Prof Michael Kaufman Fall 2011 My Contact Info Office Science Bldg Room 248 Office Phone 408 9245265 Office Hours Tues 10001100am amp Thur 115215pm and by appointment ID: 660465
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Physics of Animation(Art/Physics 123)
Prof. Michael KaufmanFall 2011Slide2
My Contact InfoOffice: Science Bldg. Room 248Office Phone: (408) 924-5265Office Hours:
Tues., 10:00-11:00am & Thur., 1:15-2:15pm and by appointment.
E-mail:
Michael.Kaufman@sjsu.edu
WWW:
www.physics.sjsu.edu/mkaufman
Course website
:
http://artphysics123.pbworks.comSlide3
Course WebsiteArtPhysics123.pbworks.comSlide4
Joan Miro: Bird in SpaceSlide5
Course Overview Physics of Animation is an introduction to the principles and concepts of physics relevant to animation and special effects.
Course Outline
Basic Animation
Character Animation
Effects Animation
Lighting and RenderingSlide6
PrerequisitesPhysics of Animation is an Area R courseCourse prerequisites are completion of core GE, satisfaction of WST, and upper division standing. For students who begin continuous enrollment Fall 2005 or later, courses used to satisfy Areas R, S, and V must be taken from three separate SJSU departments or other distinct academic units.
Note that these prerequisites apply to any "SJSU Studies" courseSlide7
Who Should Take This Course? This course is most interesting for: Animation / Illustration art majors (ideally concurrent with Art 114); Film majors; non-science majors interested in animation and special-effects. This course is less interesting for:Science and engineering majors will probably not find this course to be useful because they cover the same physics in their required courses.Slide8
GradesTwo Term Papers (100 points each)Homework (200 points)Class Participation (50 points)Final Exam (50 points)
There will also be several opportunities for extra credit.
Points
Grade
500 – 401
A
400 – 301
B
300 – 201
C
200 – 101
D
100 – 0
FSlide9
Extra Credit (10 pts)Slide10
HomeworkHomework will be assigned weekly; see course website for the schedule.Assignments will include: Shooting video reference; analyzing video using tracking software; creating stop-motion animation; and working with computer animation programs.You will “turn in” your homework by uploading it to your personal blog. Slide11
First Homework AssignmentYour first assignment is to set up a personal blog for this course. You may use any system you prefer but I recommend using Blogger
, which I will be using (go to artphysics123.blogspot.com). If you already have a personal blog then I want you set up a separate
blog exclusively for this course; in
Blogger
it's very easy to manage multiple blogs.Slide12
First Homework AssignmentPlease use your real name on the blog. It will also be helpful to me if you include a recognizable photo of yourself in your profile.This course blog will mainly be used for posting your homework assignments but you can also post other comments. It's your blog.
You are encouraged to read each others blogs, especially if you give each other helpful comments and advice.Slide13
First Homework AssignmentOnce your blog has been set up, create a post entitled "The First Post"; write anything in that first post, it's just a place holder showing me that you're able to use the blog.When your blog is set up, send me an e-mail (Michael.Kaufman@sjsu.edu) with the link.
5 points (Double points if you complete this assignment by 5PM tomorrow.)Slide14
Special TopicsTextbook / Supplies No textbook. Need a digital camera that can shoot video for homework. Also need a computer on which you can install programs.Disabilities Contact me if you’ve any special needs.Emergencies
If we need to leave the room, please take your stuff with you.Slide15
CheatingDon’t.Slide16
DemosFrequent in-class demos to illustrate physics and animation concepts.Welcome volunteersSafety comes firstNo magic tricks, just physicsSlide17
Class Demo: Vampire StakeSlide18
Introduction to AnimationThree basic types of animation:
Traditional Computer Stop-motionSlide19
Animated Feature FilmsThree of the top ten films (by domestic gross) of 2009 were animated feature films.Combined domestic gross of nearly $700 millionSlide20
Animated Feature FilmsFive of the top ten films (by domestic gross) of 2010 were animated feature films.Combined domestic gross of $1.2 billionSlide21
Live-Action FilmsAnimation is also important in creating special effects for live action films.Top-grossing film of 2009
#s 2,3 and 5 of 2010Slide22
CompositingAnimation is blended into live action films by compositing, which combines two or more separate images into a frame of film.
For example, all the green pixels in the left image are replaced with a computer-generated weather map.Slide23
Sin City (2005)http://www.youtube.com/watch?v=91SiTspiFocSlide24
King KongAnimation compositing has advanced enormously from the original King Kong to the remakes.
1933
1976
2005Slide25
Diversity in Animation
Animation is more than just Hollywood CG blockbustersSlide26
Video GamesThe gaming industry is even bigger than Hollywood and animation is very important.
