19 Keyframing
19 Keyframing
Traditional
Traditional Animation
Animation
Keyframe
Keyframe Animation
Animation
Interpolating
Interpolating Rotation
Rotation
Forward/Inverse
Forward/Inverse Kinematics
Kinematics
Overview
Animation techniques
Performance-based (motion capture)
Traditional animation (frame-by-frame)
Keyframing
Physically based (dynamics)
Modeling issues
Rotations
Inverse kinematics
Overview
Animation techniques
Performance-based (motion capture)
Traditional animation (frame-by-frame)
Keyframing
Physically based (dynamics)
last class
today
next class
Modeling issues
Rotations
Forward / Inverse kinematics
today
Artistic issues:
Artistic vision has to be converted into a sequence of still frames
Not enough to get the stills right--must look right at full speed
Hard to see the motion given the stills
Hard to see the motion at the wrong frame rate
Voice Recording
Preliminary soundtrack or "scratch track" is recorded
To synchronize animation later
Design
Design and draw characters from different angles
Statues and maquettes can be produced
Animation
Inbetweens
Draw the rest of the frames
Painting
Redraw onto clear sheet of plastic called a cel, color them in
- Use one layer for background, one for object
- Draw each separately
- Stack them together on a copy stand
- Transfer onto film by taking a photograph of the stack
- Can have multiple animators working simultaneously
on different layers, avoid re-drawing and flickering
Anticipation
Prepare the audience for an action
http://www.siggraph.org/education/materials/HyperGraph/animation/character_animation/principles/bouncing_ball_example_of_slow_in_out.htm
Secondary Action
Motion occurring as a consequence
Graphics Tablet
For outline drawing
Cartoon Inbetweening
Automatically interpolate between two drawings to produce
inbetweens (a la morphing)
Hard to get right
inbetweens often dont look natural
what are the parameters to interpolate? Not clear...
not used very often
3D Computer Animation
Generate the images by rendering a 3-D model
Vary the parameters to produce the animation
Brute force
Manually set the parameters for each and every frame
For an n parameter model: 60 x 24 x n = 1440n values per minute
Traditional keyframing
Lead animators draw the important frames
Assistant animators draw the inbetweens
Computer keyframing
Lead animators create the important frames with 3-D computer models
Computers draw the inbetweens
Interpolation
Hard to interpolate hand-drawn keyframes
Computers dont help much
splines
Keyframing Basics
Keyframing Basics
Keyframing Basics
Keyframing Basics
params
key values
interpolated values
Keyframing: Issues
What should the key values be?
When should the key values occur?
How can the key values be specified?
How are the key values interpolated?
What kinds of BAD THINGS can occur from interpolation?
Invalid configurations (pass through objects)
Unnatural motions (painful twists/bends)
Jerky motion
Maya Demo
3D rotations
Euler angles dont always interpolate in a natural way
Classic solutions:
More keyframes!
Quaternions help fix rotation problems
Interpolating Rotations
Euler angles
Euler Angles
Good for single-axis
rotations
Awkward for other
rotations
Gimbal Lock
(0, 90, 0)
(+/-e, 90, 0)
Gimbal Lock
Quaternion Rotation
A quaternion is a 4-D unit vector q = [x y z w]
= [x y z]
=w
Quaternion Rotation
We can think of rotations as lying on an n-D unit sphere
Quaternion Interpolation
Interpolating quaternions produces better results
than Euler angles
Quaternion Interpolation
represent rotation as quaternion
SLERP: move with constant angular velocity along the
great circle between the two points
convert to rotation matrix to apply the rotation
Character Animation
Forward: A = f (,)
Backward: , = f -1(A)
Maya Demo