03 Principles

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    CMPT 466 Summer 2013 Hao (Richard) Zhang2

    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

    14

    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