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Introduction to Character Animation

Introduction to Character Animation. Karan Singh Lecture 1: CSC 2529. Animation Principles. Squash and Stretch. Follow Through and Overlapping Action. Slow in and Out. Exaggeration. Secondary Action. Appeal. Animation Principles. Timing and Motion. Anticipation. Staging.

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Introduction to Character Animation

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  1. Introduction to Character Animation Karan Singh Lecture 1: CSC 2529

  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 Compositing Animation 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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