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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