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CSCE 552 Fall 2012 Animations By Jijun Tang

CSCE 552 Fall 2012

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CSCE 552 Fall 2012. Animations. By Jijun Tang. Animation terms. frame – an image that is displayed on the screen, usually as part of a sequence. pose – an orientation of an objects or a hierarchy of objects that defines extreme or important motion. - PowerPoint PPT Presentation

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Page 1: CSCE 552 Fall 2012

CSCE 552 Fall 2012

Animations

By Jijun Tang

Page 2: CSCE 552 Fall 2012

Animation terms

frame – an image that is displayed on the screen, usually as part of a sequence.

pose – an orientation of an objects or a hierarchy of objects that defines extreme or important motion.

keyframe – a special frame that contains a pose.

tween – the process of going “between” keyframes.

secondary motion – an object motion that is the result of its connection or relationship with another object.

Page 3: CSCE 552 Fall 2012

Skeletal Hierarchy

The Skeleton is a tree of bones Modelling characters Often flattened to an array in practice Each bone has a transform, stored relative to its

parent’s transform Top bone in tree is the “root bone”

Normally the hip May have multiple trees, so multiple roots

Transforms are animated over time Tree structure is often called a “rig”

Page 4: CSCE 552 Fall 2012

Example

Page 5: CSCE 552 Fall 2012

The Transform

“Transform” is the term for combined: Translation Rotation Scale Shear

Can be represented as 4x3 or 4x4 matrix But usually store as components Non-identity scale and shear are rare

Page 6: CSCE 552 Fall 2012

Examples

Page 7: CSCE 552 Fall 2012

Homogeneous coordinates

Four-dimensional space Combines 3 3 matrix and translation

into one 4 4 matrix

Page 8: CSCE 552 Fall 2012

Translation

Translation matrix

Translates the origin by the vector T

translate

1 0 0

0 1 0

0 0 1

0 0 0 1

x

y

z

T

T

T

M

Page 9: CSCE 552 Fall 2012

Scale

Scale matrix

Scales coordinate axes by a, b, and c If a = b = c, the scale is uniform

scale

0 0 0

0 0 0

0 0 0

0 0 0 1

a

b

c

M

Page 10: CSCE 552 Fall 2012

Rotation (Z)

Rotation matrix

Rotates points about the z-axis through the angle

-rotate

cos sin 0 0

sin cos 0 0

0 0 1 0

0 0 0 1

z

M

Page 11: CSCE 552 Fall 2012

Rotations (X, Y)

Similar matrices for rotations about x, y

-rotate

1 0 0 0

0 cos sin 0

0 sin cos 0

0 0 0 1

x

M

-rotate

cos 0 sin 0

0 1 0 0

sin 0 cos 0

0 0 0 1

y

M

Page 12: CSCE 552 Fall 2012

Euler Angles

Three rotations about three axes Intuitive meaning of values

Page 13: CSCE 552 Fall 2012

Euler Angles

This means that we can represent an orientation with 3 numbers

A sequence of rotations around principle axes is called an Euler Angle Sequence

Assuming we limit ourselves to 3 rotations without successive rotations about the same axis, we could use any of the following 12 sequences:

XYZ XZY XYX XZXYXZ YZX YXY YZYZXY ZYX ZXZ ZYZ

Page 14: CSCE 552 Fall 2012

Using Euler Angles

To use Euler angles, one must choose which of the 12 representations they want

There may be some practical differences between them and the best sequence may depend on what exactly you are trying to accomplish

Page 15: CSCE 552 Fall 2012

Interpolating Euler Angles

One can simply interpolate between the three values independently

This will result in the interpolation following a different path depending on which of the 12 schemes you choose

This may or may not be a problem, depending on your situation

Note: when interpolating angles, remember to check for crossing the +180/-180 degree boundaries

Page 16: CSCE 552 Fall 2012

Problems

Euler Angles Are Evil No standard choice or order of axes Singularity “poles” with infinite number of

representations Interpolation of two rotations is hard Slow to turn into matrices

Use matrix rotation

Page 17: CSCE 552 Fall 2012

Rotation Matrix

Page 18: CSCE 552 Fall 2012

3x3 Matrix Rotation

Easy to use Moderately intuitive Large memory size - 9 values Interpolation is hard

Introduces scales and shears Need to re-orthonormalize matrices after

Page 19: CSCE 552 Fall 2012

Quaternions

Quaternions are an interesting mathematical concept with a deep relationship with the foundations of algebra and number theory

Invented by W.R.Hamilton in 1843 In practice, they are most useful to use as a

means of representing orientations A quaternion has 4 components

3210 qqqqq

Page 20: CSCE 552 Fall 2012

Quaternions on Rotation

Represents a rotation around an axis Four values <x,y,z,w> <x,y,z> is axis vector times sin(θ /2) w is cos(θ/2) Interpolation is fast

Page 21: CSCE 552 Fall 2012

Illustration

Page 22: CSCE 552 Fall 2012

Quaternions (Imaginary Space)

Quaternions are actually an extension to complex numbers

Of the 4 components, one is a ‘real’ scalar number, and the other 3 form a vector in imaginary ijk space!

