Administrations
Course website: http://www-scf.usc.edu/~csci520
Computer animation My office hours: Tue 1:00-3:00 PM, SAL 216
TA: Sumit Jain
TA’s office hours: Wed 2:00-4:00 PM
Prerequisites Grading schemes
CS 480 or CS 580
Thorough understanding of linear algebra Project (90%)
Vector calculus Paper presentation (5%)
A good working knowledge of C and C++ Participation in the class (5%) programming Projects Paper presentation
Find a parter (different from your project partner) Project 1: Animation system (15%) Choose a paper from the list Project 2: Constrained particle systems (25%) Sign up with the TA Project 3: Inverse kinematics (25%) You have 10 weeks to learn the materials Project 4: Final project (35%) Come to my office hours if you need help
Who am I? What do I expect?
Graduated from the University of Washington, Dept Teach you every thing I know about Animation of Computer Science and Engineering (2005) Teach you how to find and formulate your research Thesis topic: Towards a Generative Model of problems Human Natural Motion Inspire some of you to do research with me What should you expect? Animation in the silent era (1900-1930)
A class that takes a lot of your time (I’m not kidding)
A class that forces you to work with real people “Gertie the Dinosaur (1914)”
You need to brush off your linear algebra and calculus
Being a good programmer is not crucial, but it
certainly helps “Farmer Alfalfa & His “Felix the Cat (1923)” Terrytoon Pals (1916)”
Golden age of animation Animation in television era (1930-1950) (1950-1980)
“Betty Boop (1930)” “Snow White (1937)” “Bugs Bunny (1940)”
“Heckle and Jeckle “Mighty Mouse “The Flintstones (1946-1966)” (1950-1980)” (1960-1966)”
“Fantasia (1940)” “Tom and Jerry” (1940) “Bambi” (1942) Modern animation (1980-present) Principles of animation
12 animation principles for creating character animation were developed at the Disney Studio in the 1930s
“The Little Mermaid (1992)” “Jurassic Park (1993)” “Toy Story (1995)” John Lasseter (Pixar) introduced them to the computer animation community in 1987 in a SIGGRAPH course
Question: how to support these principles in computer tools?
“Final Fantasy (2001)” “Half Life 2 (2004)”
1. Squash and stretch 2. Anticipation
Anticipation allows an animator to accentuate a Character composed of living character’s action as it flesh that deforms to accurate directs the viewers attention movement
Can be as simple as facial Exaggerate deformations expression or as broad as the emphasize motion and impact body windup
Volume conservation is the Don’t surprise your key audience unless it is intentional 2. Anticipation 3. Staging
Staging is the consideration of camera, framing and the position of characters
Staging can help to exaggerate action and impact
The audience’s eye must be led to exactly where it needs to be at the right moment
3. Staging 4. Straight ahead and pose to pose
Two methods of drawing a scene
Straight ahead action starts with an idea in mind and draw all frames until done
Used for wild, scrambling action where spontaneity is important
Pose to pose draws the keyframes first and then fill in the in-betweens
“Monsters Inc. (2001)” Used for animation requiring precise acting and timing 4. Straight ahead and pose to pose 5. Follow through and overlap
Nothing stops abruptly in reality
Follow-through is also evident in secondary motion
Slight variations in timing “The Incredibles (2004)” “Wallace and Gromit (2005)” and speed of loose parts make the object seem more Which one is made by straight ahead action? natural
6. Slow in and slow out 7. Arcs
To stress the keyframes, move slowly away from one keyframe, quickly in Nothing living ever the in between frames, really move in a and slowly into the next perfectly straight line keyframe Most human motion Used for exaggerating the happens on curved acceleration and trajectories deacceleration occurring at the extremes 7. Arcs 8. Secondary actions
Action aside from the of the primary character
Must not distract the audience
Often reveal subtle emotions or hidden thoughts
9. Timing 10. Exaggeration
Walt Disney wanted exaggeration with believability Timing plays an essential role in illustrating the Used to increase the readability emotional state of a of emotions and actions character
Exaggerated poses often look Timing can also define the ridiculous when viewed as weight and the inertia of stills, but they add essential the characters impact when viewed in a split second 11. Solid drawing 12. Appeal
Drawing motion is a critical Appeal is what activity for animators makes people want to look at a character Observation improves the fundamental skills of Even a villain can composing a scene, character have appeal proportions, and timing
A design that is Also allows the rapid complicated or hard development of ideas before to read lacks appeal committing a design to screen
Luxo Jr. Beyond entertainment
Biomechanics
Robotics
Scientific visualization
Education
How many animation principles does Luxo Jr. follow? Anthropology Animation research Traditional animation
That was then... Film runs at 24 frames per sec; Techniques Objects Tools that is, 1440 pictures to draw in one minute Rigid body Traditional Synthesis Artistic vision has to be Deformable body Physics-based Editing converted into a sequence of Articulated body Data-driven Compositing still “keyframes” Performance- Face Simulation based Hair and cloth Hard to draw consistent “in- Natural phenomena between” frames Not enough to get the still right; must to look right at full speed
Computer assisted animation Traditional animation
This is now That was then... This is now Generate the images by rending a 3D model Manually set the parameters for each keyframe Automatically interpolate between two drawings to produce inbetweens Do computers really expedite the process of creating animation? Physics-based methods Physics-based methods
Generate motion by applying physical laws Rigid body simulation
Simulate physical phenomena associated with motion gravity momentum (inertia) collisions friction deformation Fast frictional dynamics for rigid bodies Kaufman et. al. Siggraph 2005 fracture
Physics-based methods Physics-based methods
Rigid body simulation Rigid body simulation
Deformable object simulation Deformable object simulation
Character animation
BD-Tree: Output-sensitive collision detection Learning physics-based motion style for reduced deformable models with nonlinear inverse optimization James et. al. Siggraph 2004 Liu et. al. Siggraph 2005 Physics-based methods Data-driven methods
Rigid body simulation Human motion
Deformable object simulation
Character animation
Natural phenomena simulation Water drops on surfaces Motion synthesis from annotations Wang et. al. Siggraph 2005 Arikan et. al. Siggraph 2003
Data-driven methods Data-driven methods
Human motion Human motion
Facial animation Facial animation
Human body deformation
Automatic determination of facial muscle activations from sparse SCAPE: Shape completion and motion capture marker data animation of people Sofakis et. al. Siggraph 2005 Anguelov et. al. Siggraph 2005 Performance-based animation The making of LOTR
Record the animation from live action
rotoscope: trace over video of real motions
motion capture: track motion of reference points in 3D
Useful math Useful background knowledge
Differential equations Physics
Optimization methods Mechanics
Statistical models Biomechanics What’s next?
Keyframe animation
Interpolation using cubic splines
Speed control