07 Intro to Computer Animation
Transcription
07 Intro to Computer Animation
COCA 201 A Short History of Computer Animation Professor Roel Vertegaal, PhD A Short History of Computer Animation Advantages over classic animation The model does not have to be physically built The camera is virtual, no restrictions on movement whatsoever Perfectly three dimensional Animation can be produced from algorithms, rather than by hand Disadvantages Lots of technological challenges Huge long-term investments Poor user interfaces make tools difficult to access for animators These people are looking at something we all see dozens of times a day. It inspires us, manipulates us. It affects what we think of others, and even what we think of ourselves. It is.. The human body (billboard). No other images dominates our lives so completely. Pictures of the body fill the high streets, magazines, tv screens. (painting) And then… there is the art world. The human form has obsessed some of the worlds greatest artists. The range of human forms they have created is breathtaking. And yet, there is something that all these images have in common: Whatever their use, and wherever they appear, the worlds most influential images of the human body share this one thing. They look nothing like us. Just imagine if the human bodies were like the images we create of them. Imagine we’d Early Caricature (30,000 BC) Venus of Willendorf The Venus of Willendorf is one of the earliest images of the body made by humankind. It stands just over 4 ½ inches high and was carved some 25,000 years ago. It was discovered on the banks of the Danube River, in Austria, and it was most likely made by hunter-gatherers who lived in the area. The environment at that time was much colder and bleaker then present-day, a remnant of Europe's last ice age. The Venus of Willendorf was found by the Austrian researcher Szombathy in 1908. Made out of limestone with signs of red pigmentation, she represents the Earth and its fertility and continuation of life, the Mother Goddess, the universal female principle even if it is in its most primitive conception. Women were recognized as the life-givers and sustainers. As small as this figurine is, at barely 5 inches, it is the prize possession of the museum of natural history in Vienna, worth an estimated 30 million dollars US. Exaggeration in the Venuses of Early Paleolithic Societies This lady is our first clue as to why the modern world is so dominated by unrealistic images of the human body. Her breasts, stomach, hips and thights are extremely big. Even her sexual organs are extremely big. She may have been an idol of fertility. But that still doesn’t explain why her arms are almost non-existent, and why her face isn’t shown at all. She was made with great care and skill, and doesn’t look like this by accident. This was all deliberate. For some reason, the people felt compelled to exaggerate some parts of the body, and ignore others completely. This compulsion continued for thousands of years. The vast majority (over 90%) of human images from 30,000 to 5,000 B.C. are female. From the russian steppes to southern Europe, where ever people made status of humans, they exagerrated some How Art Makes Us Human (BBC, 2006) Early Stop Motion (16,000 BC) Horses in Lascaux, France Motion has often been depicted in early cave art. When the subject (mostly animals) has been that which can provide movement, we often see it in that state. These two examples show us the stationary bull or ox (above) , and what appear to be four horses (left) perhaps in a race. The ox, which provides strength, food and clothing, is motionless. However the horse, as a provider of transportation, power and agility, is portrayed running. Early Cartoon Characters (1600-1100 BC) This is a fresco from the new kingdom (1600-1100 BC) in Egypt. Egyptian artists must have been well aware of the third dimension and that it could be represented, for they made sculptures in full relief - however, they seemed to have no urge to represent it in 2D. Their approach to drawing was similar to that of modern commercial artists design logos, icons or traffic signs: they want the simplest possible sign, without distraction. Note that is also one of the guiding principles of character animation, as we shall later see. Objects are normally shown in elevation, direct frontal or side view. Human figures are assembled from front to side views, with the body frontal, so that both arms and both legs are shown, the head is in profile but the eyes may be shown, both drawn as if seen from the fron. The largest figure in a composition may not be the nearest, but instead is the most important personage. Egyptians may not have invented linear perspective just yet, but they sure Flat Graphics (1200 AD) illustration from the Old French translation of Guillaume de Tyr's Histoire d'Outremer, approx 1200-1300 AD. Proper perspective would have the lines on either side of the temple, when continued, meet at the same point. They do not. First 3D Graphics (1425 AD) Renaissance Europe The renaissance brought with it a rebirth of interest in Greek and Roman classical art. However, one of the biggest accomplishments of the era was the development of linear perspective. Trinity by Tommaso Masaccio (1425-28 AD) in the Church of Santa Maria Novella, Florence. This fresco was one of the first to show one point perspective, but it wasn’t the first. The first known perspective picture was made by Brunelleschi in about 1415. His biographer, Antonio Manetti, described this famous experiment, in which Brunelleschi painted the Baptistery in Florence from the front gate of the unfinished cathedral. The painted panel was constructed with a hole at the vanishing point. It was observed from the unpainted side and the reflection of the image was viewed in a mirror through the hole, giving the illusion of depth. Unfortunately, the painted panel has since been lost. So that makes this the second 3D graphic ever made. Exaggeration of the hands in David by Michelangelo Now another work that was made at the same time shows how knowledge of the physics of the human body, and the world in which it lives, can benefit animation. Realism became the goal to strive for. But even in a time of increased realism, absolute realism was to be avoided. The David by Michelangelo is a good example of this. Michelangelo returned to Florence in 1501 to work on David (1501-1504, Galleria dell’Accademia, Florence). The subject of this work is the Old Testament story of David and Goliath, in which the young David, future king of Israel, flings a stone from his slingshot to kill the giant Goliath, thereby saving his nation. The statue expresses not only the daring of the young hero, but also of Michelangelo himself, The Uncanny Valley So good sculpting requires a mix of studying realism in nature and the human physique and subtle exageration of features that need to stand out. Animation is all about sculpting realistic movement. Having an object move like a human body is the most powerful way to have your audience suspend their belief that this is just a drawing. However, precisely because we look at