03 Principles
Transcript of 03 Principles
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Reading
R. Parent, Computer Animation: Chapter 1 J. Lasseter, Principles of Traditional Animation
Applied to 3D Computer Animation, Computer
Graphics, 35-44, 21(4), 1987 (SIGGRAPH 87) Course #1 at SIGGRAPH 1994:Animation
Tricks
K. Laybourne, The Animation Book, CrownPublishing, 1998
T. White, The Animator's Workbook, Watson-Guptill, 1988
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Overview
Some principles of animationAnimation production
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Principles of animation
Principles gained from hand-drawn animation From original animators of Disney, e.g., Lasseter Combining the physical and the artistic Each principle can be implemented by associated
computer animation techniques
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Principles: simulating physics
Not true physics simulations to look right andsometimes with exaggeration
A lot of examples (following list only partial) Pick the most visually important Experiences gained from traditional animation
Physics based animation attempts to model themore complete set of physical principles
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Simulating physics
Squash & stretch Distortion of shapes to emphasize motions It really happens, but here a form ofexaggeration To better reflect non-rigidity/mass/weight/volume
of the animated objects
E.g., bouncing ball, bodyweight of character walking
Perhaps the most importantelement to master
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Simulating physics
Timing How actions are spaced across time, reflecting
characteristic or even personality of object/actor
E.g., heavy object moves slowly Slow-in (ease-in) and slow-out (ease-out) of
motions more natural and physically plausible
A lot coming from experience and observations
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Simulating physics
Secondary actions Physically based reaction to support main action that
is primarily modeled
E.g., movement of skin or hair during movement ofhuman characters (can always exaggerate)
E.g., an angry walker moving the legs (main motion)
must be supported by movement of arms and heads Even modeling of reaction of other objects/actors
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Simulating physics
Slow in & slow out --- example of timing How things move through space Objects slow in and slow out of poses, to model
inertia, friction, viscosity More drawing at start and end of motion sequences
Arcs: Movement often in arcs (not straight line) due to
gravity or underlying physical structure E.g., think of movement of arm, leg, fingers
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Principles: aesthetic actions
Exaggeration Grab attention or make a point Very frequent, e.g., squash & stretch
Appeal Make it enjoyable to watch
Follow through and overlapping action Actions flow into another, continuity, e.g., squash & stretch
Solid drawings: to give illusion of 3D
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Principles: presentations
Staging Directs the audience's attention to the story or idea being told so
that it is not missed by the audience
A pose or action should clearly communicate to the audience theattitude, mood, reaction or idea of the character as it relates to
the story and continuity of the story line.
The effective use of long, medium, or close up shots, as well as
camera angles also helps in telling the story.
Do not confuse the audience with too many actions at once.
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Principles: production
Straight ahead Develop motion continually, first to last Principle followed by physically based animation
Pose-to-pose Identify key frames and then go back to interpolate Typical in conventional animation
Principles of film-marking, see Section 1.3.2
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Some examples
Three point lighting
180-rule Rule of the third Camera distance and angles
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Key light
Above camera; high-intensity; shadow
All three lights
together
Rim light
Behind camera;brings objects out
of background
Fill light
Below camera;flood light; details
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Animation production
Elements of a production: 4-level hierarchy Production
Entire animation Sequence
Major episodeAssociated with staging area
Shot
Continuous camera recording Frame: single recorded image
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Animation production pipeline
A trial-and-error process with feedbacks between steps Preliminary story / script
Storyboard: sketches of representative frames Sheets:
Model sheet (character details, e.g., in diff poses) Exposure sheet (camera details, soundtrack cues) Route sheet (statistics and responsibilities of scenes)
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Storyboards
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Animation production pipeline
Animatic (or story reel) Recording of storyboard frames Each storyboard frame lasts as long as the corresponding
sequence
Presents a rough feel of timing (and story) Detailed story
Key-frames: chief/master animations job In-betweenings: associate/assistant animators job
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Computer animation production
Very much mimicking theproduction pipeline of
traditional animation
Some differences, e.g., Clear separation of different
computer graphics tasks for
reuse, e.g., modeling, lighting
Use oflevel-of-details
Modeling dept.
Lighting dept.
Shading dept.
Animation dept.
Camera dept.
Layout dept.
Art dept.
Story dept.
Actual rendering
of the frames
Visuals and story reel
Lighting and appearance,
2D-to-3D, staging,
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Post-production: video editing
Use of digital representation of films/frames Digital images can be copied without loss Analogue converted to digital
In the older days: Cutting and splicing tapes (physical medium): non-linear editing
(can follow any order) but tedious
Digital linear (electronic) editing: besides being linear, physicalwear and loss of quality due to physical tape copying process
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Electronic editing
Output is assembled in
sequential order
linear editing
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Digital non-linear editing
Flexible cut, drag,drop, overlap, etc.
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Cinelerra
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Video compression
Why do we need it?
The so-called true high definition video mode, 1080p, supports
a screen resolution of 1920 1080. Suppose that the video
content is to be displayed at 30 Hz and that we wish to provide
24 bits of color (8 bits per R, G, B). Then how many seconds of
video of this type could fit on a single-layer HD DVD, which has a
storage capacity of 15 Gigabytes?
Answer: 80 seconds!
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Video compression
Codec (compression/decompression) Symmetric codec Equal time for compression and decompression
Typically, decompression has to be real-time Lossy vs. lossless Interframe vs. intraframe compression
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Codecs
Compression methods Runlength encoding (stores runs of same data as
a single instance plus count; useful for animation)
Vector quantization Digital cosine transform (DCT = JPEG) Wavelet compression
Examples MPEG, DivX, etc