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Animation
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The function of animation
Illustrate steps of a complex process
Illustrate cause and effect, context
Show trends over time, tell a story
Attract attention
Entertain
http://gapminder.org
Attribution of causality
Michotte demonstration
Timing affects the perceived cause and effect
Tendency to construct narratives, anthropomorphize elements
http://cogweb.ucla.edu/Discourse/Narrative/michotte-demo.swf
Gestalt principle of common fate
Martin Wattenberg, “Sand Shrimp” http://www.singlecell.org/july
Perceive a grouping of elements with a common motion
This is why a military vehicle is camouflaged when stationary but less so when moving
Variables of animation
Size Shape Color and shading Position Speed Viewpoint and perspective
Secondary variables: sound, ...
Traditional animation
Each frame represented as a layer of painted cels Background, characters, moving and still parts of each character
Parts of the scene that don’t change (e.g., background) do not need to be redrawn for each frame
Layered cels for each frame are stacked and photographed
Traditional animation
Storyboarding Sequence of stills with descriptions of the action Maps out key events in the story, representative poses
Key framing Draw the important frames as line drawings Description of motion between the key frames
Inbetweening Draw all of the frames between the key frames
Traditional vs. computer animation
Storyboard Keyframing Inbetweening Painting
Storyboard Keyframing Interpolation Rendering
Computer animation
Replace painting with rendering
Replace much of the manual inbetweening with computer simulation and parameter interpolation
Models have various parameters: Control points or vertices (positions, normals, colors, textures) Parameters controlling pose, shape, or movement (joint angles,
deformation, trajectories) Scene parameters (lights, camera)
Computer animation
Inbetweening via parameter interpolation A set of n parameters defines an n-dimensional state space
One pose defines a point in the state space
The animation defines a path through the state space Start with the parameters at an initial point in the state space Move the parameters along a state space path and re-render until the
animation is complete
Several levels of computer input
Artwork and design Character shape representation, backgrounds, rendering
Motion Forward simulation, pose-to-pose interpolation
Behavior Crowd behaviors, automated responses
Principles of animation
Focus attention on the main character Make sure the audience sees what they should see Appeal to and engage the audience
“Cartoon physics”
10 principles proposed by Disney
Frank Thomas and Ollie Johnston, The Illusion of Life: Disney Animation John Lasseter, “Principles of Traditional Animation Applied to 3D Computer Animation”
Squash and stretch
Define the rigidity and mass of an object by distorting its shape during action
Dramatic squashing and stretching Object looks soft and pliable Object looks heavy
Motion blur
Frank Thomas and Ollie Johnston, The Illusion of Life: Disney Animation John Lasseter, “Principles of Traditional Animation Applied to 3D Computer Animation”
Timing
Define the weight, size, and “personality” of objects by adjusting the spacing of actions
Spend the right amount of time preparing for, delivering, and following up on each action Too much time and the audience’s attention wanders Too little and they may miss the action
Frank Thomas and Ollie Johnston, The Illusion of Life: Disney Animation John Lasseter, “Principles of Traditional Animation Applied to 3D Computer Animation”
Anticipation
Catch the audience’s eye, prepare them for next action
Show the “windup”
“Tell the audience what you are going to do before you do it”
Frank Thomas and Ollie Johnston, The Illusion of Life: Disney Animation John Lasseter, “Principles of Traditional Animation Applied to 3D Computer Animation”
Staging
Present the idea so that it is unmistakably clear
Stage actions, personalities, expressions, moods
Direct the audience’s attention in the scene
Pixar, Luxo Jr.
