Introduction to Character Animation

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Introduction to Character Animation Karan Singh Karan Singh Lecture 1: CSC 2529 Lecture 1: CSC 2529

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Introduction to Character Animation. Karan Singh Lecture 1: CSC 2529. Animation Principles. Squash and Stretch. Follow Through and Overlapping Action. Slow in and Out. Exaggeration. Secondary Action. Appeal. Animation Principles. Timing and Motion. Anticipation. Staging. - PowerPoint PPT Presentation

Transcript of Introduction to Character Animation

Page 1: Introduction to Character Animation

Introduction to Character Animation

Karan SinghKaran Singh

Lecture 1: CSC 2529Lecture 1: CSC 2529

Karan SinghKaran Singh

Lecture 1: CSC 2529Lecture 1: CSC 2529

Page 2: Introduction to Character Animation

Animation Principles

• Squash and Stretch.

• Follow Through and Overlapping Action.

• Slow in and Out.

• Exaggeration.

• Secondary Action.

• Appeal.

• Squash and Stretch.

• Follow Through and Overlapping Action.

• Slow in and Out.

• Exaggeration.

• Secondary Action.

• Appeal.

Page 3: Introduction to Character Animation

Animation Principles

• Timing and Motion.

• Anticipation.

• Staging.

• Straight Ahead Action and Pose-to-Pose Action.

• Arcs.

• Timing and Motion.

• Anticipation.

• Staging.

• Straight Ahead Action and Pose-to-Pose Action.

• Arcs.

Page 4: Introduction to Character Animation

Animation: Art or martial art?

Page 5: Introduction to Character Animation

Production pipeline

ScriptScript

CharacterCharactersketchessketches

StoryboardStoryboard 2D animatic2D animatic

Character setupCharacter setupMotion testsMotion tests 3D animatic3D animatic

AnimationAnimationLighting,Lighting,RenderingRendering

CompositingCompositing

Post productionPost production

Page 6: Introduction to Character Animation

Layered Approach

• Skeletal.Skeletal.

• Muscle.Muscle.

• Skin and underlying tissue.Skin and underlying tissue.

• Hair, nails, blemishes.Hair, nails, blemishes.

• Clothes and accessories.Clothes and accessories.

• Skeletal.Skeletal.

• Muscle.Muscle.

• Skin and underlying tissue.Skin and underlying tissue.

• Hair, nails, blemishes.Hair, nails, blemishes.

• Clothes and accessories.Clothes and accessories.

Page 7: Introduction to Character Animation

Layered Approach

• Skeletal.Skeletal.

• Muscle.Muscle.

• Skin and underlying tissue.Skin and underlying tissue.

• Hair, nails, blemishes.Hair, nails, blemishes.

• Clothes and accessories.Clothes and accessories.

• Skeletal.Skeletal.

• Muscle.Muscle.

• Skin and underlying tissue.Skin and underlying tissue.

• Hair, nails, blemishes.Hair, nails, blemishes.

• Clothes and accessories.Clothes and accessories.

Page 8: Introduction to Character Animation

Layered Approach

• Skeletal.Skeletal.

• Muscle.Muscle.

• Skin and underlying tissue.Skin and underlying tissue.

• Hair, nails, blemishes.Hair, nails, blemishes.

• Clothes and accessories.Clothes and accessories.

• Skeletal.Skeletal.

• Muscle.Muscle.

• Skin and underlying tissue.Skin and underlying tissue.

• Hair, nails, blemishes.Hair, nails, blemishes.

• Clothes and accessories.Clothes and accessories.

Page 9: Introduction to Character Animation

Layered Approach

• Skeletal.Skeletal.

• Muscle.Muscle.

• Skin and underlying tissue.Skin and underlying tissue.

• Hair, nails, blemishes.Hair, nails, blemishes.

• Clothes and accessories.Clothes and accessories.

• Skeletal.Skeletal.

• Muscle.Muscle.

• Skin and underlying tissue.Skin and underlying tissue.

• Hair, nails, blemishes.Hair, nails, blemishes.

• Clothes and accessories.Clothes and accessories.

Page 10: Introduction to Character Animation

Skeletal models• Robot-like Robot-like

– Human bones = 206, CG approx. 40Human bones = 206, CG approx. 40

– Human bones flexible, 6 DOF joints. CG bones rigid, 3DOFHuman bones flexible, 6 DOF joints. CG bones rigid, 3DOF

• Skeletal controlSkeletal control

– KinematicKinematic

– DynamicDynamic

– ProceduralProcedural

– Motion CaptureMotion Capture

• Robot-like Robot-like

– Human bones = 206, CG approx. 40Human bones = 206, CG approx. 40

– Human bones flexible, 6 DOF joints. CG bones rigid, 3DOFHuman bones flexible, 6 DOF joints. CG bones rigid, 3DOF

• Skeletal controlSkeletal control

– KinematicKinematic

– DynamicDynamic

– ProceduralProcedural

– Motion CaptureMotion Capture

Page 11: Introduction to Character Animation

Muscle and Skin Models

• Geometric.Geometric.

