Chapter 4: IMD2214 - Chapter 4: Character Animation Character Animation 1 Lecturer: Norhayati Mohd...

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Chapter 4: IMD2214 - Chapter 4: Character Animation Character Animation 1 Lecturer: Norhayati Mohd Amin

Transcript of Chapter 4: IMD2214 - Chapter 4: Character Animation Character Animation 1 Lecturer: Norhayati Mohd...

Page 1: Chapter 4: IMD2214 - Chapter 4: Character Animation Character Animation 1 Lecturer: Norhayati Mohd Amin.

Chapter 4:

IMD2214 - Chapter 4: Character Animation

Character Animation

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Lecturer: Norhayati Mohd Amin

Page 2: Chapter 4: IMD2214 - Chapter 4: Character Animation Character Animation 1 Lecturer: Norhayati Mohd Amin.

Introduction

IMD2214 - Chapter 4: Character Animation

Any object that is animated with expression and tries to speak to the audience through its actions is considered a character.

In fact, the same techniques used to animate a dog might be used to animate a dancing bottle, a tiger or a tree.

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3D Characters

IMD2214 - Chapter 4: Character Animation

A 3D character is a digital actor. Whether your character is a tin can that

bounces with personality, or a photorealistic human being, the animator will need to control it easily and interactively.

The specific requirements of the character's motion will dictate the complexity of the character's controls.

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A Typical Character

IMD2214 - Chapter 4: Character Animation

The character’s mechanics must be convincing to an audience and the skin and clothing must also move and bend properly.

This process of preparing character controls is called rigging and is used to let the animator focus on the process of animating.

A fully rigged character can be quite complex as it brings together skeleton joints, surfaces, deformers, expressions, Set Driven Key, constraints, IK, BlendShapes, etc.

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A Typical Character

IMD2214 - Chapter 4: Character Animation

Skeleton Joints

Character Controls

Constraints

Selection HandlesDeformers

Bound Surfaces

Kinematics

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Skeleton Joints

IMD2214 - Chapter 4: Character Animation

Joints are used to create a framework for a character’s hierarchy.

The rotation of the skeleton joints defines the motion of the character.

You can use inverse kinematics for even more control.

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Character Controls

IMD2214 - Chapter 4: Character Animation

Using animation techniques such as Set Driven Key and expressions, you can set up attributes for controlling different parts of a character.

For example, a hand joint could have attributes used to control the different finger joints.

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Constraints

IMD2214 - Chapter 4: Character Animation

It is possible to constrain the kinematic controls of a skeleton to objects in your scene or even simple locators.

You can then animate the constraint weights to make a character pick something up or grab hold of a fixed object.

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Selection Handles

IMD2214 - Chapter 4: Character Animation

Selection handles give you quick access to parts of a character’s hierarchy that are to be animated.

This makes it easier to work with a character after it has been rigged up for animation.

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Kinematics

IMD2214 - Chapter 4: Character Animation

To control your skeleton joints, you can choose from forward or inverse kinematics.

Forward kinematics allows you to set the joint rotations directly.

It is computation of the position and orientation of robot's end effector as a function of its joint angles.

It is widely used in robotics, computer games, and animation.BACK

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Kinematics (cont)

IMD2214 - Chapter 4: Character Animation

The reverse process is known as inverse kinematics.

Inverse kinematics is the process of determining the parameters of a jointed flexible object (a kinematic chain) in order to achieve a desired pose – is a type of motion planning.

IK allows you to position IK handles, which rotates the joints.

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Kinematics (cont)

IMD2214 - Chapter 4: Character Animation

forward kinematics is when you know the joint angles and you find the coordinates

inverse kinematics is when you know the coordinates and you find the joint angles.

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Bound Surfaces

IMD2214 - Chapter 4: Character Animation

Surfaces of a character’s skin and clothing can be either parented or bound to the skeleton joints to make them move together.

Binding places points from a surface into clusters that are then associated with particular joints.

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Deformers

IMD2214 - Chapter 4: Character Animation

To help the surfaces bend realistically at joints, deformers such as flexors and influence objects can be used.

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IMD2214 - Chapter 4: Character Animation

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Q & A