Title: Animation CS 551 / 651
1AnimationCS 551 / 651
- Lecture 5
- Classical Animation
2Principles of Computer Animation
- John Lasseter, "Principles of Traditional
Animation Applied to 3D Computer Animation",
Computer Graphics, pp. 35-44, 214, July 1987
(SIGGRAPH 87). - Ollie Johnston and John Lasseter, Course 1 at
SIGGRAPH 94, "Animation Tricks".
3Comments from LasseterKeyframing
- Computers are stupid
- Worst case, keyframe require for every frame
- John discovered that some degrees of freedom
(DOFs) require more keyframes than others to look
natural - You must start with a clear idea of the motion
you desire - Plan actions with thumbnail sketches and plot
timing on exposure sheet - Refer to sketches/timing frequently
4Lasseter 2-D vs. 3-D
- Native computer character is 3-D
- Sometimes makes it harder
- A characters hand may go through its body when
seen from a certain angle - Sometimes makes it easier
- Animation reuse An animation may look very
different when seen from different locations
5Lasseter Weight and Size
- Rendering can make realistic-looking objects
(marble, feathers, steel) - Good rendering benefits are lost if animation is
poor - Physics matters heavy things take longer to
start/stop moving - Proper timing/spacing of poses is more important
than the poses themselves
6Lasseter Thinking Character
- Every motion must exist for a reason
- Mood
- Personality
- Attitude
- You must convey the characters thoughts to tell
the story - Use anticipation
7Lasseter Anticipation
- Lead with the eyes
- Move eyes first, with lock-in of focus a few
frames before the head - Head follows and leads the body by a few frames
- More delay implies more thought required
- Use this relationship as a tool
- External forces cause opposite timing relationship
8Lasseter Moving Holds
- Traditional 2-D animation permits holds
- Reuse of one drawing for multiple frames
- This is one way to control timing
- In computer animation action dies immediately
- Perhaps due to realistic rendering and smooth
animations - Eye picks it up every time
9Lasseter Moving Holds
- Have some part of the character continue to move
in same direction during holds - Remember to coordinate realism of character to
realism of motions - More realistic characters (rendering style and
dimensions) require more realistic movements - This rule limits the straightforward reuse of
human facial mocap for non-human 3D characters
10Lasseter Emotion
- Characters personality conveyed through emotion
- Emotion dictates animation pace
- Distinguish emotional state of two characters
through contrast in movement - No two characters perform same action in same
manner
11Lasseter Readability of Actions
- To make sure an idea or action is unmistakably
clear, the audiences eye must be led to the
right place at the right time - Timing
- Not too slow or audience eyes wander
- Not too fast or action is misunderstood
- The faster the motion, the more critical it is to
make the audience focus on it
Harold Whitaker and John Halas, Timing for
Animation, 1981
12Readability of Actions
- Staging
- Audience can only see one idea at a time
- Object of interest must be contrasted against
rest of scene - Pick strongest and simplest technique
- ex Still object vs. busy background
13Lasseter Readability of Actions
- Anticipation
- First action should not be brought to complete
stop before starting second - Slight overlapping preserves flow
- ex Luxo Jr.
14Lasseter Story Tricks
- Animation must be timed to stay slightly ahead or
behind audiences understanding - Ahead conveys suspense and surprise
- Initial scene of Luxo Jr. where Dad is surprised
by ball - Closing scene of Reds Dream
- Behind reveals the story to the audience before a
character to convey characters discovery
15Lasseter Ask Why
- Why is this here?
- Does it further the story?
- Does it support the whole?
- Change of shape shows a character is thinking
- It is the thinking that gives the illusion of
life.It is the life that gives meaning to the
expression1 - Its not the eyes, but the glance not the
lips, but the smile2
- Frank Thomas and Ollie Johnston, Disney Animation
The Illusion of Life, 1981 - Saint-Exupery, Wind, Sand, and Stars, 1932
16Johnston Notes
- Use attitudes and actions to illustrate ideas and
thoughts, not words and mechanical movements - Squash and stretch the entire body for attitudes
- Preserve volume
- Useful for face too
17Johnston Notes
- Change of expression and dialog are points of
interest dont move head too much - Concentrate on drawing clear, not clean
- Everything has a function know why
- Let the body attitude echo the facial
- Find best part of characters pose to squash and
stretch
18Johnston Notes
- The eye is pulled by the eyebrow muscles
- Get a plastic quality in the face
- Cheeks, mouth, and eyes
- The audience has a difficult time reading the
first 6 8 frames - Actions can be eliminated and staging cheated
if it simplifies the picture you are trying to
show and it doesnt disturb the audience
19Johnston Notes
- Spend half your time planning your scene and the
other half animating - How to animate a four-legged walk
- Work out acting patterns with squash and stretch
in body, neck, and head - Animate the legs
- Adjust up and down motion of body according to
legs
20Anticipation
- Can be anatomical
- Swinging your foot back before kicking
- Device that attracts viewers attention
- Staring off camera until character enters at that
position - Can help convey mass. More wind-up or
concentration implies increased scale
21Staging
- Contrast is powerful staging technique
- Motion is one example
- Original Disney characters were black and white
(no grayscale) - Important motions had to be drawn in silhouette
because limbs passing in front of others were not
easy to see - Even when grayscale (and color) is possible,
silhouette makes actions more visible
22Follow through and Overlapping Action
- "It is not necessary for an animator to take a
character to one point, complete that action
completely, and then turn to the following action
as if he had never given it a thought until after
completing the first action. When a character
knows what he is going to do he doesn't have to
stop before each individual action and think to
do it. He has it planned in advance in his mind."
