9ab6e7460a5b93d6f97b08f95de23ebc_MIT6_837F12_Lec06
9ab6e7460a5b93d6f97b08f95de23ebc_MIT6_837F12_Lec06
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From ACM © 1997 “Multiperspective panoramas for cel animation.”
Traditional Animation Principles
• The in-betweening, was once a job for apprentice animators.
Splines accomplish these tasks automatically. However, the
animator still has to draw the keyframes. This is an art form and
precisely why the experienced animators were spared the in-
betweening work even before automatic techniques.
• The classical paper on animation by John Lasseter from Pixar
surveys some the standard animation techniques:
• "Principles of Traditional Animation Applied to 3D Computer
Graphics,“ SIGGRAPH'87, pp. 35-44.
• See also The Illusion of Life: Disney Animation, by Frank
Thomas and Ollie Johnston.
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Example: Squash and Stretch
• Squash: flatten an object or character by pressure or by
its own power
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license. For more information, see http://ocw.mit.edu/help/faq-fair-use/.
Image adapted from: Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics 21, no. 4 (July 1987): 35-44.
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Example: Timing
• Timing affects weight:
– Light object move quickly
– Heavier objects move slower
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Computer Animation
• How do we describe and generate motion of
objects in the scene?
– Production (offline)
• Can be hardcoded, entire sequence know beforehand
– Interactive (e.g. games, simulators)
• Needs to react to user interaction, sequence not known
6
Plan
• Types of Animation (overview)
– Keyframing
– Procedural
– Physically-based
• Animation Controls
• Character Animation
using skinning/enveloping
CERN 7
Types of Animation: Keyframing
• Specify scene only at
some instants of time
• Generate in-betweens automatically
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8
Types of Animation: Procedural
• Describes the motion algorithmically
• Express animation as a function of
small number of parameters
• Example
– a clock/watch with second, minute and hour hands
– express the clock motions in terms of
a “seconds” variable
• the clock is animated by
changing this variable
• Another example: Grass in the wind,
tree canopies, etc. 9
Types of Animation: Physically-Based
v0
m g
10
Another Example
• Physically-Based Character Animation
– Specify keyframes, solve for physically valid motion
that interpolates them by “spacetime optimization”
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Plan
• Types of Animation (overview)
– Keyframing
– Procedural
– Physically-based
• Animation Controls
• Character Animation
using skinning/enveloping
CERN 12
Because we are Lazy...
• Animation is (usually) specified using some form
of low-dimensional controls as opposed to
remodeling the actual geometry for each frame.
13
Because we are Lazy...
• Animation is (usually) specified using some form
of low-dimensional controls as opposed to
remodeling the actual geometry for each frame.
– Example: The joint angles (bone transformations) in a
hierarchical character determine the pose
– Example: A rigid motion is represented by
changing the object-to-world transformation
(rotation and translation).
14
Because we are Lazy...
• Animation is (usually) specified using some form
of low-dimensional controls as opposed to
remodeling the actual geometry for each frame.
– Example: The joint angles (bone transformations) in a
hierarchical character determine the pose
– Example: A rigid motion is represented by
changing the object-to-world transformation
(rotation and translation).
“Blendshapes” are
keyframes that are just
snapshots of the Courtesy Robert C. Duvall, Duke
University. License CC BY-NC-SA.
entire geometry. 15
Example of Higher-Level Controls
• Ken Perlin’s facial expression
applet http://mrl.nyu.edu/~perlin/experiments/facedemo/
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Articulated Character Models
• Forward kinematics
describes the positions of the
body parts as a function of
joint angles
– Body parts are
usually called “bones”
– Angles are the low-
dimensional control.
• Inverse kinematics specifies
constraint locations for bones
and solves for joint angles. Courtesy Robert C. Duvall, Duke University. License CC BY-NC-SA.
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Skinning Characters
• Embed a skeleton into a
detailed character mesh
23
Plan
• Types of Animation (overview)
– Keyframing
– Procedural
– Physically-based
• Animation Controls
• Character Animation
using skinning/enveloping
CERN 24
Skinning/Enveloping
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Commons license. For more information, see http://ocw.mit.edu/help/faq-fair-use.
25 25
Skinning
• We know how to animate a
bone hierarchy
– Change the joint angles, i.e.,
bone transformations, over
time (keyframing)
– But how?
information, see http://ocw.mit.edu/help/faq-fair-use.
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Skinning/Enveloping
• Need to infer how skin deforms
from bone transformations.
• Most popular technique:
Skeletal Subspace Deformation
(SSD), or simply Skinning
– Other aliases
• vertex blending
• matrix palette skinning
• linear blend skinning
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SSD / Skinning
• Each bone has a deformation of
the space around it (rotation, translation)
– What if we attach each
vertex of the skin to a single bone?
• Skin will be rigid, except at joints where it will
stretch badly
– Let’s attach a vertex to many bones at once!
• In the middle of a limb,
the skin points follow the bone rotation (near-
rigidly)
Courtesy Robert C. Duvall, Duke
University. License CC BY-NC-SA.
Colored
triangles are
attached to 1
bone
Black triangles
are attached to
more than 1
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license. For more information, see http://ocw.mit.edu/help/faq-fair-use/.
James & Twigg, Skinning Mesh Animations, 2005, used with permission from ACM, Inc . 30
Example
Colored
triangles are
attached to 1
bone
Black triangles
are attached to
more than 1
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32
Vertex Weights
• We’ll assign a weight wij
for each vertex pi for each bone Bj.
– “How much vertex i should move with bone j”
– wij = 1 means pi is rigidly attached to bone j.
