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    MULTIMEDIA TECHNOLOGY

    COMPUTER ANIMATION

    Dr. Zeeshan Bhatti

    BSIT-III

    Chapter 6

    BY: DR. ZEESHAN BHATTI 1

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    Animation is about bringing things to life

    Moving something which can't move itself

    a sequence of images that, when played one

    after the other, make things move

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    Lets start.

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    Luxo Jr. (1986) is the first three-dimensional computer animated filmto be nominated for an Academy Award

    examples

    http://www.pixar.com/funstuff/sh_videodescrip.htmlhttp://www.pixar.com/funstuff/sh_videodescrip.html
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    Which one do you prefer?

    If a picture is worth a thousand words, thenanimation has got to be worth ten thousandwords or more

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    Animation Issues

    When evaluating an animation technique, thenmostly the following things are considered:

    How fast can the images be generated?

    How easy is it to control the appearance of the animation?How much human expertise is required to generate the animation?

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    Note:

    Different applications havedifferent requirements:Feature film animation is different frominteractive gaming animation

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    History of Animation

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    Earlier 19th century

    Phenakistiscope was invented by Joseph Plateau.

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    Earlier 19th centurycont

    Zeotrope was invented by William George Homer.The drawings were placed inside the spinning drum.

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    Earlier 19th centurycont

    Eadweard Muybridge captured the sequences ofhuman and animal movement by setting up a bankof cameras.

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    Earlier 19th centurycont

    Bullet time scene in The Matrix used 120 still cameras.

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    Earlier 19th centurycont

    Flip book was first patented by John Barnes Linnet. A set ofsequential pictures flipped at a high speed creates the motion effect.

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    Earlier 19th centurycont

    Emile Reynaud was created a technology Praxinoscopeto project animated film that last for 15 minutes.

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    Types of nimation

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    Controlling characters humans / cartoon characters / animals

    Using real human movements

    Manually creating the movements

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    Motion Capture Manual Key-Frame

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    Animating the face by Motion capture data

    Using musculoskeletal models

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    Most of what sells the intended emotion in

    the face is the eyes. Youre probably familiarwith the expression, the eyes are the windowsto the soul. In animation, this is true, as well.A poorly animated set of eyes can kill the

    illusion of life in a character.

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    Simulating the pedestrians in the streets How does one's movement affect those of the

    others

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    Simulating the movements of clotheswhen the body moves

    i.e How the wind affects the shape of

    cloth

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    How the hair moves when the wind blows

    Need to take into account the physical properties of the hair,

    Collisions between the hair The lighting effects

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    Simulating liquid, mud, fire, bubbles How to efficiently simulate the motion of the

    fluids

    How to control the fluids so that the

    animator can get what s/he wants

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    Animation Techniques

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    Basic Animation TechniquesAnimation techniques are processes orprocedures which are used to bringing things tolife

    There are different techniques used by theanimator

    Cell Animation

    Keyframe animation

    Motion capture animation

    Procedural animation

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    Traditional animation

    Cel Animation

    Keyframe animation McCay (1914) created Gertie the Dinosourcartoon animation and showed at theatre.

    Celluloid sheets Earl Hurd used the sheets to hold certain elementswhile animating the characters on another layers. Easier to captureonion skinning.

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    Keyframe animation

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    Celluloid sheets

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    TRADITIONAL ANIMATIONCONT

    Walt Disney first released a short cartoon film with audio entitledSteamboat Willie. The most popular character are Mickey Mouse,Donald Duck, Goofy and Minnie Mouse.

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    TRADITIONAL ANIMATIONCONT

    Warner Bros. Studios invented cartoon characters with differentaesthetic look like Bugs Bunny, Daffy Duck.

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    Present animation Rostrum camera used to shot simple 2D animation. Suitable

    use to make collage or cutout. The camera equipped with an adjustable camera mount fixed

    to a base board with a lighting source.

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    Present animationcont

    Software/computers animation used to develop 2D and 3Danimation.

    The drawings were scanned or drew into the computer and filledwith digital paint instead of being transferred to cels and then

    coloured by hand. With computer animation, many animation techniques rises; 3D CGI

    animation, tradigital animation, cel-shaded animation.

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    2d and 3d animation

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    3D to 2D

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    Tradigital and cel-shaded

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    Realistic Human Modeling

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    Adding Texture and Color

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    Final

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    Present animationcont

    Rotoscoping developed by Max Fleischer. The animation is tracedover the actual film footage of actors and scenery.

    From the AVI movies, you can import into a frame stack, digitallydraw or paint each frame.

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    Future animation

    Computer software like Autodesk MAYAwhich have developed inAvatar where itdesigns the characters and environments,shoot the virtual production elements, andcreate the stunning visuals that appeared

    on the screen.

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    Future animationcont

    Stereoscopic 3-D (S3D) production. S3D is a technique for creating orenhancing the illusion of depth in an image by presenting two offsetimages separately to the left and right eye of theviewer. these 2D offset images are then combined in the brain togive the perception of 3D depth.

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    Keyframing

    Traditional animation technique

    Dependent on artist to generate key frames

    Additional, inbetween frames are drawn automatically by computer

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    Keyframing

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    How are we going to interpolate?

