Example-Based Expressive Animation of 2D Rigid Bodies Marek Dvorožňák, Pierre Bénard, Pascal Barla, Oliver Wang, Daniel Sýkora
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Automatic 2.5D Cartoon Modelling
Automatic 2.5D Cartoon Modelling Fengqi An School of Computer Science and Engineering University of New South Wales A dissertation submitted for the degree of Master of Science 2012 PLEASE TYPE THE UNIVERSITY OF NEW SOUTH WALES T hesis!Dissertation Sheet Surname or Family name. AN First namEY. Fengqi Orner namels: Zane Abbreviatlo(1 for degree as given in the University calendar: MSc School: Computer Science & Engineering Faculty: Engineering Title; Automatic 2.50 Cartoon Modelling Abstract 350 words maximum: (PLEASE TYPE) Declarat ion relating to disposition of project thesis/dissertation I hereby grant to the University of New South Wales or its agents the right to archive and to make available my thesis or dissertation in whole orin part in the University libraries in all forms of media, now or here after known, subject to the provisions of the Copyright Act 1968. I retain all property rights, such as patent rights. I also retain the right to use in future works (such as articles or books) all or part of thts thesis or dissertation. I also authorise University Microfilms to use the 350 word abstract of my thesis in Dissertation· Abstracts International (this is applicable to-doctoral theses only) .. ... .............. ~..... ............... 24 I 09 I 2012 Signature · · ·· ·· ·· ···· · ··· ·· ~ ··· · ·· ··· ···· Date The University recognises that there may be exceptional circumstances requiring restrictions on copying or conditions on use. Requests for restriction for a period of up to 2 years must be made in writi'ng. Requests for -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Daniel Rico-Madrazo
Daniel Rico-Madrazo EDUCATION University of Southern California August 2017 - May 2020 MFA of Animation and Digital Arts Florida Atlantic University: H.L. Wilkes Honors College August 2013 - May 2017 BA of Liberal Arts and Sciences: Trans- disciplinary Visual Arts Georgetown Atelier PROFILE July 2016 Concept Art Intensive Detail-oriented and highly driven professional with experience working WORK EXPERIENCE collaboratively. Freelance Key/Cleanup Animator Thesis Film ‘Weight’ January 2021-Present CONTACT Corrected rough keys to the director’s specifications Utilized Toonboom Harmony to create clean vector lines 407-927-4906 Lipsynced to audio to ensure the strength of the performance 636 N Hill Pl Re-animated portions that were off model or required a change of Los Angeles, CA character 90012 Assistant Animator ricomadrazo.com Apartment D Films [email protected] August 2020 Prioritized the most necessary scenes for work under a tight deadline Created file structures and organized deliverables according to naming SKILLS convention provided Trackread dialogue and ensured that the timing was frame accurate Storyboarding Kept pace with updating versions of the animatic 2D Animation Teacher’s Assistant 2D Design University of Southern California Traditional Painting August 2018 - May 2020 Guided students through exercises and offered critique on Writing storyboards and animated short films - Provided technical support for the professor Toonboom Harmony Pro Facilitated organizational support and set up out of class meetings Toonboom Storyboard Pro Oversaw all school equipment used by students Adobe Photoshop Adobe Animate Freelance Editor Adobe After Effects Independent Film “A Man’s Destination” Adobe Premiere Pro January 2018 - July 2019 TVPaint Animation Assembled entire film with images provided by the client Clip Studio Paint Created iterations to refine the timing and structure of the transitions within the film Advised the client on timing and tone decisions . -
Skeletal Animations Part II
3D Video Games 2021-05-11 09: Computer Animations for games 3/3 Skeletal animations Part II Course Plan lec. 1: Introduction lec. 2: Mathematics for 3D Games lec. 3: Scene Graph lec. 4: Game 3D Physics + lec. 5: Game Particle Systems ◗ lec. 6: Game 3D Models lec. 7: Game Textures ◗ lec. 8: Game 3D Animations lec. 9: Game 3D Audio lec. 10: Networking for 3D Games lec. 11: Artificial Intelligence for 3D Games lec. 12: Game 3D Rendering Techniques 120 Mixing keyframes and entire animations (notes) Poses in a skeletal animations can be easily blended (blending local per-bone transforms) This interpolation is very expressive: very different frames can be blended with good results much more than with blend-shapes! Keyframes can be very far apart E.g.: decent walk-cycles with just 4 key-frames! (2 per step) E.g.: decent attack animations with just 2 key-frames! (but better results are always obtained inserting new key-frames) Entire animations can be mixed. Two ways: Transitions between two animations (or more) Compositing (layering) two animations (or more) 121 Marco Tarini Università degli studi di Milano 1 3D Video Games 2021-05-11 09: Computer Animations for games 3/3 Skeletal animations Part II Pose = keyframe Compress animations animation “walk” t = 0 keyframe A stored pose t = 1 0.75 A ---+ 0.25 B t = 2 0.50 A ---+ 0.50 B Inbetween pose, t = 3 0.25 A ---+ 0.75 B computed on the fly t = 4 keyframe B t = 5 0.50 B ---+ 0.50 C t = 6 keyframe C 122 Interpolation of poses (at runtime): transition between animations Eg: -
