Animation - Create a better future | Oregon State...

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mjb – August 26, 2019

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Computer Graphics

Animation

Animation.pptx

Mike Bailey

mjb@cs.oregonstate.edu

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License

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Computer Graphics

Keyframe Animation

anim2.mp4

These icons refer to explanatory videos on the class web site

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Forward Kinematics:Change Parameters – Connected Things Move

(All Tinker Toy users understand this)

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Ground

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Forward Kinematics: Transformation Hierarchies

Determine Object Locations?

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Computer Graphics

Inverse Kinematics (IK):Things Need to Move to a Particular Location –

What Parameters Will Make Them Do That?

Of course, there will always be target locations that can never be reached. Think about that spot in the middle of your back that you can never scratch!

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Computer Graphics

Inverse Kinematics (IK)

Forward Kinematics solves the problem “if I know the link transformation parameters, where are the links?”.

Inverse Kinematics (IK) solves the problem “If I know where I want the end of the chain to be (X*,Y*), what transformation parameters will put it there?”

(X*,Y*)

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2?

3?

Ground

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Computer Graphics

Particle Systems:A Cross Between Modeling and Animation?

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Computer Graphics

Display

Display

Update

Particle Systems:A Cross Between Modeling and Animation?

The basic process is:

EmitRandom Number

Generator

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Particle Systems Examples

Chuck Evans

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Particle Systems Examples

particles.mp4

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Particle Systems Examples

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Particle Systems Examples

The Lion King (2019) -- Disney

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A Particle System to Simulate Colliding Galaxies in Cosmic Voyage

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Particles Don’t Actually Have to Be “Particles”

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Animating using Rigid-body Physics

dominos.mp4

Newton’s first law:force = mass * acceleration

oracceleration = force / mass

In order to make this work, you need to supply physical properties such as mass, center of mass, moment of inertia, coefficients of friction, coefficients of restitution, etc.

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Animating using Fluid Physics

fluid.avi

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D-D0

k = spring stiffness in Newtons/meter or pounds/inch

0( ) F

D Dk

Force = F

Animating using Physics

D0

D0 = unloaded spring length

Or, if you know the displacement, the force exerted by the spring is:

0 F k D D

This is known as Hooke’s law

D

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Computer Graphics

“Lumped Masses”

+Y

Animating using the Physics of a Mesh of Springs

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Simulating a Bouncy String

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Simulating a Bouncy String

string.mp4

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Placing a Physical Barrier in the Scene

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Animating Cloth

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Cloth Examples

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Cloth Example

cloth.mp4

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Pixar

Cloth Example

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0mx cx kx

k

c

m

Functional Animation:Make the Object Want to Move Towards a Goal Position

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repulsivemx F

m

Functional Animation:While Making it Want to Move Away from all other Objects

repulserepulsive Power

CF

d

Repulsion Coefficient

Distance between the boundaries of the 2 bodies

Repulsion Exponent

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k

c

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Total Goal – Make the Free Body Move Towards its Final PositionWhile Being Repelled by the Other Bodies

mx cx kx F

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Increasing the Stiffness

Stiffness = 9

Stiffness = 3

Stiffness = 6

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Increasing the Repulsion Coefficient

Repulse = 10

Repulse = 30

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Computer Graphics

avoid.mp4

Functional Animation

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Motion Capture as an Input for Animation

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Motion Capture is for Faces Too

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Tron I –Probably should have used physics, but didn’t

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Card Trick

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Pixar Animated Shorts