Follow through / Overlapping action
Terminate an action and establish its relationship to the next action
Opposite of anticipation: Remind the audience of what just happened
Frank Thomas and Ollie Johnston, The Illusion of Life: Disney Animation John Lasseter, “Principles of Traditional Animation Applied to 3D Computer Animation”
Slow in, slow out
Adjust the spacing of in-between frames to achieve subtlety of timing and movement
Stretch out time to emphasize important parts of the action
Frank Thomas and Ollie Johnston, The Illusion of Life: Disney Animation John Lasseter, “Principles of Traditional Animation Applied to 3D Computer Animation”
Exaggeration
Accentuate the essence of an idea via the design and action
Exaggerate geometric deformation and timing
Pixar, The Incredibles
Arcs
Use smooth paths in the animation state space Smooth paths provide more natural motion and animation Move the parameters along smooth trajectories (e.g., splines)
Frank Thomas and Ollie Johnston, The Illusion of Life: Disney Animation John Lasseter, “Principles of Traditional Animation Applied to 3D Computer Animation”
Linear head turn Spline head turn
Secondary action
Show the action of an object resulting from another action
Makes things more believable, but mustn’t distract the audience
Frank Thomas and Ollie Johnston, The Illusion of Life: Disney Animation John Lasseter, “Principles of Traditional Animation Applied to 3D Computer Animation”
Physics-based animation
Motion and behavior can be simulated
Physics can be used to model Mechanics: Gravity, momentum, collisions, friction
Fluid mechanics: Flow, viscosity, drag, etc.
Deformation: Flexibility, elasticity
Fracture: How and when things break
James O’Brien and Jessica Hodgins
Physics-based vs. True physics
Traditional animation principles equally valid for computer animation
Must control physics-based simulation to apply these principles
Must be able to tweak the physics to get the desired behavior
Must be able to control the starting and ending points (and sometimes the entire path) of the motion
Challenge: Real-time simulation
Film 24 frames per second (1 hr = 86,400 frames)
Video 30 frames per second (1 hr = 108,000 frames)
Games 60 frames per second (1 hr = 216,000 frames) In real-time Flexible
Cartoons -> Cartoon UIs
Changes in the UI can be sudden, unexpected, disorienting
User loses track of causal relationship
Apply animation principles to create smoother transitions
Provide visual cues before/during/after transition
Cartoon UIs:�Solidity
Solid drawing (squash and stretch) objects arrive from off screen or grow from a point menus and arrows transform smoothly from a button to an open menu transfer of momentum as objects “collide”
Motion blur connect old and new locations
Dissolves when changing object layering
Bay-Wei Chang and David Ungar, “Animation: from cartoons to the user interface” In Proceedings of UIST ’93
Cartoon UIs:�Exaggeration
Anticipation objects preface movement with small, quick contrary movement
Follow through objects come to a stop and vibrate into place
Bay-Wei Chang and David Ungar, “Animation: from cartoons to the user interface” In Proceedings of UIST ’93
Cartoon UIs:�Reinforcement
Slow in, slow out for object movement, resizing, and dissolving
Arcs objects travel along curves when moving non-interactively
Bay-Wei Chang and David Ungar, “Animation: from cartoons to the user interface” In Proceedings of UIST ’93
Gnutellavision�[Yee et al.]
Ka-Ping Yee et al. “Animated Exploration of Graphs with Radial Layout, Proceedings of InfoVis ’01 http://people.ischool.berkeley.edu/~rachna/courses/infoviz/gtv
Does animation improve understanding?
Drawbacks: Difficult to see details when they move quickly
Difficult to estimate trajectories
Difficult to track a large number of targets/motions
May wrongly infer causality or anthropomorphize
May lack appropriate interactivity
Hybrid solution? Coarse segmentation: by object
Finer segmentation: by action
Barbara Tversky et al. “Animation: does it facilitate?” International Journal of Human-Computer Studies, 2002
Does animation improve understanding?
Studies of algorithm animations and complex processes
Higher subjective rating and greater accuracy with animation Most effective when used in conjunction with explanations Must incorporate interactive viewing controls
Colleen Kehoe et al., “Rethinking the evaluation of algorithm animations as learning aids: an observational study” International Journal of Human-Computer Studies, 2001
Motion paths
Trajectories/transitions in a static image
Marcel Duchamp. Nude Descending a Staircase Dan Goldman et al. "Schematic Storyboarding for Video Visualization and Editing”, SIGGRAPH ’06