Tvpaint Animation 9 Pro Crack
Tvpaint Animation 9 Pro Crack Tvpaint Animation 9 Pro Crack 1 / 4 2 / 4 Houdini is a 3D animation software application developed by Toronto-based SideFX, who ... 4 Rendering; 5 TouchDesigner; 6 Production; 7 See also; 8 References; 9 ... Ajax Animator · Animator Pro · TupiTube · SWFTools · Synfig · OpenToonz ... (Anime Studio) · ParticleIllusion · CrazyTalk · Toon Boom · Toonz · TVPaint. To download serial from the mac app store, you need a mac. Lets go through the ... The bundle identifier for tvp animation 9 pro for mac is fr. Thanks dann petty ... tvpaint animation tvpaint animation, tvpaint animation 11 pro, tvpaint animation free download, tvpaint animation 11 pro free, tvpaint animation 11, tvpaint animation 11 pro free download, tvpaint animation 11 pro crack, tvpaint animation 10 pro free download, tvpaint animation 10 pro crack, tvpaint animation tutorial TVPaint Animation 11 Professional Edition is now available free download fully Cracked, Download TVPaint Animation 11 Pro Crack which lets you animate .... Free Crack Software Download: TVPaint Animation 10 Pro v Cracked ... Tvpaint Animation Pro 10 0 9 torrent download and emule Â Ð ÐµÐ¶Ð¸Ñ 7 1 1 crack · .... Feb 14, 2021 — TVPaint 11 Crack is pro software in digital sketching, drawing, and ... Animation 11.0 Professional Edition Cracked is window 7, 8, 9, 10, Win XP .... Apr 2, 2021 — If I click on "Later" I can use TVPaint.. Sep 9, TVPAINT ANIMATION PRO V9 5 3 BILANGUAGE CRACK FOR XP XFORCE Pro 10 For Mac trail .... TVPAiNT. ANiMATiON 11, 4723 records found, first 100 of them are:Tvpaint Animation Pro 9 5 3 serial key genTvpaint Animation 8. -
Principles of Computer Graphics Animation
Principles of computer graphics animation Christian Van Brussel – SPS ICTEAM/ELEN – February 2012 Overview 3D animation and 3D deformation tools Generating animations Combining animations Common animation problems Overview 3D animation and 3D deformation tools Generating animations Combining animations Common animation problems 3D Rendering Render one frame: illumination model Set of frames: motion model The Human Eye VS. the Motion 3D Meshes Defined by: Vertices Triangles Textures and texture coordinates Normals Shaders and other material properties Animating a 3D Mesh Three main categories of animation: Frame by frame Key frames + interpolation Procedural Two main tools for the deformation: Morphing Skeletal animation Morphing Pose of a mesh: 3 P= p0 ,... , pn, pi ∈ℝ Morph targets (a.k.a. blend shapes): MT j=P j−Pneutral Applying the morph targets: m P final=Pneutral∑ w j×MT j j=0 Skeletal Animation Tree of bones: B0 ,... , Bn Transform of a given bone (neutral): T Gi =T 0×...×T i−1 Transform of a given bone (posed): T Gi=T 0×P0×...×T i−1×Pi−1 Representation of the rotations Euler angles + understandable by humans - not composable - Gimbal lock Axis angle + understandable by humans - not composable Matrix + composable - not understandable by humans - quite costly in memory and computation Representation of the rotations Quaternion + composable + numerically stable + low memory + low computation costs - really not understandable by humans Skeletal Animation: Skinning Define bone influences -
Automatic Expressive Deformations for Stylizing Motion
Automatic Expressive Deformations for Stylizing Motion Paul Noble* and Wen Tang† School of Computing, University of Teesside Figure 1: A run cycle. Above: before. Below: after expressive deformations have been applied. Abstract 3D computer animation often struggles to compete with the flexibility and expressiveness commonly found in traditional animation, particularly when rendered non-photorealistically. We present an animation tool that takes skeleton-driven 3D computer animations and generates expressive deformations to the character geometry. The technique is based upon the cartooning and animation concepts of ‘lines of action’ and ‘lines of motion’ and automatically infuses computer animations with some of the expressiveness displayed by traditional animation. Motion and pose-based expressive deformations are generated from the motion data and the character geometry