Modern Warfare 2 grossed $300 million in first 24 hours
.Slide27
Good Animation is HardEven with modern software tools it is difficult to create high quality animation.Something as simple as a bouncing ball isn’t easy to animate believably.Slide28
Simple Ball Bounce AnimationThis is an example of a good ball bounce animation.
http://www.youtube.com/watch?v=AL6i_gHsC2ESlide29
RotoscopingAnimation is hard so producers have tried alternatives, such as rotoscoping.Scene is filmed and animators trace the images. Used when the motion is too difficult for animators to capture effectively.
Patent drawing for Max Fleischer's original rotoscope (1915).Slide30
Rotoscoping in FilmsRotoscoped animation is very noticeable so typically it’s used sparingly in films.Rotoscope painters in modern films are mainly used to “white out” elements in a frame so that CG animation can be composited in.
A Scanner Darkly (2006)
Cinderella (1950)Slide31
Waking Life (2001)http://www.youtube.com/watch?v=_VxQuPBX1_USlide32
Motion Capture (MoCap)Motion capture is a modern tool in animation. Scene is acted out and data from sensor points is used to assist in creating computer graphics images.
Beowulf (2007)Slide33
ILM’s motion capture system (iMoCap) was developed for the characters in the Pirates of the Caribbean sequel, Dead Man’s Chest.Motion capture technology continues to advance because directors want to capture actors’ performances.In-Camera Motion Capture (iMoCap)Slide34
Facial Animation in Avatarhttp://www.youtube.com/watch?v=cSC6GZwV1a8Slide35
Good News, Bad NewsAlthough rotoscoping and motion capture are useful for things like facial animation, they simply can’t match the work of a good animator.That’s the good news.
Creating good animation is hard!That’s the bad news.
How could it be made easier and better? Slide36
Physics and AnimationTo create realistic animations, animators need to understand principles of mechanics.Slide37
Surgeons and IllustratorsSurgeons and artists learn anatomy, but for very different purposes.
Leonardo da Vinci
Thomas EakinsSlide38
Architects and ArtistsA perspective drawing by an architect needs to be highly accurate, with precise measurements.Artists, on the other hand, usually don’t need such mathematical precision. It just has to look right.Slide39
Engineers and AnimatorsAn engineer’s calculation of motion needs to be highly accurate, with precise measurements.Animators, on the other hand, don’t need mathematical precision. But the motion has to look believable.Slide40
Real World & Animated WorldUnderstanding the real world helps in creating interesting animated worlds.
"Animation follows the laws of physics — unless it is funnier otherwise.“
Art Babbitt, Disney animator, director, and creator of GoofySlide41
Physics EnginesAnimation and gaming software, such as Maya, have sophisticated physics “engines” that use the laws of physics to compute motion.Easier to use these software tools knowing physics.Slide42
Four ‘A’s of AnimationIn his book, Animation, The Mechanics of Motion, Chris Webster lists the following four levels for animated motion:Activity (arbitrary movement)Action (physical motion)Animation (purposeful motion)Acting (motion with personality)
These categories are best understood by considering specific examples.Slide43
Activity (Level 1)The opening sequence in the Star War’s movies is a good example of activity, the lowest level of animated motion.
The motion is arbitrary, without constraint of physical laws.Slide44
“Activity” (Level 1) Examplehttp://www.youtube.com/watch?v=Xbv8ECWEsu0Slide45
Action (Level 2)Action is the level of animation when objects move according to physical laws, such as a falling brick or a waving flag.A good “drop test” has this level of animation.Slide46
“Action” (Level 2) Examplehttp://www.youtube.com/watch?v=zwHFJy8X3poSlide47
Animation (Level 3) At this level the motion not only follows the physical laws but is also intentional, such as a bird flapping its wings or a human jumping.A walk cycle or a jump test are at this level.Slide48
“Animation” (Level 3) Examplehttp://www.youtube.com/watch?v=jwerYsdE9XsSlide49
Acting (Level 4)At this highest level not only is the motion intentional but it also conveys personality.
Curiosity
Surprise
PanicSlide50
“Acting” (Level 4) Examplehttp://www.youtube.com/watch?v=d2iqgf-YYtUSlide51
Four ‘A’s of Animation (again)1 - Activity (arbitrary movement)2 - Action (physical motion)3 - Animation (purposeful motion)4 - Acting (motion with personality)Understanding physics helps animators achieve the second and third levels.The highest level, “Acting”, cannot be achieved without first creating animated motion that’s believable.Slide52
Next LecturePhysics of FallingBy Tuesday:Complete the 1st homework
(Create a personal blog for the course)