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TCSS491A Isabelle Bichindaritz

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Title: TCSS491A Isabelle Bichindaritz


1
Principles of Computer Animation
2
Agenda
  • What is computer animation?
  • Some history
  • Animation principles
  • Animation development

3
Learning Objectives
  • Understand what is computer animation.
  • Understand the main principles of computer
    animation.

4
Acknowledgments
  • References
  • Lasseter, John. Principles of traditional
    animation applied to 3D computer animation.
    Proceedings of the 14th annual conference on
    Computer graphics and interactive techniques,
    198735 44.
  • Lasseter, John. Tricks to animating characters
    with a computer. ACM SIGGRAPH Computer Graphics,
    Volume 35 ,  Issue 2, May 2001 45-47.
  • Parent, Rick. Computer Animation. Morgan Kaufmann
    Publishers, San Francisco, CA, 2002.

5
What is Computer Animation?
  • Computer animation refers to any time sequence of
    visual changes from a picture (H. Baker).
  • The goal of character animation is to make
    characters that move in a convincing way to
    communicate personality and mood.

6
History of Computer Animation
  • Animation started hand-drawn (conventional
    animation).
  • First moving picture was designed for the camera
    by Georges Melies (1896) with camera tricks.
  • Pioneers in the 19th century and early 20th
    century.
  • First popular animations created by Winsor McCay
    Little Nemo (1911), Gertie the Dinosaur (1914).
    Was also a newspaper cartoonist.

7
History of Computer Animation
  • First animation studio Bray and Hurl (1914)
    patented translucent cels to compose several
    layers of drawings into an image.
  • Produced Max Fleischer (Betty Boop), Paul Terry
    (Terrytoons), George Stallings (Tom and Jerry),
    and Walter Lantz (Woody Woodpecker).
  • Color was added in 1920.
  • First famous personality was Felix the Cat
    (mid-1920s).
  • Then came disney.

8
History of Computer Animation
  • Walt Disney is the most prominent animator in the
    history of conventional animation. Created many
    innovations
  • Adding sound (1928).
  • Use of storyboards and pencil sketches.
  • Multiplane camera, mounted above multiple planes
    containing an animation cell. Enhances parallax
    effect sensation of three dimensions.
  • Promoted the idea that the mind of the character
    is the driving force of the action, and that the
    key to believable animated motion is the analysis
    of real-life motion.

9
History of Computer Animation
  • Today, animations are not only used for different
    purposes
  • In movies such as Star Wars, Toy Story, and
    Titanic to produce special effects or synthetic
    characters playing in the movie (Terminator II,
    Casper, Men in Black).
  • 3D computer animations to replace 2D conventional
    animation such as Toy Story or enhance it such as
    in Beauty and the Beast.
  • Desktop computer animation.
  • Computer simulations.

10
Principles of Animation
  • Principles of good animations are the same for
    traditional animation and computer animation.
  • Good animation design tools do not ensure high
    quality animations (Maya, ).
  • Follow principles learnt from hand drawn
    character animation for 50 years before computer
    animations such as 3D keyframe computer
    animations (systems generating in-betweens around
    user specified key frames).

11
Principles of Animation
  • Principles of animation (from John Lasseter)
  • Squash and stretch
  • Timing
  • Anticipation
  • Staging
  • Follow throughaction
  • Overlapping action
  • Straight ahead action and pose-to-pose action
  • Slow in and out
  • Arcs
  • Exaggeration
  • Secondary action
  • Appeal

12
Principles of Animation
  • Squash and stretch
  • The most important principle.
  • Refers to defining the rigidity and mass of an
    object by distorting its shape during an action.
  • Shape of object changes during movement, but not
    its volume.
  • Example drawing a bouncing ball.

13
Principles of Animation
  • Squash and stretch
  • Rigidity of objects is more prevalent than that
    of living things.
  • Objects can change form in order to squash and
    stretch.

14
Principles of Animation
  • Squash and stretch
  • Used to alleviate strobing effect in fast
    action, objects positions do not overlap, which
    is perceived by the eye.

15
Principles of Animation
  • Timing
  • Refers to the speed of an action.
  • Very important to balance between the need of the
    audience to follow the action (spend enough time)
    and not to feel bored (do not spend too much
    time).
  • Timing to show
  • Anticipation of action
  • Action itself
  • Reaction to action
  • Weight of a character (heavy weight moves more
    slowly than light weight), effect of weight is
    dependant on spacing of the poses
  • Emotional state of a character

16
Principles of Animation
  • Timing
  • Two drawings of a head leaning over right
    shoulder then left shoulder have different
    meanings depending on the timing between these
    (number of images between them)
  • NO inbetweens
  • ONE inbetween
  • TWO inbetweens
  • THREE inbetweens
  • FOUR inbetweens
  • FIVE inbetweens
  • SIX inbetweens
  • SEVEN inbetweens
  • Hit by huge force
  • Hit by an object (brick)
  • Nervous tic, spasm
  • Dodging an object (brick)
  • Giving crisp order (Go)
  • Giving gentle order (Over here)
  • Following an interesting sight
  • Trying to look at something

17
Principles of Animation
  • Anticipation
  • Action has three parts preparation, action
    itself, termination
  • Anticipation refers to the preparation of an
    action
  • Extension of muscles before action
  • Catch the audience attention (before grabbing an
    object, characters looks at it and moves arm)
  • Direct the attention of the audience toward the
    center of the action, influences the speed of the
    action, because anticipated action can go faster
  • Emphasizes heavy weight (longer anticipation for
    lifting a heavy weight).

