Chapter 9 Animation System
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Animação De Personagem 3D: Expressão Facial
209 ANIMAÇÃO DE PERSONAGEM 3D: EXPRESSÃO FACIAL 3D CHARACTERS ANIMATION: FACIAL EXPRESSION LA ANIMACIÓN DE PERSONAJES 3D: EXPRESIÓN FACIAL José Carlos Miranda * ([email protected]) RESUMO Durante os últimos anos, emergiu um interesse crescente em animação 3D de caracteres e expressões faciais. EsTe facto está relacionado com a nova participação de actores virtuais em televisão, cinema e indústrias de jogos interactivos, entre outros. Nestes casos, o objectivo principal é criar personagens virtuais que simulam o corpo e todos os detalhes de movimento do rosto, da forma mais realista possível. Neste artigo é efectuada uma revisão dos métodos mais usados na animação 3D. O método base do esqueleto é o mais utilizado para criar os movimentos principais, como o andar, por exemplo; os métodos base de mistura de formas são usados para criar deformações mais subtis. Em áreas que exigem um maior controlo e realismo, como alguns músculos do rosto, é possível adicionar camadas de deformação. Normalmente, curvas de NURBS ou grelhas de FFD são usadas para realçar algumas características do rosto. Os vários métodos têm vantagens e desvantagens. Assim, a melhor solução é combinar as diferentes técnicas. Palavras-chave: Animação de personagem, Objectos de Deformação, Transformação, Animação do esqueleto, Expressão Facial. ABSTRACT During the last years a growing interest in 3D animation of characters and facial expressions has emerged. This is related with the new participation of virtual actors in television, cinema and interactive games’ industries among others. In these cases, the main goal is to create virtual characters that simulate body and all the facial movement details, in the most realistic possible way. -
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. -
Lokasi SMK Muhammadiyah 2 Klaten Utara (SMEA)
LAPORAN INDIVIDU PRAKTIK LAPANGAN TERBIMBING (PLT) Lokasi SMK Muhammadiyah 2 Klaten Utara (SMEA) Jl. Mayor Kusmanto, Setran, Gergunung, Klaten Utara, Klaten, Jawa Tengah Disusun Guna Memenuhi Tugas Mata Kuliah Praktik Lapangan Terbimbing Periode 15 September 2017 – 15 November 2017 Disusun Oleh : DYAH AYU MEGAWATI NIM. 14520241023 PROGRAM STUDI PENDIDIKAN TEKNIK INFORMATIKA FAKULTAS TEKNIK UNIVERSITAS NEGERI YOGYAKARTA 2017 ii KATA PENGANTAR Puji syukur kehadirat Allah SWT yang telah memberikan limpahan rahmat, taufik, dan karunia-Nya kepada penyusun sehingga diberi kemudahan dalam melaksanakan kegiata Praktik Lapangan Terbimbing (PLT) Universitas Negeri Yogyakarta di SMK Muhammadiyah 2 Klaten Utara. Laporan ini merupakan hasil kegiatan yang telah dilakukan selama melaksanakan kegiatan PLT di SMK Muhammadiyah 2 Klaten Utara yang dimulai pada tanggal 15 September 2017 sampai dengan 15 November 2017. Selama melaksanakan Praktik Lapangan Terbimbing, baik saat persiapan, pelaksanaan kegiatan sampai penyusunan laporan ini banyak mendapatkan bantuan, dukungan, dan bimbingan dari berbagai pihak. Untuk itu, dengan segala kerendahan hati penulis ucapkan terima kasih kepada : 1. Allah SWT yang telah memberikan rahmat dan hidayah serta kesehatan selama melaksanakan kegiatan PLT. 2. Keluarga yang saya cinta terutama kepada orangtua yang telah memberikan dukungan moral dan materi. 3. Bapak Prof. Sutrisna Aji Wibawa, M.Pd selaku rektor Universitas Negeri Yogyakarta yang telah memberikan izin dan kesempatan melaksanakan PLT. 4. Pihak Lembaga Pengembangan dan Penjaminan Mutu Pendidikan (LPPMP) yang telah menyelenggarakan kegiatan PLT dengan baik 5. Bapak Prof. Herman Dwi Surjono, Ph.D. selaku Dosen Pamong dan Dosen Pembimbing Lapangan PLT yang telah memberikan bimbingan dan pemantauan hingga penyusunan laporan ini. 6. Ibu Dra. Hj. Wafir selaku Kepala Sekolah SMK Muhammadiyah 2 Klaten Utara yang telah memberikan izin, sarana, dan prasarana, serta kesempatan kepada mahasiswa untuk melaksanakan program PLT. -
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: -
