History
Keyframe Animation
Physical Animation
Kinematics
Rigging
Bring things to life.
Communication tool
Aesthetic issues often dominate technical issues
An extension of modeling
Represent models as a function of time
Output: A sequence of images that when viewed sequentially provides a sense of motion.
Film: 24 frames per second (usually with motion blur)
Video (in general): 30 fps (usually with motion blur)
Virtual reality: 90 fps
First Animation (Shahr-e Sukhteh, Iran 3200 BCE)
Phenakistoscope (1831): By showing part of a rotating disk:
First Film (Edward Muybrdige, "Sallie Gardner", 1878): Used as scientific tool rater than for entertainment
First Hand-Drawn Feature-Length (>40 mins) Animation (Disney, "Snow White and the Seven Dwarfs", 1937)
First Digital-Computer-Generated Animation (Ivan Sutherland, "Sketchpad", 1963): Light pen, vector display
Early Computer Animation (Ed Catmull & Frederick Parke, "Computer Animated Faces", 1972)
Digital Dinasours ("Jurassic Park", 1993)
First CG Feature-Length Film (Pixar, "Toy Story", 1995)
Milestone
Rasterization only
Computer Animation - 10 Years Ago (Sony Pictures Animation, "Cloudy With a Chance of Meatballs")
Computer Animation - 2019 (Walt Disney Animation Studios, "Frozen 2", 2019)
Plants, after effects, ...
Animator (e.g. lead animator) creates keyframes
Assistant (person or computer) creates in-between frames
tweening
Each frame is seen as a vector of parameter values
Linear interpolation is usually not good enough
Splines for smooth/controllable interpolation
Building the correct physical model leads to correct physical simulation.
Macklin and Müller, Position Based Fluids
Mass Spring Rope,
Hair,
Mass Spring Mesh (Cloth)
One type of spring-mass system with damping:
Here we assume that
In this type of damping, the resistance is proportional to the relative velocity on projected direction.
Behavior is determined by structure linkages
Resistance to shearing and out-of-plane bending.
Red springs should be much weaker.
Model dynamical systems as collections of large numbers of particles
Dynamical - involving modeling particles described by differential equations.
Each particle's motion is defined by a set of physical (or non-physical) forces
Easy to understand and implement
Scalable: fewer particles for speed, more for higher complexity
Challenges:
May need many particles (e.g., fluids)
May need acceleration structures (e.g. to find nearest particles for interactions)
For each frame in animation
[If needed] Create new particles
Calculate forces on each particles
Update each particle's position and velocity
[If needed] Remove dead particles
Render particles
Examples
Fluid
Flocking
Molecular Dynamics
...
Attraction and repulsion forces
Gravity, eletromagenetism, ...
Springs, propulsion, ...
Damping forces
Friction, air drag, viscosity, ...
Collisions
Walls, containers, fixed objects, ...
Dynamic objects, character body parts, ...
Gravitational pull between particles
Forward Kinematics: Obtain position and velocity of end effector
Articulated Skeleton
Topology (what's connected to what)
Geometric relations from joints
Tree structure (in absence of loops)
Joint Types
Pin (1D rotation)
Ball (2D rotation)
Prismatic joint (translation)
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Pros
Direct control is convenient
Implementation is straightforward
Cons
Animation may be inconsistent with physics
Time consuming for artists
Inverse Kinematics: Given the position of the end effector
Multiple solutions in configuration space
Solutions may not always exist
Choose an initial configuration
Define an error metric (e.g. square of distance between goal and current position)
Compute gradient of error as function of configuration
Apply gradient descent or other optimization procedure
Rigging: A set of higher level controls on a character that allow mroe rapid & intuitive modification of pose, deformations, expressions, etc.
Captures all meaningful character changes
Varies from character to character
Expensive to create
Manual effort
Requires bth artistic and technical training
Courtesy: Félix Ferrand
Instead of skeleton, interpolate directly between surfaces
Interpolate vertex positions
Splines used to control choice of weights over time
Motion capture room for ShaqFu
Record real-world performances, extract pose as a functin of time from data collected and apply them to a model.
Optics
Magnetic: Infer position/orientation by sensing magnetic fields
Mechanical: Measure motion directly
Strengths
Can capture large amounts of real data quickly
Realism can be high
Weaknesses
Complex and costly set-ups
Captrued animation may not meet artistic needs, requiring alterations
Discovery, "Avatar: Motion Capture Mirrors Emotions", https://youtu.be/1wK1Ixr-UmM
Uncanny Valley