KEYFRAME ANIMATION
Rmi Ronfard, Animation, M2R MOSIG
Outline
Principles of animation
Keyframe interpolation
Rigging, skinning and walking
PRINCIPLES OF CHARACTER ANIMATION
~1930, Studios Disney
The Illusion of Life
PRINCIPLES OF TRADITIONAL ANIMATION
APPLIED TO 3D COMPUTER ANIMATION
John Lasseter, Pixar, San Rafael, California
SIGGRAPH1987
1 Squash & Stretch
5
1 Squash & stretch
2 Timing
2 Timing
3 Anticipation
Anticipation example
4 Staging
11
Present the idea so that it is unmistakably clear
12
5 Straight-ahead & pose to pose action
13
6 Follow-through et Overlapping
14
7 Slow in & Slow out
8 Arcs
15
9 Exaggeration
16
17
10 Secondary actions
11 Appeal
12 Personality
References
1. Abel Image Research, 953 N. Highland Ave., Los Angeles, CA 90038-2481
2. Alias Research Inc., 110 Richmond St. East, Suite 500, Toronto, Ontario, Canada m5c- lpl
3. Blair, Preston, Animation, Walter T. Foster, Santa Ana CA, 1949.
4. Burmyk, Nester and Wein, Marceli, "Computer Generated Keyframe Animation," Journal of
the SMVrE 80, pp.149-153, March 1971.
5. Burtnyk, Nester and Wein, Marceli, "Interactive Skeleton Techniques for Enhanced Motion
Dynamics in Key Frame Animation,"
Communications of the ACM 19 (10), pp 564-569, October, 1976.
6. Catmull, Edwin, "A System for Computer Generated Movies, Proceedings ACM Annual
Conference, pp. 422-431, August 1972.
7. Catmull, Edwin, "The problems of Computer- Assisted Animation, SIGGRAPH '78, Computer
Graphics, Vol. 12, No. 3, pp. 348-353, August 1978.
8. Cook, Robert L., "Stochastic Sampling in Computer Graphics," ACM Transactions on Graphics,
Vol. 5, No. 1, pp. 51-72, January 1986.
References
9. Cook, Robert L., Porter, Thomas, and Carpenter, Loren, "Distributed Ray Tracing," SIGGRAPH
'84, Computer Graphics, Vol. 18, No. 3, pp.137-145, July, 1984.
10. Walt Disney Productions, Three Little Pigs, (film), 1933.
11. Gracer, F., and Blagen, M. W., "Karma" A System for Storyboard Animation," Procee.ding
Ninth Annual UAIDE Meeting, pp. 210-255, 1970.
12. Graham, Don, The Art of Animation, unpublished.
13. Graham, Don, transcripts of action analysis class at the Walt Disney Studio, June 21, 1937.
14. Graham, Don, transcripts of action analysis class with Bill Tytla at the Walt Disney Studio,
June 28, 1937.
15. Hardtke, lnes, and Bartels, Richard, "Kinetics for Key-Frame Interpolation," unpublished.
16. Kochanek, Doris, and Barrels, Richard, "Interpolating Splines with Local Tension, Continuity,
and Bias Control," SIGGRAPH '84, Computer Graphics, Vol. 18, No. 3, pp. 33-41, July, 1984.
References
17. Levoy, Marc, "A Color Animation System Based on the Multi-PlaneTechnique," SIGGRAPH
'77, Computer Graphics, Vol. 11, No. 2, pp. 64-71, July, 1977.
18. Lucasfilm Ltd. Computer Graphics Div., The Adventures of Andre and Wally B., (fdm), 1984.
19. Ostby, Eben, Duff, Tom, and Reeves, William, Md (motion doctor), animation program,
Lucasfilm Ltd., 1982-1986.
20. Perine, Robert, Chouinard, An Art Vision Betrayed , Artra Publishing, Encinitas CA, 1985.
21. Pixar, Luxo Jr., (film), 1986.
22. Reeves, William, "Inbetweening for Computer Animation Utilizing Moving Point Constraints,"
SIGGRAPH '81, Computer Graphics, Vol. 5, NO. 3, pp. 263-270, August 1981.
23. Rydstrom, Gary, Soundtraek for Luxo Jr., Sprocket Systems Div., ucasfilm Ltd., July, 1986.
24. Stem, Garland, "Bboop--A System for 3D Keyframe Figure Animation," Tutorial Notes:
Introduction to Computer Animation , SIGGRAPH '83, July 1983.
References
25. Symbolics Inc., 1401 Westwood Blvd., Los Angeles, CA 90024
26. Thomas, Frank and Johnston, Ollie, Disney Animation-- The Illusion of Life,
Abbeville Press, New York, 1981.
27. Thomas, Frank, "Can Classic Disney Animation Be Duplicated O The
Computer?" Computer Pictures, Vol. 2, Issue 4, pp. 20-26, luly/August 1984.
28. Vertigo Systems International Inc., 119 W. Pender St., Suite 221,
Vancouver, BC, Canada v6b ls5
29. Wavefront Technologies, 530 East Montecito, Santa Barbara, CA 93101
30. Whitakcr, Harold and Halas, John, Timing for Animation , Focal Press,
London, 1981.