Walt Disney
23Ease-in and Ease-out
- A facsimile of physics
- First, second, and third order continuity
- Remember challenges getting splines to
interpolate endpoints
24End of hand animation
- Disney shuttered its last-remaining hand
animation studio last year - Home on the Range is the last 2-D film
- They sold all their equipment
- Pixar bought all the 2-D animation desks!
- Indias 2-D development is bigger than ever
- http//www.savedisney.com/news/se/killing_animatio
n.asp
25Recent Disney Hits
- 84,355,863 - Little Mermaid (1989) 145,863,363
- Beauty and the Beast (1991) 217,350,219 -
Aladdin (1992) 312,855,561 - Lion King (1994)
141,579,773 - Pocahontas (1995) 100,138,851 -
Hunchback of Notre Dame (1996) 99,112,101 -
Hercules (1997) 120,620,254 - Mulan (1998)
171,091,819 - Tarzan (1999) 89,302,687 -
Emperor's New Groove (2000) 84,056,472 -
Atlantis Lost Empire (2001) 145,794,338 - Lilo
Stitch (2002) 38,176,783 - Treasure Planet
(2002) 85,005,561 - Brother Bear (2003)
26Companies
Pixar Disney Sony Imageworks Industrial Light and
Magic (ILM) Rhythm and Hues Pacific Data
Images(PDI)
Dreamworks SKG Tippett Studios Angel Studios Blue
Sky Robert Abel and Associates Giant Studios
27Toy Story (1995)
- 77 minutes long 110,064 frames
- 800,000 machine hours of rendering
- 1 terabyte of disk space
- 3.5 minutes of animation produced each week
(maximum) - Frame render times 45 min 20 hours
- 110 Suns operating 24-7 for rendering
- 300 CPUs
28Toy Story 2
- 80 minutes long, 122,699 frames
- 1400 processor renderfarm
- Render time of 10 min to 3 days
- Direct to video film
29Stuart Little
- 500 shots with digital character
- 6 main challenges
- Lip sync
- Match-move (CG to live-action)
- Fur
- Clothes
- Animation tools
- Rendering, lighting, compositing
30Stuart Little
- 100 people worked on CG
- 32 color/lighting/composite artists
- 12 technical assistants
- 30 animators
- 40 artists
- 12 RD
31Final Fantasy
- Main characters gt 300,000 polys
- 1336 shots
- 24,606 layers
- 3,000,000 renders (if only rendered once)
- typically 5 render revisions
- render time per frame 90 min
- Most layers per shot 500
- 934,162 days of render time on one CPU
- they used 1200 CPUs 778 days of rendering
32Final Fantasy
- Renderman (Pixar) used for rendering
- direct illumination
- many hacks to fake global illumination
- Maya used for modeling
- Hair
- Modeled is splines
- Lighting and rendering complicated as well
33Production Team
- Directors
- Modelers
- Lighting
- Character Animators
- Technical Directors
- Render Wranglers
- Tools Developers
- Shader Writers
- Effects Animators
- Looks Team
- Security Officer
- Janitor
- Lackey
34Michel Gondry
At Clemons
2005 Oscar Nominee, Best Writing,Best Lead
Actress
Palm pictures www.director-file.com/gondry
35Michel Gondry
- Lucas Lucas with the Lid Off
- Daft Punk Around the World
- Foo Fighters Everlong
- Chemical Brothers Let Forever Be
36Michel Gondry
- White Stripes Fell in Love with a Girl
- White Stripes The Hardest Button to Button
- Beck Deadweight
37Michel Gondry
- Bjork Human Behavior
- Bjork Army of Me
- Bjork Bachelorette