Principles of Animation Flashcards

1
Q

Two types of animation

A

Artist driven animation
Data driven animation

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2
Q

What is Squash

A

Flatten an object or character by pressure or its own power

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3
Q

What is Stretch

A

Increase the sense of speed and emphasise the squash by contrast

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4
Q

What is timing

A

Affects the weights of objects
Light objects move quickly
Heavy objects move slower
Timing completely changes the interpolation of the motion

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5
Q

Two different concepts to describe and generate motion of objects in the scene

A

1) Production
Offline rendering like movies
Better because there is more time to generate

2) interactive
Like gaming, simulators, VR
much trickier - haven’t got to the same level of realism

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6
Q

What is Key framing

A

When we specify the scene only at some instances of time
and then generate the in-between frames automatically

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7
Q

What is Tweening

A

The generation of in-between frames in key-framing

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8
Q

What is Procedural animation

A

Describing the motion algorithmically
Expressing the animation as a function of a small number of parameters
Eg when a clocks hands move, when grass moves in the wind

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9
Q

Physical-based animation

A

Means we assign physical properties to the animation: masses, forces
Eg wind

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10
Q

Low Dimensional controls

A

Use modeling of a joint angle or a bone transformation to mimic animation
These low level controls are mapped to semantically meaningful high level controls
Eg A character walking

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11
Q

What is Rigging

A

Builidng the animation controls of a 3D object

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12
Q

What is an “articulated skeleton”

A

A model that carries a topology: which parts are connected, the geometric relation of joints, and the tree structure of the body parts (in absence of loops)
Note: angles are the low-level dimensional controls in an articulated skeleton

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13
Q

What are Forward kinematics

A

The first stage of rigging
Describes the position of a body part as a function of joint angles
The animator provides angles and the computer determines the position of the end effector
So the animation is describe as an angle parameter with respect to time

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14
Q

What are “bones” in animation

A

Body parts

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15
Q

What are Inverse Kinematics

A

Given the end effector position, finding the joint angles
Animator provides the position of the end effector, and the computer determines the joint angles that satisfies that constraint
The goal for this step is to keep the end of the limb fixed whilst the body moves
Can change end of limb by direct manipulation
More generally, can define any constraint over the skeleton
The resulting animation may not agree entirely with physics but it is a very effective technique of animating

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16
Q

Why is inverse kinematics hard

A

There may be multiple solutions in a configuration space
A solution may not even exist due to some constraints like humans cannot bend their arms 360 degrees

17
Q

Motion Capture

A

The data-driven approach to rigging instead of direct manipulation
Records real-world performance and extracts pose as a function of time
Uses optical markers and high-speed cameras with triangulation for positions
Very perfect realism

18
Q

What is re-targeting

A

Animation uses bone transformation but during motion capture we cannot place markers directly on bones
So we require re-targeting - the translation into character controls

19
Q

What is Skinning

A

Modelling skin surface based on the bone movement

20
Q

What is Skeleton Subspace Deformation (SSD)

A

The most popular technique for skinning
(other aliases like vertex blending)
Each bone has a deformation of the space around in defined by the rotation matrices
At the bone, skin is attached directly (quite rigid) But at the joint, skin is attached to multiple bones using a weighted combination depending on the movement

21
Q

Weight combination of skin at a joint or bone

A

We assign a weight for each vertex, vi and for each bone, bj
We define weight Wij
which defines how much vertex i should move the bone j
When Wij = 1
The vertex i is rigidly attached to the bone j

22
Q

2 properties of weighted bones

A

Weight must be non-negative
Sum over all bones should be equal to 1 for every vertex

23
Q

What is bind pose

A

joints and bones in rest position

24
Q

Why is SSD complicated on a joint

A

Take an elbow bend
It may work well for the bottom skin of the arm but not for the top half that is compressing

25
Q

Mapping pi from bind pose

A

p’ij = TjBj^(-1)pi
T is the conversion from coordinate bone space to world space of the object