of an object soft objects deform more Squashing and stretching emphasize natural movement, object rigidity and movement speed Squash and stretch should preserve volume Laws of physics may be broken (e.g. stretch before impact) Squash and stretch need not deform the object

15

16

Squash and stretch


Example without deformation

Squash and stretch


Squash and stretch helps avoid strobing effects (But adding motion blur is better)

Slow motion: no strobing

Fast motion:

strobing no strobing

17

18

Squash and stretch

Timing
No in-betweens - the character has been hit by a strong force and its head almost snapped off One in-betweens - the character has been hit by something substantial, .e.g., frying pan Two in-betweens - the character has a nervous twitch Three in-betweens - the character is dodging a flying object Four in-betweens - the character is giving a crisp order Six in-betweens - the character sees something inviting Nine in-betweens - the character is thinking about something Ten in-betweens - the character is stretching a sore muscle
19 20

Timing
Timing is the speed of an action Timing helps define an action (see example previous slide) Proper timing is critical to make the audience understand an action: time the phases (anticipation/action/reaction) so that the action is understood (not too short!) without losing attention (not too long!) Timing defines weight of objects (including characters)
21

Anticipation
Anticipation is the preparation for an action

22

Anticipation
Often anatomical necessity; no anticipation gives an unnatural movement Prepares audience for an action - you know what is going to happen Draws the attention action is not missed and can be faster

Anticipation

23

24

Staging
Staging is presenting an idea so that it is unmistakably clear
Actions are staged so that they are understood A personality is staged so that they are recognisable An expression so that its visible A mood so that it affects the audience

Staging
Staging is much clearer when done entirely in good silhouette
Good silhouette Bad silhouette

For good staging the audiences attention must be where it needs to be. Staging, anticipation and timing are crucial to leading the eye Stage only one idea at a time (or it might be upstaged) Contrast the object of interest with the rest of 25 the scene

26

Silhouette

Follow through and overlapping action


Follow through is the proper termination of actions Actions rarely end suddenly Most movements in an action are not simultaneous; there is a lead and there are movements that follow (or drag) behind. These movements may overlap in time

27

28

Straight ahead and pose-to-pose action


The two approaches to animation:
Straight ahead: draw all the scenes in sequence from first to last
Spontaneous, creative

Slow in and out


A movement between two extremes is usually presented best when the movement is slowest at the extremes May not be physically correct Allows the viewer a little more time at the (interesting) extreme poses Implemented by non-linear timing of the inbetweens

Pose-to-pose: draw the main poses and fill in the inbetweens later
Focus on acting, timing
29

30

Slow in and out


Linear timing

Arcs
Movement of (parts of) objects is generally more interesting when the movement traces an arc (splines!) instead of a straight line

Slow in and out

31

32

Secondary action Exaggeration


Exaggeration of the motions that identify an emotional state makes this state easier to see Do not arbitrarily distort object or actions, amplify only that which enhances the underlying reason for a motion Actions have consequences. These should be part of the animation to enhance a realistic complexity Should in general be kept subordinate to the main action, to avoid detracting attention.

33

34

Computer role in animation


Computer animation can assist the traditional animation process on many levels, e.g. by
Generating inbetweens Automating cel layering Generating images from models

Computer animated movies


Example: production process at Pixar

Computer enables many new applications:


animations in video games or other interactive media, i.e. without fully pre-scripted animation (user/rule driven), merging of film and animated models, etc.

Innovation of the entire creative and production pipeline


35 36

1. Write the main story

2. Write the text treatment

37

38

3. Draw the storyboards

4. Record scratch voices

39

40

5. Make reels

6. Artists create look and feel

41

42

7. Models are created and articulated

8. Sets are built and dressed

43

44

9. The scenes are laid out

10. Scenes are animated

45

46

11. Shading is added

12. Lighting is added

47

48

13. Rendering

14. Add music and sound effects

49

50

Embedded graphics / animation example

Computer animation techniques


2D
Sprite animation Morphing Graphic embedding

3D, virtual world


Object model
Articulated model Particle system Deformable object Hybrid

Rendering
Motion blur

Motion models

51

Keyframing Kinematics Procedural Motion capture


52

Computer animation techniques


2D
Sprite animation Morphing Graphic embedding

Sprite animation
A sprite is a bitmap image (or set of images) that is moved over a background Transparency Very fast, easy Fixed library of animation No dynamic lighting, depth, etc.
54

3D, virtual world


Object model
Articulated model Particle system Deformable object Hybrid

Rendering
Motion blur

Motion models
Keyframing Kinematics Procedural Motion capture
53

Sprite animation

Morphing
Animation which shows the metamorphosis of one image (or model) into another Based on a deformation field and blending Can often provide realistic animation based only on two (or few) images with added feature correspondences Correspondences or matching points (usually) specified manually

