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Layered construction of characters
Karan Singh
Reading: Computer Animation
Rick Parent (Chapter 6)
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.
• Straight Ahead Action and Pose-to-Pose Action.
• Arcs.
Animation: Art or martial art?
Production pipeline
Script
Character
sketches
Storyboard
2D animatic
Character setup
Motion tests
3D animatic
Compositing
Post production
Lighting,
Rendering
Animation
Layered Approach
• Skeletal.
• Muscle.
• Skin and underlying tissue.
• Hair, nails, blemishes.
• Clothes and accessories.
Layered Approach
• Skeletal.
• Muscle.
• Skin and underlying tissue.
• Hair, nails, blemishes.
• Clothes and accessories.
Layered Approach
• Skeletal.
• Muscle.
• Skin and underlying tissue.
• Hair, nails, blemishes.
• Clothes and accessories.
Layered Approach
• Skeletal.
• Muscle.
• Skin and underlying tissue.
• Hair, nails, blemishes.
• Clothes and accessories.
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
Muscle and Skin Models
• Geometric.
• Physically-based.
Muscle and Skin (Physically-based)
• Anatomic.
• Spring and dampers.
• Finite Element Method.
Muscle and Skin (Physically-based)
• Anatomic.
• Spring and dampers.
• Finite Element Method.
Muscle and Skin (Geometric)
• Free-form deformations.
• Joint local operators.
• Parametric models.
• Implicit surfaces.
• 3D scanning.
Muscle and Skin (Geometric)
• Free-form deformations.
• Joint local operators.
• Parametric models.
• Implicit surfaces.
• 3D scanning.
Muscle and Skin (Geometric)
• Free-form deformations.
• Joint local operators.
• Parametric models.
• Implicit surfaces.
• 3D scanning.
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
Hair and blemishes
• Styling
• Spring and dampers.
• Volume Rendering.
• Skin shading
Layered Characters
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