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Principles and Production of Animation: Richard Zhang

03 Principles

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0% found this document useful (0 votes)
10 views29 pages

Principles and Production of Animation: Richard Zhang

03 Principles

Uploaded by

marjaaaaa
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Principles and Production of Animation

Richard Zhang Lecture 3

Reading

R. Parent, Computer Animation: Chapter 1 J. Lasseter, Principles of Traditional Animation Applied to 3D Computer Animation, Computer Graphics, 35-44, 21(4), 1987 (SIGGRAPH 87) Course #1 at SIGGRAPH 1994: Animation Tricks K. Laybourne, The Animation Book, Crown Publishing, 1998 T. White, The Animator's Workbook, WatsonGuptill, 1988
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CMPT 466 Summer 2013

Hao (Richard) Zhang

Overview

Some principles of animation Animation production

CMPT 466 Summer 2013

Hao (Richard) Zhang

Principles of animation

Principles gained from hand-drawn animation From original animators of Disney, e.g., Lasseter Combining the physical and the artistic Each principle can be implemented by associated computer animation techniques

CMPT 466 Summer 2013

Hao (Richard) Zhang

Principles: simulating physics

Not true physics simulations to look right and sometimes with exaggeration A lot of examples (following list only partial)

Pick the most visually important Experiences gained from traditional animation

Physics based animation attempts to model the more complete set of physical principles
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CMPT 466 Summer 2013

Hao (Richard) Zhang

Simulating physics

Squash & stretch


Distortion of shapes to emphasize motions It really happens, but here a form of exaggeration To better reflect non-rigidity/mass/weight/volume of the animated objects E.g., bouncing ball, body weight of character walking Perhaps the most important element to master
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CMPT 466 Summer 2013

Hao (Richard) Zhang

Simulating physics

Timing

How actions are spaced across time, reflecting characteristic or even personality of object/actor E.g., heavy object moves slowly Slow-in (ease-in) and slow-out (ease-out) of motions more natural and physically plausible A lot coming from experience and observations
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CMPT 466 Summer 2013

Hao (Richard) Zhang

Simulating physics

Secondary actions

Physically based reaction to support main action that is primarily modeled E.g., movement of skin or hair during movement of human characters (can always exaggerate) E.g., an angry walker moving the legs (main motion) must be supported by movement of arms and heads Even modeling of reaction of other objects/actors
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CMPT 466 Summer 2013

Hao (Richard) Zhang

Simulating physics

Slow in & slow out --- example of timing


How things move through space Objects slow in and slow out of poses, to model inertia, friction, viscosity More drawing at start and end of motion sequences Movement often in arcs (not straight line) due to gravity or underlying physical structure E.g., think of movement of arm, leg, fingers
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Arcs:

CMPT 466 Summer 2013

Hao (Richard) Zhang

Principles: aesthetic actions

Exaggeration

Grab attention or make a point Very frequent, e.g., squash & stretch

Appeal

Make it enjoyable to watch

Follow through and overlapping action

Actions flow into another, continuity, e.g., squash & stretch

Solid drawings: to give illusion of 3D


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CMPT 466 Summer 2013

Hao (Richard) Zhang

Principles: presentations

Anticipation

Setting up the upcoming action for the audience Movements preparing audience for a major action the character is to perform, e.g., starting to run, jump or change expression.

E.g., a dancer does not just leap off the floor; a backward motion (the preparation) occurs before the forward action is executed.

Almost all real action has major or minor anticipation such as a pitcher's wind-up or a golfers' back swing.
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CMPT 466 Summer 2013

Hao (Richard) Zhang

Principles: presentations

Staging

Directs the audience's attention to the story or idea being told so that it is not missed by the audience A pose or action should clearly communicate to the audience the attitude, mood, reaction or idea of the character as it relates to the story and continuity of the story line. The effective use of long, medium, or close up shots, as well as camera angles also helps in telling the story. Do not confuse the audience with too many actions at once.
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CMPT 466 Summer 2013

Hao (Richard) Zhang

Principles: production

Straight ahead

Develop motion continually, first to last Principle followed by physically based animation Identify key frames and then go back to interpolate Typical in conventional animation