3210 kqjqiqq q

jiijk

ikkij

kjjki

ijkkji

1222

Page 23: CSCE 552 Fall 2012

Quaternions (Scalar/Vector)

Sometimes, they are written as the combination of a scalar value s and a vector value v

where

321

0

qqq

qs

v

vq ,s

Page 24: CSCE 552 Fall 2012

Unit Quaternions

For convenience, we will use only unit length quaternions, as they will be sufficient for our purposes and make things a little easier

These correspond to the set of vectors that form the ‘surface’ of a 4D hypersphere of radius 1

The ‘surface’ is actually a 3D volume in 4D space, but it can sometimes be visualized as an extension to the concept of a 2D surface on a 3D sphere

123

22

21

20 qqqqq

Page 25: CSCE 552 Fall 2012

Quaternions as Rotations

A quaternion can represent a rotation by an angle θ around a unit axis a:

If a is unit length, then q will be also

2sin,

2cos

2sin,

2sin,

2sin,

2cos

aq

q

or

aaa zyx

Page 26: CSCE 552 Fall 2012

Quaternions as Rotations

11

2sin

2cos

2sin

2cos

2sin

2cos

2sin

2sin

2sin

2cos

22222

22222

2222222

23

22

21

20

a

q

zyx

zyx

aaa

aaa

qqqq

Page 27: CSCE 552 Fall 2012

Quaternion to Matrix

22

2110322031

103223

213021

2031302123

22

2212222

2222122

2222221

qqqqqqqqqq

qqqqqqqqqq

qqqqqqqqqq

To convert a quaternion to a rotation matrix:

Page 28: CSCE 552 Fall 2012

Matrix to Quaternion

Matrix to quaternion is doable It involves a few ‘if’ statements, a

square root, three divisions, and some other stuff

Search online if interested

Page 29: CSCE 552 Fall 2012

Animation vs. Deformation

Skeleton + bone transforms = “pose” Animation changes pose over time

Knows nothing about vertices and meshes Done by “animation” system on CPU

Deformation takes a pose, distorts the mesh for rendering Knows nothing about change over time Done by “rendering” system, often on

GPU

Page 30: CSCE 552 Fall 2012

Pose

Page 31: CSCE 552 Fall 2012

Model

Describes a single type of object Skeleton + rig One per object type Referenced by instances in a scene Usually also includes rendering data

Mesh, textures, materials, etc Physics collision hulls, gameplay data, etc

Page 32: CSCE 552 Fall 2012

Instance

A single entity in the game world References a model Holds current states:

Position & orientation Game play state – health, ammo, etc

Has animations playing on it Stores a list of animation controls Need to be interpolated

Page 33: CSCE 552 Fall 2012

Animation Control

Links an animation and an instance 1 control = 1 anim playing on 1 instance

Holds current data of animation Current time Speed Weight Masks Looping state

Page 34: CSCE 552 Fall 2012

Animation Storage

The Problem Decomposition Keyframes and Linear Interpolation Higher-Order Interpolation The Bezier Curve Non-Uniform Curves Looping

Page 35: CSCE 552 Fall 2012

Storage – The Problem

4x3 matrices, 60 per second is huge 200 bone character = 0.5Mb/sec

Consoles have around 256-512Mb Animation system gets maybe 25% PC has more memory, but also higher

quality requirements

Page 36: CSCE 552 Fall 2012

Decomposition

Decompose 4x3 into components Translation (3 values) Rotation (4 values - quaternion) Scale (3 values) Skew (3 values)

Most bones never scale & shear Many only have constant translation But human characters may have higher requirement

Muscle move, smiling, etc. Cloth under winds

Don’t store constant values every frame, use index instead

Page 37: CSCE 552 Fall 2012

Keyframes

Motion is usually smooth Only store every nth frame (key frames) Interpolate between keyframes

Linear Interpolate Inbetweening or “tweening”

Different anims require different rates Sleeping = low, running = high Choose rate carefully

Page 38: CSCE 552 Fall 2012

Linear Interpolation

Page 39: CSCE 552 Fall 2012

Higher-Order Interpolation

Tweening uses linear interpolation Natural motions are not very linear

Need lots of segments to approximate well So lots of keyframes

Use a smooth curve to approximate Fewer segments for good approximation Fewer control points

Bézier curve is very simple curve

Page 40: CSCE 552 Fall 2012

Bézier Curves (2D & 3D)

Bézier curves can be thought of as a higher order extension of linear interpolation

p0

p1

p0

p1p2

p0

p1

p2

p3

Page 41: CSCE 552 Fall 2012

The Bézier Curve

(1-t)3F1+3t(1-t)2T1+3t2(1-t)T2+t3F2

t=0.25

F1

T1

T2

F2

t=1.0

t=0.0

Page 42: CSCE 552 Fall 2012

The Bézier Curve (2)

Quick to calculate Precise control over end tangents Smooth

C0 and C1 continuity are easy to achieve C2 also possible, but not required here

Requires three control points per curve (assume F2 is F1 of next segment)

Far fewer segments than linear

Page 43: CSCE 552 Fall 2012

C0/C1/C2

The curves meet

the tangents are shared

the"speed" is the same before and after

Page 44: CSCE 552 Fall 2012

Catmull-Rom Curve

Defined by 4 points. Curve passes through middle 2 points.

