Introduction to Computer Graphics
Lecture 11

Computer Animation

Don Herbison-Evans
don@it.uts.edu.au

(updated 28 November 2006)

Types of Animation

  1. draw every frame by hand
    photograph on an animation stand, eg Oxberry
    camera overhead pointing down,
    focussed on glass table at waist level,
    foot pedal single frame release.
    Good animators can do 7,500 frames (5 minutes) per year.
    Faster with a computer and a good Paint program.

  2. 21/2 D
    draw a matte background, and the moving figures on transparent celluloid, and stack them for photographing on an animation stand.
    Need to use solid colours with no shading, as shading cannot be maintained consistently between frames.
    El Cheepo: just change the top layer between frames: result: only one thing moves at a time.

  3. Keyframes
    Main artist draws story board with a sample frame for each shot
    Lesser artists draw keyframes every 10 frames.
    Inbetweeners draw the other 9.
    Colorists colour them in.
    Faster with a computer and special software interpolating the inbetween frames.

  4. Computer Animation System
    Uses a scripting language to define: Objects,
    their actions,
    camera actions.
    Actions can be specified by: Kinematics (velocities)
    Inverse Kinematics (positions and times)
    Dynamics (forces)
    Figures have a skeleton, and
    parent/child relationship for sections of limbs
    Current research is aimed at using a Dance Notation for specifying human movement.

Software

The computer animation industry is very competitive. Success depends heavily on software research and development, especially for new algorithms and efficiencies. Forever, software is not powerful enough or fast enough.

A recent project at Animal Logic required 30 GB of disc for 500 frames (20 seconds of film), each frame taking 10 minutes to render. A possible fluid hydrodynamics solution would have required 30 minutes computation per frame.

The hardware typically available is a farm of about a 1,000 cpu's. The output is various formats, from 2048x1556 to 1800x850.

Software is based on a number of proprietary systems, such as

  • MAYA,
  • BLUE MOON,
  • SiTex AIR,
  • Exluna ENTROPY,
  • 3DELIGHT, and
  • RENDERMAN.

    Programming is typically done in C++, with various API's, and the various scripting languages for the proprietary packages being used.

    Software tools are needed for :

  • artistic designers
  • artists for creating background mattes
  • 3D modellers and animators
  • compositors and editors
  • effects artists

    Each client project has 3 types of requirements:

  • Have to (the requirements)
  • Need to (efficiency and speed)
  • Want to (cool stuff)

    The problems can be :

  • the need to work with creative artists,
  • interpreting their vision
  • finding visual metaphors for required effects
  • understanding what processes are required for these
  • deciding what tools are needed for these
  • building tools to make new effects possible,
  • implementing new algorithms
  • presenting technical solutions to artists in a way that they can grasp
  • coping with large scale calculations
  • making tools more efficient
  • understanding when to compromise on the physical reality of an effect in order to meet the creative needs of a job.

    Typically the solutions of these problems can take months of cycles involving experimentation, and presentations and discussions at client meetings.

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