Pose-to-pose

Principles of film-marking, see Section 1.3.2


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CMPT 466 Summer 2013

Hao (Richard) Zhang

Some examples

Three point lighting

Key light Above camera; highintensity; shadow

Fill light Below camera; flood light; details

180-rule Rule of the third Camera distance and angles

CMPT 466 Summer 2013 Hao (Richard) Zhang

Rim light Behind camera; brings objects out of background

All three lights together

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Animation production

Elements of a production: 4-level hierarchy

Production

Entire animation Major episode Associated with staging area Continuous camera recording

Sequence

Shot

Frame: single recorded image


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CMPT 466 Summer 2013

Hao (Richard) Zhang

Animation production pipeline


A trial-and-error process with feedbacks between steps Preliminary story / script Storyboard: sketches of representative frames Sheets:

Model sheet (character details, e.g., in diff poses) Exposure sheet (camera details, soundtrack cues) Route sheet (statistics and responsibilities of scenes)
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CMPT 466 Summer 2013

Hao (Richard) Zhang

Storyboards

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CMPT 466 Summer 2013

Hao (Richard) Zhang

Animation production pipeline

Animatic (or story reel)


Recording of storyboard frames Each storyboard frame lasts as long as the corresponding sequence Presents a rough feel of timing (and story)

Detailed story

Key-frames: chief/master animations job In-betweenings: associate/assistant animators job


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CMPT 466 Summer 2013

Hao (Richard) Zhang

Computer animation production

Very much mimicking the production pipeline of traditional animation Some differences, e.g.,

Story dept.
Visuals and story reel

Art dept.
Lighting and appearance,

Modeling dept. Shading dept. Layout dept.


2D-to-3D, staging,

Clear separation of different computer graphics tasks for reuse, e.g., modeling, lighting Use of level-of-details

Animation dept. Lighting dept. Camera dept.


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Actual rendering of the frames

CMPT 466 Summer 2013

Hao (Richard) Zhang

Post-production: video editing

Use of digital representation of films/frames


Digital images can be copied without loss Analogue converted to digital

In the older days:

Cutting and splicing tapes (physical medium): non-linear editing (can follow any order) but tedious

Digital linear (electronic) editing: besides being linear, physical wear and loss of quality due to physical tape copying process
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CMPT 466 Summer 2013

Hao (Richard) Zhang

Electronic editing

Output is assembled in sequential order linear editing


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CMPT 466 Summer 2013

Hao (Richard) Zhang

Digital non-linear editing

Flexible cut, drag, drop, overlap, etc.


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CMPT 466 Summer 2013

Hao (Richard) Zhang

Video editing

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CMPT 466 Summer 2013

Hao (Richard) Zhang

Video editing software

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CMPT 466 Summer 2013

Hao (Richard) Zhang

Cinelerra

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CMPT 466 Summer 2013

Hao (Richard) Zhang

Video compression

Why do we need it?


The so-called true high definition video mode, 1080p, supports a screen resolution of 1920 1080. Suppose that the video content is to be displayed at 30 Hz and that we wish to provide 24 bits of color (8 bits per R, G, B). Then how many seconds of video of this type could fit on a single-layer HD DVD, which has a storage capacity of 15 Gigabytes?

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CMPT 466 Summer 2013

Hao (Richard) Zhang

Video compression

Why do we need it?

Answer: 80 seconds!

The so-called true high definition video mode, 1080p, supports a screen resolution of 1920 1080. Suppose that the video content is to be displayed at 30 Hz and that we wish to provide 24 bits of color (8 bits per R, G, B). Then how many seconds of video of this type could fit on a single-layer HD DVD, which has a storage capacity of 15 Gigabytes?

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CMPT 466 Summer 2013

Hao (Richard) Zhang

Video compression

Codec (compression/decompression) Symmetric codec

Equal time for compression and decompression

Typically, decompression has to be real-time Lossy vs. lossless Interframe vs. intraframe compression
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CMPT 466 Summer 2013

Hao (Richard) Zhang

Codecs

Compression methods

Runlength encoding (stores runs of same data as a single instance plus count; useful for animation) Vector quantization Digital cosine transform (DCT = JPEG) Wavelet compression MPEG, DivX, etc
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Examples

CMPT 466 Summer 2013

Hao (Richard) Zhang

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