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    Keyframe animation

    The original way to animate, and still the most commonform for animation

    It is the process of generating images between selected

    key framesBefore, animation is done by sketching the differentimages on paper

    Now done with computers

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    I l i

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    Interpolation

    Interpolation is the process of computing

    intermediate values between known values e.g.between two frames

    The in-between frames are interpolated from thekeyframes

    Interpolating splines are smooth curves thatinterpolate their control points

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    1

    2

    3Keyframes Animation

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    Interpolation

    Many parameters can be interpolated to generate animation

    Simple interpolation techniques can only generate simpleinbetweens

    More complicated inbetweening will require a morecomplicated model of animated object and simulation

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    Interpolation

    Strengths Animator has exacting control (Woodys face)

    Weaknesses

    Interpolation hooks must be simple and direct Time consuming and skill intensive

    Difficult to reuse and adjust

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    Frame-by-Frame Animationcont

    Inbetween facial drawings

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    Keyframe examples

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    2 frames drawn by user

    Inbetween frames generated by computer

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    Final Animation

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    Linear Interpolation

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    Simple, but discontinuous velocity

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    Nonlinear Interpolation

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    Smooth ball trajectory and continuous velocity, but loss of timing

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    Easing

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    Adjust the timing of the inbetween frames. Can be automated

    by adjusting the stepsize of parameter, t.

    Ease-OutEase-In

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    Style or

    Accuracy?

    Interpolating timecaptures accuracyof velocity

    Squash and stretchreplaces motionblur stimuli andadds life-likeintent

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    Traditional

    Motivation

    Ease-in andease-out is likesquash andstretch

    Can weautomate theinbetweens forthese?

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    The Illusion of Life, Disney Animation

    Thomas and Johnson

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    More squash and stretch

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    Anticipation

    and Staging Dont surprise the

    audience

    Direct theirattention to whats

    important

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    staging

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    Follow Through

    Audience likes to see resolution of action

    Discontinuities are unsettling

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    Combined

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    Secondary Motion

    Characters should exist in a real environment Extra movements should not detract

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    Motion Capture Animation

    Extract data from real-world people acting out ascene

    Many techniques for getting the data:Optical take video and extract motion

    Magnetic/Radio attach magnets, transponders and use sensors to getlocation

    Mechanical methods of extracting motion (for small motions)

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    Motion Capture Example

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    Examples

    Sports video games Madden Football

    Many movie characters Phantom Menace

    Cartoons

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    Motion Capture Strengths

    Exactly captures the motions of the actor Michael Jordans video game character will capture his style

    Easy to capture data

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    Motion Capture Weaknesses

    Noise, noise, noise!

    Magnetic system inteference

    Visual system occlusions

    Mechanical system mass

    Tethered (wireless is available now)

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    Motion Capture Weaknesses

    Aligning motion data with CG character Limb lengths

    Idealized perfect joints

    Reusing motion data Difficult to scale in size (must also scale in time)

    Changing one part of motion

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    Motion Capture Weaknesses

    Blending segments Motion clips are short (due to range and tethers)

    Dynamic motion generation requires blending at run time

    Difficult to manage smooth transition

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    Movies

    Animating Aliens

    Retargeting Motion

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    Examples

    Inanimate video game objects GT Racer cars

    Soapbox about why this is so cool

    Special effects

    Explosions, water, secondary motion Phantom Menace CG droids after they were cut in half

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    Procedural Animation

    Very general term for a technique that puts more complex algorithmsbehind the scenes

    Technique attempts to consolidate artistic efforts in algorithms andheuristics

    Allows for optimization and physical simulation

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    Procedural Animation

    Animation is generated by writing a programthat outputs the position/shape/whatever of thescene over time

    Generally:

    Program some rules for how the system will behaveChoose some initial conditions for the world

    Run the program, maybe with user input to guide what happens

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    Procedural Animation

    Oscillation Inside the Phase of contact

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    by Zeeshan Bhatti PhD)

    Oscillation Outside the Phase of contact

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    Advantage: Once you have the program, youcan get lots of motion

    Disadvantage: The animation is generally hard

    to control, which makes it hard to tell a storywith purely procedural means

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    Procedural Animation Strengths

    Animation can be generated on the fly

    Dynamic response to user

    Write-once, use-often

    Algorithms provide accuracy and exhaustive search that animators

    cannot

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    Procedural Animation Weaknesses

    Were not great at boiling human skill down to algorithms How do we move when juggling?

    Difficult to generate

    Expensive to compute

    Difficult to force system to generate a particular solution Bicycles will fall down

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    All these animation techniques are great,

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    all green box

    combined single shots

    but when they are most useful is when they

    are all used together

    http://escience.anu.edu.au/lecture/cg/CGIntroduction/Data/matrix_bullettimewalkthru1.movhttp://escience.anu.edu.au/lecture/cg/CGIntroduction/Data/matrix_bullettimewalkthru2.movhttp://escience.anu.edu.au/lecture/cg/CGIntroduction/Data/matrix_bullettimewalkthru2.movhttp://escience.anu.edu.au/lecture/cg/CGIntroduction/Data/matrix_bullettimewalkthru1.movhttp://escience.anu.edu.au/lecture/cg/CGIntroduction/Data/matrix_bullettimewalkthru1.mov
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    The final scene

    Comparison b/w animation techniques

    http://escience.anu.edu.au/lecture/cg/CGIntroduction/Data/matrix_bullettimewalkthru3.movhttp://escience.anu.edu.au/lecture/cg/CGIntroduction/Data/matrix_bullettimewalkthru3.mov
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    Technique Control Time to Create Computation Cost

    Key-Frame Excellent Poor Low

    Motion

    Capture

    Good at time

    of creation,

    after that poor

    Medium Medium

    Procedural PoorPoor to create

    programHigh

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    Comparison b/w animation techniques

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    Questions?

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    THANK YOU!