is warped along each limb’s individual line of motion. The effect of this subtle, yet significant, warping is twofold: geometric inter-frame consistency is increased which helps create visually smoother animated sequences, and the warped geometry provides a novel solution to the problem of implied motion in non-photorealistic still images. CR Categories: I.3.7 [Computer Graphics]: Animation; I.3.5 [Computer Graphics]: Curve, surface, solid, and object representations Figure 2: Examples of expressive limb deformations in Keywords: expressive deformations, cartoon animation, non- cartoons. © Hart (top) [Hart 1997]. (Used with permission.) photorealistic rendering, stylizing motion and joints can be broken [Williams 2001] if it makes for a more 1 Introduction appealing image or dynamic motion. As a result, the limbs of hand-crafted animated characters (both pencil and computer- Traditional animators have always had a rather flexible view of generated) are often distorted to accentuate a motion or imply an bone structure. -
Human Skeleton System Animation Stephanie Cheng
UNIVERSITY OF ZAGREB FACULTY OF ELECTRICAL ENGINEERING AND COMPUTING MASTER THESIS no. 1538 Human Skeleton System Animation Stephanie Cheng Zagreb, June 2017 SVEUČILIŠTE U ZAGREBU FAKULTET ELEKTROTEHNIKE I RAČUNARSTVA DIPLOMSKI RAD br. 1538 Animacija skeletnog modela čovjeka Stephanie Cheng Zagreb, lipanj 2017 Table of Contents 1. Introduction .......................................................................................................... 1 2. Skeletal animation theory .................................................................................... 2 3. Used tools ............................................................................................................. 5 3.1. OpenGL ..................................................................................................................... 5 3.1.1 Libraries ................................................................................................................... 8 3.2. Assimp ...................................................................................................................... 8 3.2.1. Assimp Data Structure ..................................................................................... 8 3.3. Blender ................................................................................................................... 10 3.4. Library Linmath ...................................................................................................... 11 4. Implementation ................................................................................................. -
Human Body Animation March 2010
Computer Animation Aitor Rovira Human body animation March 2010 Based on slides by Marco Gillies Human Body Animation Skeletal Animation • Skeletal Animation (FK, IK) • Motion Capture • The fundamental aspect of human body • Motion Editing (retargeting, styles, content) motion is the motion of the skeleton. • Motion Graphs • Skinning • The motion of rigid bones linked by rotational joints. • Multi-layered Methods Typical Skeleton Forward Kinematics (FK) • Circles are rotational • The position of a link is calculated by joints lines are rigid concatenating rotations and offsets links (bones) • The red circle is the root (position and rotation offset from the origin) R0 • The character is P animated by rotating 2 joints and moving R1 and rotating the root O O0 1 O2 Forward Kinematics (FK) Joint Limits • Joints are generally represented as full • Pros: 3 degrees of freedom quaternion – Simple. rotations. – Used for the majority of real time animation • Human joints can’t handle that range. systems. • Either you build rotation limits into the animation system. • Cons: • Or you can rely on the methods – It can be fiddly to animate with in some generating joints angles to give cases, e.g. if you want to make sure that a hand is in contact with an object it can be reasonable values. difficult. Inverse Kinematics Inverse Kinematics • Given a desired position for a part of the body • Pros: (end effector) work out the required joint angles to get it there. – Very powerful tool. – Generally used in animation tools and for • In other words, given Pt what are R0 and R1? applying specific constraints. R 0 • Cons: Pt – Computationally intensive. -
Animation På S:T Eriks Gymnasium
