Animation

[[21-01-01-Art art]]

Unreal Animation, Houdini KineFX

https://youtu.be/6TB62YKHwRQ

Frame rate

typically 24- 60 FPS -

Principles of animation

Name   Less More  
Squash & Stretch (for VFX), emphasize speed, momentum, weight and mass solid stiff soft, characters, face try to preserve volume
Anticipation (for VFX) prepare for action clue what hapen next and focus action. can be multiple layers   face if you have time for build up do it
Staging make idea clear: wher to look what i happenieng      
Strait Ahead vs. Pose to Pose character pose to pose but hairs frame to fram frame by frame for unpredictable like simulations better in most actions  
Follow through, overlaping action, drag continoue after main body stop, ofset created by drag, drag=delay main body and tips and end wchch must follow > forearm drag elbow > drag hand TV antena feather  
Easing Slow In & Out (for VFX) ! Most efect have slow in and out robots all rest  
Arcs living reatures move with arcs      
Secondary Actions (for VFX) Add more dimention lik other hand (not in focus but iomportant ) additional things that Exaturate primal effect      
Timing sometime draw on 2 afarmes (less gitter slower action) hit look around  
Exaturation     more power  
Solid drawing volume weight drawing on solid spheres. Avoid twinning (mirror)      
Appeal chrismatic aspects > dynamic design. (varietyu of shapes on dif characters), play with proportions.      

Posing by James Chaing

Maximum expression & Maximum appeal -Each pose/key relates to feelings and intentions of the character. -Key is to achieve;

  1. Strong Contrast.
  2. Absolute Clarity. ASSYMMETRY -Avoiding Symmetry -Solving twinning issues though posing and timing -Looking for parallel shapes/contours Eg. Kent Duncan (Jane) Eg. John Lounsbary

SQUASH & STRETCH -Keys to giving weight -Rigid vs. Soft -Use also for expression on face (not just in motion) -Aids in anticipation Eg . Ollie Johnston (Rufus and Brom Bones)

STRAIGHTS vs CURVES

  • Design Concept to maximize appeal
  • Have mix of straight and curves
  • Gives dimension to surface (flesh against wall

LINE OF ACTION

  • Gives strength + direction to the pose
  • Sets up next move/key
  • Forces you to use reversals
  • About rhythm
  • Extends through entire pose

POSITIVE &NEGATIVE SPACE

  • Composition and focusing audience attention
  • Using focused details against broad open areas
  • Busy vs Clean
  • Prevalent in Asian art and Rembrandt

POSITIVE &NEGATIVE SPACE

  • Composition and focusing audience attention
  • Using focused details against broad open areas
  • Busy vs Clean
  • Prevalent in Asian art and Rembrandt Eg. Marc Davis (Maleficent)

TWIST+ TILTS + TURNS = TORQUE

  • Forces shape changes within a pose
  • Create tension
  • Rubber band effect ties body together
  • Glen Keane, Chuck Jones, Michelangelo

SHAPES

  • Clean silhouettes
  • Overlap of shapes to create interest and dimension
  • Avoiding boxes

EXAGERRA TION

  • Making it read
  • Remember 1124 sec
  • Sometimes just for feel
  • Cartoons are not real. The are fun

CHANGE OF EXPRESSION

  • Maximizing contrast between poses
  • Helps clarify what is being said
  • Creates interest
  • Concept of reversals

30+20 SPACE

  • Using your layout fully
  • Move up down and across frame
  • Move towards and away from camera
  • Easy to forget 30 space in 30
  • Visual overlap

UNITY

  • Putting all together
  • No contradicting messages in the pose
  • Define the moment -Ask: Is there sense of movement? Feeling & emotion? Balance & solidity?

Expression in face and hands. v ia tilts, torgue and squash and stretch

Animation types

  • static animation - always something is moving over the screen world is not dead
  • dynamic animation - pet, …

Skeletal anim

  • COG body is organic aprts ar interrelated
  • spine curvature controll
  • foot roll (przod tył - podniesienie + rotacja po ziemi ) + palce
  • twisty

ik
root motion - wyciagnac z animacji. ale ciezkie do zreplikowania online. (wykorzystywane czesciowo) / animacje w miejscu nawigacja też musi byc inna jak jest root motion.
motion matching

layering
ik rig - zeby wydobyc info

Manual

Keyframe from poses

  • by expression or keys
  • chop

Data driven

Mocap

Procedural

reactive “reactive animation” is one involving discrete changes, due to events

Dynamic

Simulation

  • Normalize - Fit parameters to 0- 1 #
  • Muscles & tissue

    Physics

    Ragdoll

problems:

  • gimbal lock
  • 90 ,180 flips favour z (3d max) so:
  • legs / spine draw from site (and left righ secondary motions less of them )
  • from top

Character Skeletons

Dont model and rig character in relaxed pose. (will complicate process)

Workflow: create spine:

  • from side view create 1 bone in center of gravity (COG)> to bottom of neck, (spine_end)
  • select joint RMB > split
  • child compensate on bar > fix pos
  • select all RMB > orient selected joints
  • select first (COG) > P > zero rotate value
  • name create leg
  • from side view
  • new chain MMB
  • from hip to foot
  • from front view fix start and rotete create head:
  • enter to create mode
  • from side view (no child compensate), connected to end spine create hands: create clavicle:
  • as a point. parent joints to connect: mirror:

Dynamic of body

  • tetrapod locomotion = quadropedal ( 4 limbs on ground ) with pronagrade posture
  • huans bipeds locomotion bipedal > posture Orthograde

Biped

upright posture

  • rotating in hip when (schylamy) sie. - to nasza apdptacja do bipeda
  • heat to toe in animals, - human front to back compression of chest (jellybean shape) to minimize enedgetic

  • locked knee is key to human walking mechanism
  • Urbavores huge backbone stiff 2 phases
  • carnivore use backbone an can run faster. (meet is easy to digest and you are lighter) tiger bandy backbone (floating face gathered or extended )
  • human is in between. (have a but - )
  • kid locomotion is more toddlers (before they learn )
  • faster walk imply more hip roattion
Walk cycle

walk is very efficient.

  • poses walk. contact and passing
  • foot roll over the ground - (in contact)
  • Contact pose. Moment head is lower.

Run

floating phase in tunnning is what differentiates a run (phase where all feet are off the ground at least 1/2 of time)

Posing
  • Center of mass - The center of mass shifts at the turns. Different ‘weight distribution’ while run
  • Contrapposto - braking symmetry of archaic Greek figure (asymmetrical balance) - weight in one leg is more complicated. torso shoulders and head response (s curve in spine) opposite leg-hand are straight. - it is representation of the human body in which the forms are organized on a varying or curving axis to provide an asymmetrical balance to the figure. Organic more loose quality to body
  • Lordosis Reflex + lumbar curvature. (spine)
  • hips are rotated down ! Pelvic orientation (wysuniete biodra do przodu )

Quadruped

  • how whide apart feats are

VFX

https://youtu.be/WLMVpcK0WvA?list=PLQD_sA-R5qVKVYw3EVuRT7fSJsVukLEhD

Game design driven

  • shape & arena of effect. How far

Visual

  • level of importance
  • shapes: simple but break symetries
  • value ranges. Table for Brightest UI > tyhen character and fx > enviro.
  • value keep in middlet to be able use dark or light contrast
  • in one fx try use similar colors (chyba ze w hierarhi)

Timing

  • All fx should have anticipation, main event and dissipation
  • Outro should be considered as separated fx (with lower values, saturation and opacity)
  • Fading energy can be represented by changing: value, hue , saturation, opacity, size
  • Color variation value, opacity are elements that can be altered in relation to an fx timing
  • color harmonizing
  • tempo (beats)
  • intensity over time.
  • Reaction time 0.2 for see 0.1 for hear and less for touch (go / no go time decision)
intensity over time      
constant missile    
acceleration      
rapidly decelerating explosion    
peak      
repeated light blink    
wave      

[book: Illusion of Life: Disney Animation]


procedural with math https://youtu.be/KPoeNZZ6H4s

pose / motion matching z https://www.youtube.com/watch?v=KSTn3ePDt50&t=1649s

https://www.youtube.com/watch?v=KSTn3ePDt50&t=1649s

https://www.youtube.com/watch?v=KLjTU0yKS00

https://www.youtube.com/watch?v=o-QLSjSSyVk

https://advances.realtimerendering.com/destiny/siggraph2014/animation/index.html

https://www.youtube.com/watch?v=KLjTU0yKS00 https://www.youtube.com/watch?v=SQo9pTQ14Jk Motion matching: https://www.youtube.com/watch?v=KSTn3ePDt50 Fullbody animation in Doom: https://www.youtube.com/watch?v=3lO1q8mQrrg Animation tricks for the trade: https://www.youtube.com/watch?v=zEYITZUHpo4 https://advances.realtimerendering.com/destiny/siggraph2014/animation/index.html