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Goal: make characters that move in a convincing The following are a set of principles to keep in mind:
way to communicate personality and mood.
1. Squash and stretch
Walt Disney developed a number of principles. 2. Staging
3. Timing
Computer graphics animators have adapted them to 4. Anticipation
3D animation. 5. Follow through
6. Overlapping action
7. Secondary action
8. Straight-ahead vs. pose-to-pose vs. blocking
9. Arcs
10. Slow in, slow out
11. Exaggeration
12. Appeal
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Squash and stretch Squash and stretch (cont’d)
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Squash and stretch (cont’d) Staging
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Anticipation Anticipation (cont’d)
An action has three parts: anticipation, action, Amount of anticipation (combined with timing) can
reaction. affect perception of speed or weight.
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Straight-ahead vs.
Overlapping and secondary action
pose-to-pose vs. blocking
Overlapping action Straight ahead: proceed from frame to frame without
planning where you want to be in ten frames. Can be
One part intiates (“leads”) the move. Others follow in wild, spontaneous.
turn.
Pose-to-pose: Define keyframes and "inbetweens".
Hip leads legs, but eyes often lead the head.
Blocking: Computer graphics animators adaptation
Loose parts move slower and drag behind.
Start key-framing at the top of the hierarchy.
Overlaps apply to intentions. Example: settling into
Refine level by level.
the house at night.
Keyframes for different parts need not happen
Close the door at the same time.
Lock the door
Take off the coat
etc...
Each action doesn't come to a complete finish before
the next starts.
Secondary action
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Avoid straight lines since most things in nature move An extreme pose can be emphasized by slowing
in arcs. down as you get to it (and as you leave it).
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Exaggeration Appeal
Get to the heart of the idea and emphasize it so the The character must interest the viewer.
audience can see it.
It doesn't have to be cute and cuddly.
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Current trends in animation Geometric modeling and instrumentation
Current trends in animation: Building characters with the right shape and control points
is time consuming..
Geometric modeling and instrumentation
Realistic rendering Want the “right” set of controls
Physical simulation
Control points
Controllable simulation
Muscle groups
Digital humans
Blending example expressions
“Instrumentation” controls
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Physical simulation Physical simulation (cont’d)
Particle systems
Fluid flow and turbulence modeling
Rigid body dynamics
…
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Digital humans Digital humans: motion capture
Motion capture
Making realistic human bodies and faces and
animating them is really hard. Making a realistic human body motion is hard
Solutions
Example-based methods using motion capture and • Computer vision using raw video footage
scanned shape data hold some promise. – Typically not accurate enough
• Special sensors that give joint angles and/or positions
– wires get in the way
Cover person with white or retroreflective targets
like ping pong balls
• Have to handle occlusions
Motion processing
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