Utbildningsförvaltningen Inför läsåret 2021 2022 S:t Eriks gymnasium ANIMATION PÅ S:T ERIKS GYMNASIUM Utbildningen är till för dig som är intresserad av animation, oavsett om det handlar om 2D- eller 3D- animering. Vi arbetar främst med digitala animationer, berättande och karaktärsarbete och passar dig som funderar på att studera vidare inom animerad film, spelgrafik, illustration eller digitalt bildskapande. Men det passar även dig som vill studera vidare inom många andra områden efter gymnasiet eftersom det estetiska programmet är högskoleförberedande. Animationerna skapas till största delen med hjälp av datorer och digitala ritplattor. Du får lära dig grunderna inom 2D- och 3D-animation och kan sedan välja vilken av dessa tekniker du vill fördjupa dig inom. För att fördjupa kunskaperna läser ni Animation specialisering två gånger, en med fokus på ljud och specialeffekter och en för att skapa ett slutprojekt. Dessutom ingår det kurser i Film- och TV-produktion, Medieproduktion och Estetisk kommunikation. De programvaror vi arbetar mest med är TVPaint Animation, Blender, Adobe Animate, Krita, FireAlpaca, Adobe Photoshop, Adobe Premiere Pro samt Adobe Audition. Du behöver inte ha animerat tidigare för att söka oss, däremot är det en stor fördel om du har erfarenhet av att skapa berättelser och att teckna. Efter att du skickat in din ansökan till Gymnasieantagningen blir du kallad till en intervju där du visar upp ett arbete och förklarar dina tankar. Mer information kring färdighetsprovet finns på baksidan av detta dokument. Läs mer -
Animation of a High-Definition 2D Fighting Game Character
Tuula Rantala ANIMATION OF A HIGH-DEFINITION 2D FIGHTING GAME CHARACTER Thesis Kajaani University of Applied Sciences School of Business Business Information Technology Spring 2013 OPINNÄYTETYÖ TIIVISTELMÄ Koulutusala Koulutusohjelma Luonnontieteiden ala Tietojenkäsittely Tekijä(t) Tuula Rantala Työn nimi Teräväpiirtoisen 2d-taistelupelihahmon animointi Vaihtoehtoisetvaihtoehtiset ammattiopinnot Ohjaaja(t) Peligrafiikka Nick Sweetman Toimeksiantaja - Aika Sivumäärä ja liitteet Kevät 2013 56 Tämä opinnäytetyö pyrkii erittelemään hyvän pelihahmoanimaation periaatteita ja tarkastelee eri lähestymistapoja 2d-animaation luomiseen. Perinteisen animaation periaatteet, kuten ajoitus ja liikkeen välistys, pätevät pelianimaa- tiossa samalla tavalla kuin elokuva-animaatiossakin. Pelien tekniset rajoitukset ja interaktiivisuus asettavat kuiten- kin lisähaasteita animaatioiden toteuttamiseen tavalla, joka sekä tukee pelimekaniikkaa että on visuaalisesti kiin- nostava. Vetoava hahmoanimaatio on erityisen tärkeää taistelupeligenressä. Varhaiset taistelupelit 1990–luvun alusta käyt- tivät matalaresoluutioista bittikarttagrafiikkaa ja niissä oli alhainen määrä animaatiokehyksiä, mutta nykyään pelien standardit grafiikan ja animaation suhteen ovat korkealla. Viime vuosina monet pelinkehittäjät ovat siirtyneet käyttämään 2d-grafiikan sijasta 3d-grafiikkaa, koska 3d-animaation tuottaminen on monella tavalla joustavampaa. Perinteiselle 2d-grafiikalle on kuitenkin edelleen kysyntää, sillä käsin piirretyn animaation ainutlaatuista ulkoasua ei voi täysin korvata -
Fast and Efficient Skinning of Animated Meshes
EUROGRAPHICS 2010 / T. Akenine-Möller and M. Zwicker Volume 29 (2010), Number 2 (Guest Editors) Fast and Efficient Skinning of Animated Meshes , L. Kavan1 2,P.-P.Sloan1 and C. O’Sullivan2 1Disney Interactive Studios, USA 2Trinity College Dublin, Ireland Abstract Skinning is a simple yet popular deformation technique combining compact storage with efficient hardware accel- erated rendering. While skinned meshes (such as virtual characters) are traditionally created by artists, previous work proposes algorithms to construct skinning automatically from a given vertex animation. However, these meth- ods typically perform well only for a certain class of input sequences and often require long pre-processing times. We present an algorithm based on iterative coordinate descent optimization which handles arbitrary animations and produces more accurate approximations than previous techniques, while using only standard linear skinning without any modifications or extensions. To overcome the computational complexity associated with the iterative optimization, we work in a suitable linear subspace (obtained by quick approximate dimensionality reduction) and take advantage of the typically very sparse vertex weights. As a result, our method requires about one or two orders of magnitude less pre-processing time than previous methods. Categories and Subject Descriptors (according to ACM CCS): Computer Graphics [I.3.7]: Three-Dimensional Graphics and Realism—Animation 1. Introduction standard in most interactive applications. The sparsity con- straint is crucial for efficient evaluation of Formula (1), es- Linear blend skinning (also known as matrix palette skin- pecially when implemented on graphics hardware. ning) is a mesh deformation technique implemented in al- most all modern 3D engines, most frequently used for vir- An animated mesh with fixed connectivitycan be repre- tual characters driven by skeletal animation.