Quiz 3, Go to www.cs.northwestern.edu/~animation/Project3/project.php Please list the author and basic scene description. Write notes for our in-class critique based upon the following criteria (positive and negative comments) • Created a Scene (backdrop & ground-plane): • Hero lighting – Is it obvious where the viewer should be looking: – Interesting composition & sense of relationship: – Shadows • Mood lighting: – – – – – – Same objects, same composition, same camera angle as hero lighting: Different light focusing on different character: Conveys mood: Main character still visible: Main character still belongs to scene: Shadows Business • Thanks carefully naming your Project 3 files – (Your TA appreciates it :) • Final project proposal round 2 due Thursday – Start a web page (HTML format) – Who's in your group – Overview with Goals – Time table (schedule for what will be done when) • Include model sheets, story boards, material examples, etc Character Modeling: Key Frame Animation Amy Gooch CS395: Intro to Animation Summer 2004 3D Animation Rendering • 3D Scene and Motion • Sequence of Frames – Rates: Video 30fps, Film 24fps • Persistence of Vision Animator must create .. • Illusion of Life • Weight Animation • Almost every property of every object in the scene can be animated (changed through time) – Models, cameras, … – Transformations: ‘ • Move • Rotate • Scale – Modifications/Deformation: edits, bends, twists, manipulating a skeleton – materials, colors, textures Animation • 3D Scene does not have – – – – – Gravity Weight Force interactions between objects (bit of a lie) • You must make it seem so! Preproduction Phases • Screen-play • Storyboards • Character development 3D Characters • Digital actor – – – – – – – – Tin can Sack of flower Butterfly, beetle Bird Flower Robot Humanoid Etc… Typical Character • Mechanics of movement must be convincing • Skin and clothing moves & bends appropriately • This process of preparing character controls is called rigging – Fully rigged character has • Skeleton joints, surfaces, deformers, expressions, Set Driven Key, constraints, IK, Blendshapes, etc Typical Character Character Resolution • Use low resolution character that has surfaces “parented” to skeleton – Allows interactive animations – Switch to full resolution character later • Rag Doll; Skeleton by Proxy tutorial http://www.goldenxp.com/tutorials/ragdoll/ragdoll1.htm Typical Character Animation Workflow • • • • • • • Character Design Model Skeleton Rigging Binding Animation Integration Rendering For Project 4 • Concentrate on – Character Design • Model Sheet with poses – Modeling (simple) – Skeleton Rigging – Binding 12Principles.ppt Thursday • Quiz • Character Model Sheets due • Read Project 4 Web page carefully Character Modeling: Key Frame Animation Amy Gooch CS395: Intro to Animation Summer 2004 Primary methods of Animation • Keyframe • Procedural – Expressions – Scripting • Dynamics/Simulation – Physics • Motion Capture • Combinations of the above Keyframe Workflow 1. Set Keys – – Usually extreme positions Less is more: Keys only the properties being animated 2. Set Interpolation – – Specify how to get from one key to another. Secondary, but a necessary step. 3. Scrub Time slider and refine motion curve Setting Keys • Start with extreme positions • Add intermediate positions – Secondary motion • Less is more – Don’t add keys for properties that you are not animating – Easier to manage/edit fewer keys Motion Curves: Position vs. Time QuickTime™ and a Cinepak decompressor are needed to see this picture. Motion Curves When is the box going • Forward? • Backward? • Fastest? Is the box • Starting from stop or at rest? • Stopping at the end or continuing? Interpolation • Specify how to get from one key to the other (inbetweening) • Common types – Step: stay at the same value, then suddenly switch – Linear: change at constant rate – Spline/Smooth: make it smooth • All of these (and more) are useful and appropriate in the right circumstance Smooth Interpolation QuickTime™ and a Cinepak decompressor are needed to see this picture. Soft changes of direction Linear Interpolation QuickTime™ and a Cinepak decompressor are needed to see this picture. Hard changes of direction Appears to be contacting other objects, instant changes Step Interpolation QuickTime™ and a Cinepak decompressor are needed to see this picture. Object reappears in a totally different position This is very useful. When? Ease In/Out QuickTime™ and a Cinepak decompressor are needed to see this picture. Heavy objects take a while to get going • trains Use interpolation to emphasize this. Ease in/out –orSlow in/out means to leave the key slowly Timing of the action • Ahead of the story – Something will happened before we know what it is • audience not yet aware • character may knows what’s up – Ex Alien Song • Behind the story – Audience knows before character knows – Ex: KnickKnack (1989) • Keep audience Interested! Motion of characters • Along with key frame animation we can use kinematics – Kinematics = study of motion without regard to the forces that cause it Specify fewer degrees of freedom More intuitive control User Control of Kinematic Characters • Joint Space – Position all joints (fine level of control) • Cartesian Space – Specify environmental interactions easily • Most DOF computed automatically Inverse Kinematics • Balance = keep center-of-mass over support polygon • Control – Ex: position vaulter’s hands on line between shoulder and vault – Ex: Compute knee angles that will give runner the right leg length What makes IK hard • Redundancy What makes IK hard • Singularities What make IK hard • Goal of “natural looking” motion – Minimum jerk – Equilibrium point trajectories Resources • Laws of Cartoon Physics – http://www.cc.gatech.edu/classes/cs8113f_97_spring/cartoon. html • Learning Maya Tutorial list – http://www.learning-maya.com/rigging.php – Skeleton Tutorial • http://web.alfredstate.edu/ciat/tutorials/SkeletonSetup.htm – Rag Doll; Skeleton by Proxy tutorial • http://www.goldenxp.com/tutorials/ragdoll/ragdoll1.htm – 5-minute Leg Rig • http://www.noir.org/tutorials/Xen%20Wildman/legrig/legrigtut.html Credits • Winny • Jessica Hodgins • http://www.cs.dartmouth.edu/~brd/Teaching /Animation/animation.html