31. White, Tony, The Animator's Workbook, Watson-Gupfill, New York,
1996.
Interpolation of translation
Hermite polynomials
Catmull-Rom splines
Timing curves
Bezier curves, B-splines and NURBS
Bezier: Piece-wise
polynomials with
tangent continuity
B-splines: control
points, arcs and curves
NURBS: piece-wise
rational curves, i.e.
projective splines in
projective coordinates
Three-dimensional interpolation
Interpolation of rotations
Cannot interpolate matrices
Compute R = R1T R2
Compute axis and angle
Interpolate angles
Quaternion interpolation
Quaternion interpolation
Spherical interpolation
SLERP : Interpolation on the sphere of unit quaternions
LERP : Linear interpolation then normalization
US patent by Budge (2007): Fast approximation to
the spherical linear interpolation function
Equivalence between Euler angles and quaternions
Rigid motion interpolation
Screw Theory : we can represent any movement of a solid
body by a single operation which combines both the
rotation and the translation.
As
Plucker coordinates.
As Dual Quaternions.
Using Motor Theory based on Clifford Algebra.
More
about this in Class 2.
Slow-in and slow-out
Camera interpolation
3 translations (dollies)
3 rotations : pan left/
right, up/do
Field of view is controlled
by zoom = focal length
Camera interpolation
Screen motion is the
composition of
camera and actor
motion
Coordinate camera
and actors
movements
Rigging and skinning
How do we apply kinematics and dynamics to character
animation?
Skeleton/armature and kinematics
Skin and flesh: skinning, smooth skinning, muscles, fat, wrinkles
Clothing : particle systems, finite elements
Animation and interpolation
Keyframe animation
How to interpolate
motion between keyframes
Articulated motion
Articulated motion
Articulated and rigid motion
Motion of body part is rigid
In
the parents frame
In the word frame
Rigid motion can be represented as a 3 x 4 matrix
Skinning
We have a structure of bones, organized as a
kinematic tree
Problem : how do we animation the skin of
characters given the motion of their bones ?
Rigid skinning : each body part is modeled as a
rigid body
P(vi)=
Tf P0(vi) where T is the bone transformation
Smooth skinning
Also known as Skeleton Subspace Deformation
Skin vertices move as a result of several body part motions
P(vi)=
(sum_f wif Tf )P0(vi)
Normalized weights : sum_f wif = 1)
Vertex weights can be computed automatically
For example wif = 1/dif2
Or weights can be drawn by painting the skin
Interpolation of matrices
Transformation matrix Tf = [SR|t] with 12 parameters
Non independent
3 translations, 3 rotations, 3 re-scalings
Better to control them separately
Automatic weight computation
Wang et Philips, Multi-weight enveloping: least-squares
approximation techniques for skin animation, SCA 2002
Bone Heat Weighting
Automatic Rigging and Animation of 3D Characters
Ilya Baran and Jovan Popovic, SIGGRAPH 2007.
Examples
Quaternion interpolation
Skinning with Dual Quaternions
Ladislav Kavan, Steven Collins, Jiri Zara, Carol O'Sullivan.
Symposium on Interactive 3D Graphics and Games, 2007.
Cage deformations
Build a cage around bones (armatures)
Case
study
:
anima.on
of
walking
Walking
cycle
Finite
State
Machine
Contact
The
walk
usually
starts
with
the
feet
at
the
extended
posi.on
where
the
feet
are
furthest
apart.
This
is
the
point
where
the
characters
weight
shiBs
to
the
forward
foot.
Recoil
As
the
weight
of
the
body
is
transferred
to
the
forward
foot,
the
knee
bends
to
absorb
the
shock.
This
is
called
the
recoil
posi.on,
and
is
the
lowest
point
in
the
walk.
Passing
This
is
halfway
through
the
rst
step.
As
the
character
moves
forward,
the
knee
straightens
out
and
liBs
the
body
its
highest
point.
This
is
called
the
passing
posi.on
because
this
is
where
the
free
foot
passes
the
suppor.ng
leg.
High
point
As
the
character
moves
forward,
the
weight-bearing
foot
liBs
o
the
ground
at
the
heel,
transmiMng
the
force
at
the
ball
of
the
foot.
This
is
where
the
body
starts
to
fall
forward.
The
free
foot
swings
forward
like
a
pendulum
to
catch
the
ground.
Contact
The
free
leg
makes
contact.
This
is
exactly
half
the
cycle.
The
second
half
is
an
exact
mirror
of
the
rst.
If
it
diers,
the
character
may
appear
to
limp.
Foot
placement
and
synchronisa.on
From
footprints
to
anima.on
From
footprints
to
anima.on
From
footprints
to
anima.on
Control
High-level
control
Walking
style
Physics
Aesthe.cs
Expressivity
Goal-driven
Combined
direct
and
inverse
kinema.cs
Principle:
using
available
data
on
human
walk
correct
constraint
viola.ons
using
inverse
kinema.cs
Advantage:
data
may
model
a
realis.c
gait
Controling
and
edi.ng
the
walk
cycle
Coach-trainee
metaphor
Can
also
be
used
to
learn
walking
styles
76
Conclusion
Principles of animation
Keyframe interpolation
Rigging, skinning and walking
Next: Forward and inverse kinematics