Week 3/4 - Principles of Animation Flashcards

1
Q

What are the stages of animation (in order)

A

Modelling
Rigging
Skinning
Animation

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2
Q

What fps is appropriate for film?

A

24 fps

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3
Q

What fps is appropriate for VR?

A

90 fps

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4
Q

What is squash in animation?

A

Flattening an object or character by pressure or it’s own power

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5
Q

What is stretch in animation?

A

Increase the sense of speed and emphasis it’s squash by contrast

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6
Q

What timing in animation is used for heavy and light objects? Which ones move faster/slower?

A

Heavy objects move slower, lighter ones faster.

Note: timing completely changes the interpolation of the motion

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7
Q

What are the two ways we describe and generate motion in a scene?

A

production - always offline rendered like movies, fancier because we get more time to generate them

interactive - games, simulators, VR

This is why less realism in games/simulators vs movies

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8
Q

What is tweening?

A

Generating frames in between keyframes of real movement

Is boring so is normally automatically generated

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9
Q

What is rigging?

A

Building animation controls for 3D models (maybe construct bones for a user animation)

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10
Q

What information does the articulated skeleton carry?

A

Topology, what is connected to what

Geometric relations of joins

Tree structure of the body parts, which should be in absence of loops

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11
Q

What does forward kinematics predict?

A

Describes the position of the body part (end effector) as a function of the joined angles

Animator provides the angles
Computer determines the position of the end effector

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12
Q

What is the first phase for rigging?

A

Forward kinematics

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13
Q

What do inverse kinematics predict?

A

Given the end effector position, returns the joint angles

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14
Q

What makes inverse kinematics hard? What is it good for?

A

There could be multiple correct answers

There are constraints on the joints to be considered (might not be able to bend an elbow more than 180 degrees) this may cause no correct answer to exist

Can be time consuming for artists to design them

Animation may be inconsistent with physics

Pros:
Direct control is convenient

Implementation is straightforward

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15
Q

Motion Capture

A

Recording a real world performance and extracts poses as a function of time from the raw data

Usually uses optical markers and high speed cameras

Good:
captures style, very subtle. nuance and very perfect realism

Cons:
Needs the ability to record someone

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16
Q

What is retargeting for motion capture?

A

Translating marker positions into character controls (bone transformations)

17
Q

Most popular technique for skinning?

A

SSD (Skeleton subspace deformation)

18
Q

Techniques for skinning

A

Skeleton subspace deformation (SSD)

Out of scope:
- vertex blending
- matrix palette
- linear blend skinning

19
Q

Describe sub space deformation (SSD)

A

Attaching each vertex of the skin to single/multiple bones using weightings

The weights over all bones should be 1 for every vertex, and each weight should be non-negative

A vertex with multiple weights has all transformations applied to it and then the weighted average of those transformations is computed

This is not perfect though, it gets more complicated with the inner part of the arm. (not important for the courses high level view to go deeper than this)