18
Principles of Animation
  • Staging
  • Refers to presently clearly an idea so that it is
    completely clear.
  • Lead clearly the eye to where it should be.
  • Audience can see only one thing at a time,
    therefore direct attention to one thing at a
    time.
  • Action staged better in silhouette (should show
    in silhouette). Example scratch to a side and
    not to the front, characters talk ¾ facing the
    camera.

19
Principles of Animation
  • Follow through
  • Follow through refers to the termination of the
    action.
  • Actions do not stop abruptly because actions take
    some time to answer the impulse to start them,
    and in the same way they take some time to
    complete.
  • Action has a lead that initiates the movement,
    and appendages (loose parts) that follow.
    Appendages move after the lead, and also stop
    after it.
  • Lighter appendages stop faster than heavier ones.
  • Example throwing a ball, walking (lead hips
    swinging forward).

20
Principles of Animation
  • Overlapping action and secondary action
  • Refers to not bringing an action to a complete
    stop before starting the next action.
  • Refers to intention behind an action.
  • Walt Disney example Ill close the door, lock
    it, then Im going to undress and go to bed.

21
Principles of Animation
  • Straight ahead action vs. pose-to-pose action
  • Two approaches to hand drawn animation.
  • Straight ahead action refers to creating frame
    after frame without planning until the end of the
    scene. Provides freshness and spontaneity.
  • Pose-to-pose action refers to creating the
    keyframes first, then the in-betweens.
  • Hierarchical modeling in computer animation is an
    evolution of pose-to-pose animation in classical
    animation. Planning ahead of the animation in a
    layered approach
  • Start key framing at the top of the hierarchy
  • Apply transformations level by level.

22
Principles of Animation
  • Slow in and out
  • Refers to the spacing of the in-between drawings
    between the extreme poses.
  • Slowing in when approaching an extreme pose
    accentuates its effect.
  • Slowing out when leaving an extreme pose
    accomplishes the same.
  • Natural movement is reproduced by grouping
    in-betweens close to the extreme poses, with only
    one in-between in the middle.

23
Principles of Animation
  • Arcs
  • Refers to the arc shape of an action path between
    two extreme poses.
  • Arcs used in nature, and their use in animation
    produces smoother movement.
  • Path of action is controlled by the same spline
    that controls timing (slow-in and slow-out).
  • Spline of action path should be independent from
    spline of timing.

24
Principles of Animation
  • Exaggeration
  • Refers to emphasizing ideas, by going to their
    heart and finding ways of conveying them clearly.
  • Exaggeration can work with any components of a
    scene design, shapes, action, emotion, color,
    sound, but with balance.
  • Some elements should remain natural as a
    reference for the audience.

25
Principles of Animation
  • Secondary action
  • Refers to an action that results directly from
    another action .
  • Add a realistic complexity to an animation.
  • Subordinate to the primary action.
  • Change in secondary action should occur after
    change in primary action, otherwise it will not
    be seen.
  • Example
  • Facial expression is secondary to body movement
    if it is primary.

26
Principles of Animation
  • Appeal
  • Refers to anything the viewer likes to see
    charm, pleasant design, magnetism,
  • Does not have to be cute or cuddly.
  • Vary parts of the body, to look more natural and
    attractive.

27
Principles of Animation
  • Personality
  • The underlying goal of the principles enumerated
    above is to provide to the audience a character
    having a distinct personality, while looking
    familiar too.
  • The character animations are subordinate to
    his/her thought processes.
  • The animation is successful when the technique is
    forgotten by the audience, who is captivated by
    the action and emotions in the animation.
  • First goal of the animator is to entertain, and
    requires
  • a clear goal of what will entertain the audience.
  • the tools and techniques to express the goal in a
    clear and attractive way.

28
Design of Animations
  • Two types of systems
  • Real-time animation - each frame in the sequence
    is viewed as it is generated. Rate of generation
    must be compatible with the refresh rate of the
    monitor (60/s, 30/s, ).
  • Frame-by-frame animation each frame is first
    created and stored, then they are played on the
    monitor.
  • Choice between the two depend on complexity of
    the animation, whether it needs to be in
    real-time or not,
  • Real-time animations use a double buffering
    system
  • Create a frame in one buffer, and during the time
    the screen is refreshed from that buffer,
  • Construct the next frame in another buffer.

29
Design of Animations
  • Development stages
  • Storyboard layout outline of the action as a
    set of basic events occurring in the motion
    sequence, as a list or a series of sketeches
    associated with the actions.
  • Object definitions basic shapes, characters,
    list of movements to be performed by each object.
  • Key-frame specifications a detailed drawing of
    a key scene at an extreme timing in the action.
  • In-between frames generation intermediate
    frames between the key-frames. Number depends
    upon the support 24 frames/s for film, 60
    frames/s or more for display monitors.

30
Design of Animations
  • Example award-winning Luxo Jr. from Pixar
    Animation Studios (1986) is a movie designed
    using key-frame animation techniques.

31
Design of Animations
  • Concepts of key-frame animation systems
  • Generate a set of in-betweens between key frames.
  • Motion paths can be spline curves or be based on
    natural movements.
  • Shapes of objects can be transformed, for example
    through morphing transformation of an object
    between different shapes.
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