[[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;
- Strong Contrast.
- 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 deaddynamic 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 ) withpronagrade
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 runContrapposto
- 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 bodyLordosis 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