• Physically-based.Physically-based.

• Geometric.Geometric.

• Physically-based.Physically-based.

Page 12: Introduction to Character Animation

Muscle and Skin (Physically-based)

• Anatomic.Anatomic.

• Spring and dampers.Spring and dampers.

• Finite Element Method.Finite Element Method.

• Anatomic.Anatomic.

• Spring and dampers.Spring and dampers.

• Finite Element Method.Finite Element Method.

Page 13: Introduction to Character Animation

Muscle and Skin (Physically-based)

• Anatomic.Anatomic.

• Spring and dampers.Spring and dampers.

• Finite Element Method.Finite Element Method.

• Anatomic.Anatomic.

• Spring and dampers.Spring and dampers.

• Finite Element Method.Finite Element Method.

Page 14: Introduction to Character Animation

Muscle and Skin (Geometric)

• Free-form deformations.Free-form deformations.

• Joint local operators.Joint local operators.

• Parametric models.Parametric models.

• Implicit surfaces.Implicit surfaces.

• 3D scanning.3D scanning.

• Free-form deformations.Free-form deformations.

• Joint local operators.Joint local operators.

• Parametric models.Parametric models.

• Implicit surfaces.Implicit surfaces.

• 3D scanning.3D scanning.

Page 15: Introduction to Character Animation

Muscle and Skin (Geometric)

• Free-form deformations.Free-form deformations.

• Joint local operators.Joint local operators.

• Parametric models.Parametric models.

• Implicit surfaces.Implicit surfaces.

• 3D scanning.3D scanning.

• Free-form deformations.Free-form deformations.

• Joint local operators.Joint local operators.

• Parametric models.Parametric models.

• Implicit surfaces.Implicit surfaces.

• 3D scanning.3D scanning.

Page 16: Introduction to Character Animation

Muscle and Skin (Geometric)

• Free-form deformations.Free-form deformations.

• Joint local operators.Joint local operators.

• Parametric models.Parametric models.

• Implicit surfaces.Implicit surfaces.

• 3D scanning.3D scanning.

• Free-form deformations.Free-form deformations.

• Joint local operators.Joint local operators.

• Parametric models.Parametric models.

• Implicit surfaces.Implicit surfaces.

• 3D scanning.3D scanning.

Page 17: Introduction to Character Animation

Clothing• DressingDressing

– Virtual Clothing P. Volino, N. Magnenant-Thalmann, University of Geneva. P. Volino, N. Magnenant-Thalmann, University of Geneva.

• Spring and dampers.Spring and dampers.

– Baraff, David and Andrew Witkin. “Large Steps in Cloth Simulation,” Proceedings of Baraff, David and Andrew Witkin. “Large Steps in Cloth Simulation,” Proceedings of

SIGGRAPH 1998, pp. 43-54.SIGGRAPH 1998, pp. 43-54.

– Bridson et al. SIGGRAPH 2002.Bridson et al. SIGGRAPH 2002.

• Wrinkles, texturing.Wrinkles, texturing.

BOOK: BOOK: Cloth Modeling and Animation: Donald H. House & David E. BreenCloth Modeling and Animation: Donald H. House & David E. Breen

• DressingDressing

– Virtual Clothing P. Volino, N. Magnenant-Thalmann, University of Geneva. P. Volino, N. Magnenant-Thalmann, University of Geneva.

• Spring and dampers.Spring and dampers.

– Baraff, David and Andrew Witkin. “Large Steps in Cloth Simulation,” Proceedings of Baraff, David and Andrew Witkin. “Large Steps in Cloth Simulation,” Proceedings of

SIGGRAPH 1998, pp. 43-54.SIGGRAPH 1998, pp. 43-54.

– Bridson et al. SIGGRAPH 2002.Bridson et al. SIGGRAPH 2002.

• Wrinkles, texturing.Wrinkles, texturing.

BOOK: BOOK: Cloth Modeling and Animation: Donald H. House & David E. BreenCloth Modeling and Animation: Donald H. House & David E. Breen

Page 18: Introduction to Character Animation

Hair and blemishes

• StylingStyling

• Spring and dampers.Spring and dampers.

• Volume Rendering.Volume Rendering.

• Skin shadingSkin shading

• StylingStyling

• Spring and dampers.Spring and dampers.

• Volume Rendering.Volume Rendering.

• Skin shadingSkin shading

Page 19: Introduction to Character Animation

Layered Characters