P = C3t3 + C2t2 + C1t + C0

C3 = -0.5 * P0 + 1.5 * P1 - 1.5 * P2 + 0.5 * P3 C2 = P0 - 2.5 * P1 + 2.0 * P2 - 0.5 * P3 C1 = -0.5 * P0 + 0.5 * P2 C0 = P1

Page 45: CSCE 552 Fall 2012

Non-Uniform Curves

Each segment stores a start time as well Time + control value(s) = “knot” Segments can be different durations Knots can be placed only where needed

Allows perfect discontinuities Fewer knots in smooth parts of animation

Add knots to guarantee curve values: Transition points between animations

Page 46: CSCE 552 Fall 2012

Looping and Continuity

Ensure C0 and C1 for smooth motion At loop points At transition points: walk cycle to run

cycle C1 requires both animations are

playing at the same speed: reasonable requirement for anim system

Page 47: CSCE 552 Fall 2012

Playing Animations

“Global time” is game-time Animation is stored in “local time”

Animation starts at local time zero Speed is the ratio between the two

Make sure animation system can change speed without changing current local time

Usually stored in seconds Or can be in “frames” - 12, 24, 30, 60 per

second

Page 48: CSCE 552 Fall 2012

Scrubbing

Sample an animation at any local time Important ability for games

Footstep planting Motion prediction AI action planning Starting a synchronized animation

Walk to run transitions at any time

Avoid delta-compression storage methods Very hard to scrub or play at variable speed

Page 49: CSCE 552 Fall 2012

Delta Compression

Delta compression is a way of storing or transmitting data in the form of differences between sequential data rather than complete files.

The differences are recorded in discrete files called deltas or diffs.

Because changes are often small (only 2% total size on average), it can greatly reduce data redundancy.

Collections of unique deltas are substantially more space-efficient than their non-encoded equivalents.

Page 50: CSCE 552 Fall 2012

Animation Blending

The animation blending system allows a model to play more than one animation sequence at a time, while seamlessly blending the sequences

Used to create sophisticated, life-like behavior Walking and smiling Running and shooting

Page 51: CSCE 552 Fall 2012

Blending Animations

The Lerp Quaternion Blending Methods Multi-way Blending Bone Masks The Masked Lerp Hierarchical Blending

Page 52: CSCE 552 Fall 2012

The Lerp

Foundation of all blending “Lerp”=Linear interpolation Blends A, B together by a scalar weight

lerp (A, B, i) = iA + (1-i)B i is blend weight and usually goes from 0 to 1

Translation, scale, shear lerp are obvious Componentwise lerp

Rotations are trickier – normalized quaternions is usually the best method.

Page 53: CSCE 552 Fall 2012

Quaternion Blending

Normalizing lerp (nlerp) Lerp each component Normalize (can often be approximated) Follows shortest path Not constant velocity Multi-way-lerp is easy to do Very simple and fast

Many others: Spherical lerp (slerp) Log-quaternion lerp (exp map)

Page 54: CSCE 552 Fall 2012

Which is the Best

No perfect solution! Each missing one of the features All look identical for small interpolations

This is the 99% case Blending very different animations looks

bad whichever method you use Multi-way lerping is important So use cheapest - nlerp

Page 55: CSCE 552 Fall 2012

Multi-way Blending

Can use nested lerps lerp (lerp (A, B, i), C, j) But n-1 weights - counterintuitive Order-dependent

Weighted sum associates nicely (iA + jB + kC + …) / (i + j + k + … ) But no i value can result in 100% A

More complex methods Less predictable and intuitive Can be expensive

Page 56: CSCE 552 Fall 2012

Bone Masks

Some animations only affect some bones Wave animation only affects arm Walk affects legs strongly, arms weakly

Arms swing unless waving or holding something Bone mask stores weight for each bone

Multiplied by animation’s overall weight Each bone has a different effective weight Each bone must be blended separately

Bone weights are usually static Overall weight changes as character changes

animations

Page 57: CSCE 552 Fall 2012

The Masked Lerp

Two-way lerp using weights from a mask Each bone can be lerped differently

Mask value of 1 means bone is 100% A Mask value of 0 means bone is 100% B Solves weighted-sum problem

(no weight can give 100% A) No simple multi-way equivalent

Just a single bone mask, but two animations

Page 58: CSCE 552 Fall 2012

Hierarchical Blending

Combines all styles of blending A tree or directed graph of nodes Each leaf is an animation Each node is a style of blend

Blends results of child nodes Construct programmatically at load time

Evaluate with identical code each frame Avoids object-specific blending code Nodes with weights of zero not evaluated