55

56

Morphing examples

Thoden morphing scene

Batch

Video Clip

57

58

Morphing Morphing

59

60

10

Embedding example Embedding


Requires a (rough) projection matrix to relate a 3D model to the 2D image Requires an indication of surface where the model can be placed on Can also be used to remove image parts
61 62

Computer animation techniques


2D
Sprite animation Morphing Graphic embedding

Articulated models
Articulated = united by means of joints

3D, virtual world


Object model
Articulated model Particle system Deformable object Hybrid

Rendering
Motion blur

Motion models
Keyframing Kinematics Procedural Motion capture
63 64

Articulated models
An articulated model is a collection of objects connected by joints in a hierarchical structure The objects and their relative connections define the static object skeleton The joint parameters (angles) define the stance of the model The full object is defined by the articulated model combined with a skin, usually a deformable mesh Animation is achieved by changing the joint parameters 65

Skinning

Automatic skin

Modeled skin
66

11

Skinning
Skin deformation can be obtained from joint angles

Extensions
More realism by using a model including muscles

67

68

Particle system Particle system


Uses (lots of) particles/points Motion of particles governed by (usually) physical laws Excellent for water flow/spray, smoke, explosions, flocks of animals
Particle properties
Position Velocity (vector) Color Lifetime Age Shape Size Transparency

Particle life cycle


Generation Particle dynamics Extinction

All properties can be parametrized by age

69

70

Particle life cycle


Generation
Particles are created randomly in a certain geometric region (generation shape) Both the random generation process and the generation shape may alter dynamically in time

Particle system: MAYA example

Particle dynamics
Once created, the properties of each particle are updated dynamically in time, following a set of (usually physical) laws

Extinction
A particle is removed if it
Exceeds its lifetime Goes out of scope (leaves the image forever) Runs into the ground: the particle properties are such that the particle is invisible or stationary (etc.) and no longer has a 71 function in the animation
Age related coloring Conic and torus force fields controlling motion Circular emission field, random generation
72

12

Example: Smoke Particle System


Small generation shape Constant upwards velocity Funnel-shaped force field with turbulence (spin) Particles rendered as partially transparent spheres that fade over time

More examples

73

74

Example:

The wrath of Kahn (1982)


Early use of particle system to model an explosion / raging fire

Example: water in

The Perfect Storm


Ocean created dynamically fluid dynamics

Batch

75

76

Flowing Water
Particle systems for
water flowing over boat boat spray impact spray

Composited result

77

78

13

Isengard Flooding Scene

Batch

79

80

Particle system extension: Flocking


Each particle represents an animal, e.g. a bird, hence the name birdoid or boid. A boid is a full object not just a point or simple geometric shape, and has a local coordinate system (orientation), and can be fully rendered Often fixed number of boids (no creation/extinction) Physical laws are replaced by behavioral rules:
Collision avoidance Velocity matching Flock centering Etc.

Flocking example

Smooth transition to AI-system (no well-defined boundaries)


81 82

Example: army flocking

Suitable for objects and materials that are non-rigid Several possible models
Finite element approximation of physically/analytically correct deformation considering material properties infeasible Mass-spring model requires differential equation solving (expensive), but looks realistic B-spline/NURBS surface with time-varying control points need to specify the variation Free-form deformation needs deformation specification, but generally only a few control points are necessary Implicit surface deformation (level set 84 evolution) poor feasibility

Deformable models

Batch

83

14

Mass-spring model
Models an object as a series of point masses connected by springs Object can be
Point masses

Extensible springs

Mass-spring model dynamics


Motion computed from external forces and Hookes Law:

F = cU
F force exerted by the spring c constant of proportionality U deviation from rest length

A curve mass (hair, rope, muscle) A surface mass (water, cloth) A volume mass (gelatinous blob, flesh)

Rest length of springs may be a variable in animation


85 86

Mass-spring model: 2D example

Example
Rope modelled as 1D mass-spring

Fish model Edges represent springs Bold edges represent muscle springs Dots represent masses Surface model (no internal springs)

Gravity only

Wind force from left


87 88

Fish example

Fish stereo example

89

90

15

Example: hair
Nostalgia, SIGGRAPH 2001

Extensions (hair)
Regular mass-spring (limp hair) Angular springs (bending, add body) Torsion (curling)

Batch

91

92

Hybrid models
The different object models (articulated, particles, deformable, ) are all best suited for a particular class of object and less (or not at all) for others often systems that combine several types are necessary Allows to use the best appropriate model, but requires careful consideration of the interfacing of the models Example: diver (articulated model) diving in a pool (deformable model) creating water spray (particle system)

Computer animation techniques


2D
Sprite animation Morphing Graphic embedding

3D, virtual world


Object model
Articulated model Particle system Deformable object Hybrid

Rendering
Motion blur

Motion models
Keyframing Kinematics Procedural Motion capture
94

93

Motion blur
Rendering technique To reduce strobing and aliasing - high frequencies masquerading as low frequencies, e.g. a wheel appearing to move backwards Implemented by multiple renderings of a fast moving object in a single frame
95

16

You might also like