Animation Introduction to Procedural Methods in 3D Computer Animation Dr Midori Kitagawa In class Pay attention Take notes Learn Be ready for a pop quiz Lecture 2 3D animation foundations ID: 496589
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Slide1
Procedural Animation
Introduction
to Procedural Methods in 3D Computer
Animation
Dr. Midori KitagawaSlide2
In class
Pay attention
Take notes
Learn
Be ready for a pop quizSlide3
Lecture 2: 3D animation foundations
What is procedural animation? -- Three types of 3D computer animation
World space vs. object space
Order of transformation
Pivot
HoudiniSlide4
What is procedural animation?Three types of 3D computer animation
Keyframe animation
Motion capture animation
Procedural animationSlide5
Keyframe animationSlide6
Keyframe animation
Keyframe
is a drawing of a key moment in an animated sequence, where the motion is at its extreme.
Inbetweens
fill the gaps between
keyframes
.
Every motion is created by animators.Slide7
Keyframe animation
To produce
keyframe
animation
, the animator builds the behavior of a 3D model by keying parameter values in frames where the values are at their extremes. Slide8
Keyframe animation
Based on traditional
hand-
drawn
2D
keyframe
animation
method.
Animation is manually produced from scratch.
Examples:
Pixar
and Blue Sky animationsSlide9
Motion capture animationSlide10
Motion capture animation
To produce a
motion capture animation
, the motion of a capture subject is recorded as 3D data and applied to a 3D model.
The
animation is produced from the capture subject’s movement. Slide11
Motion capture animation
Although
no 3D data is involved in rotoscoping, motion capture technology is sometimes referred as
“devil’s
rotoscoping
.”
Examples: CGI
characters in live action
films, 3D animations and gamesSlide12
Procedural animationSlide13
Procedural animation
To produce a
procedural animation
, the animator defines a procedure or a set of operations to be
performed.
Each
operation can generate or alter data that passes through it and can be conditionally or non-conditionally executed. Slide14
Procedural animation
With
some procedural methods (e.g., particle systems, rigid dynamics and flexible dynamics), the user specifies a set of rules, initial conditions and parameter values and runs
simulations
.
Physics-based animation
is a subset of procedural animationSlide15
Procedural animation
Procedural
methods can be used in any
part of production
pipeline to
produce geometries,
textures, lights, rigs, animation, composites, sounds and other elements.
Examples: visual effects (e.g., smokes, steam, fire, clouds, dust and water) in live action films and 2D/3D animations.Slide16
World space & object space
Scene
is built with an arbitrary number of objects, lights and cameras in the
world space
, which is also called the
world coordinate system
or
global coordinate system
.
Each
object
is generated in its object space, which is also called an object coordinate system or local coordinate system. Slide17
World space & object
space
in
Houdini
World space
is
called
the
scene level
or
object
level.Object space is called the geometry level or
SOP level
.Slide18
Houdini: Scene level and geometric container objects
Geometry container object
is often simply called “object.”
Objects,
cameras and lights
define a
scene
in the scene level. Slide19
Houdini: Geometry level and surface nodes
Surface nodes
are also called
Surface Operators
or
SOPs
.
SOPs
in the geometry level
define the geometry
inside the geometric container object. Slide20
World space & object space
Object space and world space work together.
For
instance, if the
geometric center
of an object is at the origin of its object space and if the object is placed at the origin of the world space,
it
will be centered at origin of the world space.
However, if
the
geometric center
of an object is not centered at the origin of its object space, it will be off-centered in the world space even if it’s placed at the origin of the world space.Slide21
Global transformation vs. local transformation
Transforming an object
in the scene level is considered as
global
transformation animation
.
Transforming a
geometry in the geometry level is considered as
local transformation
or
deformation
.Slide22
Order of transformation
Specifies
in what order transformations are applied to an object.
Changing the
order of
transformation yield
different results. Slide23
Pivot
Transformation origin
Pivot is at
the origin of
local space by default.
Pivot can
be
moved.
In Houdini, use move the pivot in a Transform SOP.
Handles tool
and
Insert Slide24
Week 1: Houdini stuff
Houdini contexts
Linking panes
Hotkey quick reference
Maya transition guide
File organizationSlide25
Houdini contexts
Major parts of Houdini (contexts) and corresponding node
networks:
/ch
CHOP
(channel operators) network
/img
COP
(composite operators) network
/obj
Objects, cameras, and lights/obj/geo SOP (surface operators) network/out ROP (render outputs)/part
POP
(particle operators) network
/shop
SHOP
(shader operators) network
/vex
VOP
(VEX operators) networkSlide26
Linking panes
If panes in Houdini desktop are linked by the same number,
when you move to
a different
part of Houdini in one pane, all the other panes follow
you.
If panes are not
linked, a big confusion can happen.Slide27
File organization and scripts
Scripts to create folders
from inside
Houdini work on Linex and Unix (OS X) machines and help you name folders and files in a systematic manner, i.e. help you organize your project.
Unfortunately
these scripts
do not
work on Windows machines.
Working
in the Linex/Unix environment is highly recommended but not required for this course.
No matter on
which OS you are running Houdini, name folders and files systematically and organize them efficiently. Slide28
Saving animation frames
If you are not using Unix/
Linex
, select a folder and set a file name (e.g., A1.$F4.pic) using
Choose File
.
Override Camera Resolution lets you scale the frame size.Slide29
Creating an animation file
In Houdini’s main menu (top left), chose Render ->
MPlay
-> Load Disc Files...
In Load Image, select animation frames.
In
MPlay
, chose File -> Export -> Video for Windows 64.bit.
Above turns .pic files into an .
avi
file.Slide30
Houdini reference & guide
Print out
Hotkey quick reference
and
keep in your
notebook
so that you can look at it whenever you need it.
You may find
Maya
transition guide
useful to understand Houdini’s contexts if you are a Maya user.Slide31
One more thing…
In a View pane, you can:
l
ook through a camera or a light
turn on
Tie View to Camera/Light
option
via a popup menu that shows up if you click here.