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34
Vertex Weights
• We’ll assign a weight wij
for each vertex pi for each bone Bj.
– “How much vertex i should move with bone j”
– wij = 1 means pi is rigidly attached to bone j.
• Weight properties
– Usually want weights to be non-negative
– Also, want the sum over all bones
to be 1 for each vertex
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Vertex Weights cont’d
• We’ll assign a weight wij
for each vertex pi for each bone Bj.
– “How much vertex i should move with bone j”
– wij = 1 means pi is rigidly attached to bone j.
• We’ll limit the number of bones N that can
influence a single vertex
– N=4 bones/vertex is a usual choice
– Why?
36
Vertex Weights cont’d
• We’ll assign a weight wij
for each vertex pi for each bone Bj.
– “How much vertex i should move with bone j”
– wij = 1 means pi is rigidly attached to bone j.
• We’ll limit the number of bones N that can
influence a single vertex
– N=4 bones/vertex is a usual choice
– Why? You most often don’t need very many.
– Also, storage space is an issue.
– In practice, we’ll store N (bone index j, weight wij)
pairs per vertex. 37
How to compute
vertex positions?
38
Linear Blend Skinning
• Basic Idea 1: Transform each vertex pi with each
bone as if it was tied to it rigidly.
39
Linear Blend Skinning
• Basic Idea 1: Transform each vertex pi with each
bone as if it was tied to it rigidly.
• Basic Idea 2: Then blend the results using the
weights.
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Computing Vertex Positions
• Basic Idea 1: Transform each vertex pi with each
bone as if it was tied to it rigidly.
• Basic Idea 2: Then blend the results using the
weights.
“ ”
p’ij is the vertex i
transformed using
bone j.
Tj is the current
transformation of bone
j.
p’i is the new skinned
position of vertex i.
41
Computing Vertex Positions
Rest (“bind”) pose
• Vertex p0 has
weights
w01=0.5,
Bone 1: T1 Bone 2: T2
w02=0.5
p0
“Skin”
42
Computing Vertex Positions
Rest (“bind”) pose
• Vertex p0 has
weights
w01=0.5,
Bone 1: T1 Bone 2: T2
w02=0.5
After rotations
p0
“Skin”
• Transform by
T’1 and T’2
yields p’01,
p’02
p’01 p’02
43
Computing Vertex Positions
• Vertex p0 has
Rest (“bind”) pose
weights
w01=0.5,
Bone 1: T1 Bone 2: T2
w02=0.5
p0 • Transform by
After rotations “Skin” T’1 and T’2
yields p’01, p’02
• the new position
is p’0=
0.5*p’1 +
0.5*p’2
p’01p’0 p’02
44
Computing Vertex Positions
• Vertex p0 has
Rest (“bind”) pose
weights
w01=0.5,
Bone 1: T1 Bone 2: T2
w02=0.5
p0 • Transform by
After rotations “Skin” T’1 and T’2
yields p’01, p’02
• the new position
is p’0=
0.5*p’1 +
“Skin” 0.5*p’2
p’01p’0 p’02
45
SSD is Not Perfect
q0
p0
After rotations
46
SSD is Not Perfect Questions?
q0
p0
After rotations
47
Bind Pose
• We are given a skeleton and a
skin mesh in a default pose
– Called “bind pose”
– Undeformed vertices pi are
given in the object space of
the skin
• a “global” coordinate system,
no hierarchy
48
Bind Pose
• We are given a skeleton and a
skin mesh in a default pose
– Called “bind pose”
– Undeformed vertices pi are
given in the object space of
the skin
• Previously we conveniently
forgot that in order for
p’ij = Tj pi to make sense,
coordinate systems must GNU Free Documentation License. Some rights reserved. This content is
excluded from our Creative Commons license. For more information, see
match up.
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49
Coordinate Systems
• Undeformed vertices pi are given
in the object space of the skin
• Tj is in local bone coordinate system
– according to skeleton
hierarchy
51
Bind Pose cont’d
• When we animate the model,
the bone transformations
Tj change.
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52
Bind Pose cont’d
• When we animate the model,
the bone transformations
Tj change.
– What is Tj? It maps from the
local coordinate system of
bone j to world space.
– again, concatenates hierarchy matrices
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53
Bind Pose cont’d
• When we animate the model,
the bone transformations
Tj change.
– What is Tj? It maps from the
local coordinate system of
bone j to world space. © ACM. All rights reserved. This content is excluded from
our Creative Commons license. For more information, see
http://ocw.mit.edu/help/faq-fair-use/.
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license. For more information, see http://ocw.mit.edu/help/faq-fair-use/.
61
Skinning Pseudocode
• Do the usual forward kinematics
– get a matrix Tj(t) per bone
(full transformation from local to world)
• For each skin vertex pi
62
Skinning Pseudocode
• Do the usual forward kinematics
– get a matrix Tj(t) per bone
(full transformation from local to world)
• For each skin vertex pi
63
Skinning Pseudocode
• Do the usual forward kinematics
• For each skin vertex pi
65
Hmmh...
• This is what we do to get deformed positions
• But wait...
66
Hmmh...
• This is what we do to get deformed positions
• But wait...
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license. For more information, see http://ocw.mit.edu/help/faq-fair-use/.
• From: Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-Driven
Deformation, J. P. Lewis, Matt Cordner, Nickson Fong
68
Real-time enveloping with rotational regression
Wang, Pulli, Popovic
We learn a fast model from exported examples.
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69
Figuring out the Weights
• Usual approach: Paint them on the skin.
• Can also find them by optimization from example
poses and deformed skins.
– Wang & Phillips, SCA 2002
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Super Cool: Automatic Rigging
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