Exposing Minstrelsy and Racial Representation Within American Tap Dance Performances of The
UNIVERSITY OF CALIFORNIA Los Angeles Masks in Disguise: Exposing Minstrelsy and Racial Representation within American Tap Dance Performances of the Stage, Screen, and Sound Cartoon, 1900-1950 A dissertation submitted in partial satisfaction of the requirements for the degree Doctor of Philosophy in Culture and Performance by Brynn Wein Shiovitz 2016 © Copyright by Brynn Wein Shiovitz 2016 ABSTRACT OF THE DISSERTATION Masks in Disguise: Exposing Minstrelsy and Racial Representation within American Tap Dance Performances of the Stage, Screen, and Sound Cartoon, 1900-1950 by Brynn Wein Shiovitz Doctor of Philosophy in Culture and Performance University of California, Los Angeles, 2016 Professor Susan Leigh Foster, Chair Masks in Disguise: Exposing Minstrelsy and Racial Representation within American Tap Dance Performances of the Stage, Screen, and Sound Cartoon, 1900-1950, looks at the many forms of masking at play in three pivotal, yet untheorized, tap dance performances of the twentieth century in order to expose how minstrelsy operates through various forms of masking. The three performances that I examine are: George M. Cohan’s production of Little Johnny ii Jones (1904), Eleanor Powell’s “Tribute to Bill Robinson” in Honolulu (1939), and Terry- Toons’ cartoon, “The Dancing Shoes” (1949). These performances share an obvious move away from the use of blackface makeup within a minstrel context, and a move towards the masked enjoyment in “black culture” as it contributes to the development of a uniquely American form of entertainment. In bringing these three disparate performances into dialogue I illuminate the many ways in which American entertainment has been built upon an Africanist aesthetic at the same time it has generally disparaged the black body. -
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 ................................................................................................. -
Authoring Embodied Conversational Agents for Tutor-User Interfaces
137 XNAgent: Authoring Embodied Conversational Agents for Tutor-User Interfaces Andrew M. Olney, Patrick Hays, & Whitney L. Cade Institute for Intelligent Systems & Department of Psychology 365 Innovation Drive Memphis, Tennessee 38152 {aolney,dphays,wlcade}@memphis.edu http://iis.memphis.edu Abstract. Embodied conversational agents are virtual characters that engage users in conversation with appropriate speech, gesture, and facial expression. The high cost of developing embodied conversational agents has led to a recent increase in open source agent platforms. In this paper, we present XNAgent, an open source platform for embodied conversational agents based on the XNA Framework. By leveraging the high-level class structure of the XNA Frame- work, XNAgent provides a compact implementation that is suitable both as a starting point for the development of a more advanced system and as a teaching tool for AI curricula. In this paper we describe how we created an embodied conversational agent in XNA using skeletal and morph animation, motion cap- ture, and event-driven animation and how this process can facilitate the use of embodied conversational agents in the Generalized Intelligent Framework for Tutoring. Keywords: XNA, ECA, GIFT, agent, HCI, conversation, interface, tutoring 1 Introduction It is well known that we unconsciously and automatically interact with computers using social norms [1]. Embodied conversational agents (ECAs) capitalize on this phenomena as characters with human-like communicative capabilities. By doing so, ECAs leverage pointing, gestures, facial expressions, and voice to create a richer hu- man-computer interface. As a result ECAs have been used in diverse AI applications, including education [2], where they form an important part of the tutor-user interface. -
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 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