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Layered construction of characters

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Human bones = 206, CG approx. 40. Human bones flexible, 6 DOF joints. ... Muscle and Skin (Physically-based) Anatomic. Spring and dampers. Finite Element Method. ... – PowerPoint PPT presentation

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Title: Layered construction of characters


1
Layered construction of characters
  • Karan Singh
  • Reading Computer Animation
  • Rick Parent (Chapter 6)

2
Animation Principles
  • Squash and Stretch.
  • Follow Through and Overlapping Action.
  • Slow in and Out.
  • Exaggeration.
  • Secondary Action.
  • Appeal.

3
Animation Principles
  • Timing and Motion.
  • Anticipation.
  • Staging.
  • Straight Ahead Action and Pose-to-Pose Action.
  • Arcs.

4
Animation Art or martial art?

5
Production pipeline

Script
Storyboard
2D animatic
Character sketches
Character setup Motion tests
3D animatic
Lighting, Rendering
Animation
Compositing
Post production
6
Layered Approach
  • Skeletal.
  • Muscle.
  • Skin and underlying tissue.
  • Hair, nails, blemishes.
  • Clothes and accessories.

7
Layered Approach
  • Skeletal.
  • Muscle.
  • Skin and underlying tissue.
  • Hair, nails, blemishes.
  • Clothes and accessories.

8
Layered Approach
  • Skeletal.
  • Muscle.
  • Skin and underlying tissue.
  • Hair, nails, blemishes.
  • Clothes and accessories.

9
Layered Approach
  • Skeletal.
  • Muscle.
  • Skin and underlying tissue.
  • Hair, nails, blemishes.
  • Clothes and accessories.

10
Skeletal models
  • Robot-like
  • Human bones 206, CG approx. 40
  • Human bones flexible, 6 DOF joints. CG bones
    rigid, 3DOF
  • Skeletal control
  • Kinematic
  • Dynamic
  • Procedural
  • Motion Capture

11
Muscle and Skin Models
  • Geometric.
  • Physically-based.

12
Muscle and Skin (Physically-based)
  • Anatomic.
  • Spring and dampers.
  • Finite Element Method.

13
Muscle and Skin (Physically-based)
  • Anatomic.
  • Spring and dampers.
  • Finite Element Method.

14
Muscle and Skin (Geometric)
  • Free-form deformations.
  • Joint local operators.
  • Parametric models.
  • Implicit surfaces.
  • 3D scanning.

15
Muscle and Skin (Geometric)
  • Free-form deformations.
  • Joint local operators.
  • Parametric models.
  • Implicit surfaces.
  • 3D scanning.

16
Muscle and Skin (Geometric)
  • Free-form deformations.
  • Joint local operators.
  • Parametric models.
  • Implicit surfaces.
  • 3D scanning.

17
Clothing
  • Dressing
  • Virtual Clothing P. Volino, N. Magnenant-Thalmann,
    University of Geneva.
  • Spring and dampers.
  • Baraff, David and Andrew Witkin. Large Steps in
    Cloth Simulation, Proceedings of SIGGRAPH 1998,
    pp. 43-54.
  • Bridson et al. SIGGRAPH 2002.
  • Wrinkles, texturing.
  • BOOK Cloth Modeling and Animation Donald H.
    House David E. Breen

18
Hair and blemishes
  • Styling
  • Spring and dampers.
  • Volume Rendering.
  • Skin shading

19
Layered Characters
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