Expressing Animated Performances through Puppeteering Takaaki Shiratori∗ Moshe Mahler† Warren Trezevant‡ Jessica K. Hodgins† Microsoft Research Asia Disney Research, Pittsburgh Autodesk, Inc. Carnegie Mellon University Disney Research, Pittsburgh Figure 1: Animator puppeteering a character for a dialog, “Minimum Wage,” and frames from the resulting animation. ABSTRACT for live action movies, a director can guide the performance of ac- tors, and the actors can rehearse their performance in real time. A An essential form of communication between the director and the user interface that would allow for such a quick revision cycle for animators early in the animation pipeline is rough cut at the motion animation productions would not only reduce the cost of the pro- (a blocked-in animation). This version of the character’s perfor- ductions but might also result in a higher quality product by allow- mance allows the director and animators to discuss how the char- ing more iterations of refinement. acter will play his/her role in each scene. However, blocked-in ani- mation is also quite time consuming to construct, with short scenes In this paper, we describe a 3D puppeteering interface that allows requiring many hours of preparation between presentations. In this an animator to “perform” the motion of a character or a simulation paper, we present a puppeteering interface for creating blocked-in effect for the blocking phase rather than “keyframing” it in one of motion for characters and various simulation effects more quickly the commercially available animation software packages (Figure 1). than is possible in a keyframing interface. The animator manipu- We hypothesize that the animator can perform motion much more lates one of a set of tracked objects in a motion capture system to quickly through puppeteering than he/she can animate in traditional control a few degrees of freedom of the character on each take. We keyframing software. Performing the motion allows the animator to explore the design space for the 3D puppeteering interface with a quickly get a feeling for the timing of the performance while main- set of seven professional animators using a “think-aloud” protocol. taining approximate control of the poses. A number of animators We present a number of animations that they created and compare have observed that the timing of actions is the key element in con- the time required to create similar animations in our 3D user inter- veying the performance of the character [10, 19]. face and a commercial keyframing interface. In addition to keyframing, alternative approaches used to convey the proposed performance include motion capture, selecting motion Index Terms: I.3.6 [Computer Graphics]: Methodology and from a database, or videotaping the animator’s performance. Our Techniques—Interaction techniques; I.3.7 [Computer Graphics]: preliminary interviews with animators indicated that puppeteering Three-Dimensional Graphics and Realism—Animation showed significant promise for several reasons. It allows motions that are not physically realistic and non-human—a requirement for 1 INTRODUCTION many character animations as well as for secondary animations such as fluid effects. Puppeteering provides the animator with full The heart of a computer animation is the performance of the char- control over the design and timing of the motion whereas selecting acters as they play their part in the narrative arc. Through their mo- from even a large database is necessarily more restrictive. Creat- tions, they tell the story, express their emotions and motivation, and ing the blocked-in motion for the actual character geometry and rig convey their personality. This performance is designed in a pro- brings it far closer to the final animation than a video of a human cess called blocking-in: working from audio and the storyboards, performance or motion capture. the animator creates a rough version of the motion. We chose to use an iterative refinement process with a set of ani- Animators often spend one or more days to create a 10-second mators to better understand what they expected and needed from blocked-in animation with keyframing in a mouse-based animation a puppeteering interface for blocked-in motion. Iterative refine- system. Particularly in commercial productions, the blocked-in an- ment is the seminal idea of iterating between an interface refine- imation serves as a form of visual communication between the an- ment phase and a user test phase and has been shown to result in imator and the director, and the animator refines and redoes the significantly better systems in many domains. Seven professionally blocked-in motion until the director is satisfied that it conveys the trained animators and two experienced animators created a variety essence of the performance. With several days required between of animations with our system. We explored a number of key di- iterations, this process can be slow to converge. On the other hand, mensions for the interface design with seven animators: ∗[email protected] • Should the actions be motion-captured (a direct mapping from †{mo, jkh}@disneyresearch.com the actor to the human-like degrees of freedom (DOFs) on the ‡[email protected] character) or puppeteered (control of DOFs without a direct anatomical mapping)? • What tools allow the most effective performance: a single ma- nipulated rigid object, markers on the hands or gloves, or cus- tom designed objects? be useful by our professional animator testing team. Laszlo and colleagues [11] developed a system to control a physically simu- • How should the synchronization of motions across multiple lated character with a mouse. Their system actuates joints with takes (layering) or between joints be accomplished? torques according to 2D input. The goal of their system is interac- tive control of a physically simulated character for entertainment, The iterative refinement process provided us with the answer to and therefore is different from ours. these interface design questions. It also generated a list of necessary user interface features such as control over the editable range, con- There have been a number of interfaces that used special purpose trollable delay, enabling/disabling particular DOFs, multiple live input devices for the creation of poses. Esposito and colleagues [3] views, and saving and restoring settings. created an instrumented puppet called the Monkey that allowed the Our test animators demonstrated that puppeteering could pro- users to specify poses by positioning the joints of the device. Knep vide significant time savings by allowing them to rapidly explore and colleagues [7] used an armature to perform stop motion di- the elements of a performance. With the puppeteering interface, rectly into the computer for rendering. Feng and colleagues [4] an animator is now able to produce a credible performance of a used a puppet to specify key poses and retrieved a matching motion 15 second scene in less than an hour, rather than over a period of from a database. They used a stereo camera to identify the positions several hours or longer. A number of the animations were created of the puppet joints. Yoshizaki and colleagues [22] used actuated twice, once in the puppeteering interface and once in a traditional joints for their puppet interface to improve the usability through keyframing interface. In all cases, the puppeteering interface was gravity compensation and biomechanical constraints. These inter- more efficient and the animators felt that the animations were of faces could also be used for blocked-in motion, although the poses equal effectiveness in conveying the important elements of their in- would have to be positioned along a timeline to create the final an- tended performance. imation. Such input devices can also be used to specify motion of Through the iterative refinement process, we learned about a a character rather than poses. Jim Henson Productions and Pacific number of factors that are important to animators in the design of Data Images created a puppeteering device to animate a character an interface for blocking in motion: (1) the motion should be pup- called Waldo C. Graphic in real time for a TV show [20]. Motion of peteered, not motion captured. The physical constraints of motion each DOF of the device was directly mapped to the corresponding capture are not a good match to the exaggerated motion required of DOF of the character. The drawback of these approaches is that the most animated characters. (2) Blocking in motion is truly a perfor- system is applicable only to characters that have the same DOFs as mance and as such, the speed with which the animator can record input devices. the timing and poses of the performance is critical for capturing Real-time motion capture has been a focus of research for many the performance that is in his/her head. Many of the design de- years with one of the key issues being how to map to a character cisions of the user interface were driven by the need for speed of with non-human dimensions. Shin and colleagues [17] addressed capture as the animator moved through the DOFs of the character. this problem by identifying the key features of the motion that (3) Synergies or correlations between joints are essential for natural should be preserved by hand and then maintaining those in each human motion and are similarly important for animated characters. section of motion. Our approach is different in that the motion does Our animators wanted to tie joints together with offsets in angle and not have to be performed in one take and the animator has the free- timing so that they could more quickly capture a full performance. dom to re-define that mapping in between takes. 2 RELATED WORK Other systems have been developed that leverage a domain- The field of animation interfaces is diverse, with approaches rang- specific database to map from low-dimensional input to complete ing from sketching (e.g., [5]) to full body, real time motion capture motion.
Details
-
File Typepdf
-
Upload Time-
-
Content LanguagesEnglish
-
Upload UserAnonymous/Not logged-in
-
File Pages8 Page
-
File Size-