humans so often, we know there movement very well. Just as with human form, approaching realism is a good thing. But unlike human form, it is almost impossible to reach perfection. The close you get to achieving realism, the more you hit the uncanny valley: that area of realism where you are so close that things look really fake. So the caricature suits human movement as well as it does human form. Not only does it highlight what we are trying to communicate, more importantly, it also hides our current inability to actually make objects behave exactly like natural human beings. That’s why so many 3D computer animated movies are about… Infrared Computer Vision: Motion Capture FIFA 2007 Ronaldinho Motion Capture Session But there is an easy way to make animations look more real: you simply film the human you are trying to model. This technique was in use as early as Disney’s Snowwhite, where animators duplicated real film footage of an actress that looked just like snowwhite. Or perhaps snow white looks just like the actress? Either way, here we see how realism can be achieved in CGI by use of a Vicon infared computer vision system for capturing movement of, in this case, one of the worlds top soccer players: Ronaldinho of Brasil. The dots on Ronaldinho’s suit are tracked to determine realistic movement of the animated 3D version of him for a sports game called FIFA 2007. However, it is interesting to note from this video, that Ronaldinho is asked to act out a caricature of himself, rather than simply be himself. No gamer would accept a Ronaldinho that doesn’t pull of the best moves. So even in motion capture, we cannot do without Rotoscoping Our Mind Creates the Illusion of Motion Beta Movement Creates Animation Animation is all about movement. Having an object move like a human body is the most powerful way to have your audience suspend their belief that thisth is just a drawing. It wasn’t until the 19 century that artists began experimenting with movement. For that to happen, first scientists needed to realize what, in fact, created movement to begin with. It wasn’t the physical world. Like the three striped sticks presented to seagull, it again is all inside our mind. Beta movement is a perceptual illusion described by Max Wertheimer in his 1912 Experimental Studies on the Seeing of Motion, whereby two or more still images are combined by the brain into a motion image. This is often Movement, Peripheral Vision and Optical Illusions In the image above, the illusion that some of the wheels are turning occurs only in your peripheral vision: as soon as you look straight at one of the wheels, it holds still, but the wheels that are peripheral to it keep turning. Though this illusion has not been fully explained, we do know that the order in which the four areas of differing colour and brightness are placed is decisive. The above apparent motion only occurs therefore in your peripheral vision. Peripheral vision responds different to movement than does foveal vision. This is because the monochromatic rods that make up for most of peripheral vision are more responsive to light and motion: in essence, they are more transient. Peripheral vision also has lower acuity. This makes it difficult to distinguish the Early Animation (1828) True animation cannot be achieved without first understanding a fundamental principle of the human eye: the persistance of vison. This was first demonstrated in 1828 by Frenchman, Paul Roget, who invented the thaumatrope (left, click to stop). It was a disc with a string or peg attached to both sides. One side of the disc showed a bird, the other an empty cage. When the disc was twirled, the bird appeared in the cage. This proved that the eye retains images when it is exposed to a series of pictures, one at a time. Two other inventions helped to further the cause of animation. The phenakistoscope, invented by Joseph Plateau in 1826, was a circular card with slits around the edge. The viewer held the card up to a mirror and peered through the slits as the card whirled. Through a series of drawings around the circumference of the card, the viewer saw a progression of images resulting in a moving object. The same technique applied to the zeotrope. In 1860, Pierre Desvignes, First Animations (1906) The development of the motion camera and projector by Thomas A. Edison and others provided the first real practical means of making animation. Even still, the animation was done in the simplest of means. Stuart Blackton, issued a short film in 1906 entitled Humourous Phases of Funny Faces where he drew comical faces on a blackboard, photographed them, and the erased it to draw another stage of the facial expression. This "stop-motion" effect astonished audiences by making drawings comes to life. In the early twenties, the popularity of the animated cartoon was on the decline, and movie exhibitors were looking elswhere for alternative entertainment media. The public was tired of the old formula of stringing sight gags together without including a story line or any character development. What the art of animation could accomplish was not yet evident in this period, except for in the works of Winsor McCay such as Gertie the Dinosaur, 1914. Mccay's major Early Cartoon Animations (1914) The development of the motion camera and projector by Thomas A. Edison and others provided the first real practical means of making animation. Even still, the animation was done in the simplest of means. Stuart Blackton, issued a short film in 1906 entitled Humourous Phases of Funny Faces where he drew comical faces on a blackboard, photographed them, and the erased it to draw another stage of the facial expression. This "stop-motion" effect astonished audiences by making drawings comes to life. In the early twenties, the popularity of the animated cartoon was on the decline, and movie exhibitors were looking elswhere for alternative entertainment media. The public was tired of the old formula of stringing sight gags together without including a story line or any character development. What the art of animation could accomplish was not yet evident in this period, except for in the works of Winsor McCay such as Gertie the Dinosaur, 1914. Mccay's major Disney: Cell Animation (1928) Steamboat Willie - Disney 1928 Walt Disney created the first cartoon synchronized with sound entitled 'Steamboat Willie' in 1928. Steamboat Willie and all subsequent Mickey Mouse animations were created through a process called cell animation. Comparable to a flipbook animation that you maybe made when you were a kid, these animations were created by drawing frame after frame and then taking a picture of each frame, 24 frames per second. The secret behind cell animation was the use of transparencies or “cells”, which allowed backgrounds to remain the same while only parts of the foreground moved. Cells also allowed for 3D effects by creating layering, much like in Photoshop today. Now you know all disney movies by heart I’m sure, and you’ve also seen plenty of tex avery. So I’m going to skip that part of history, even though some incredible movies were made with cell Motion Parallax: MultiPlane Camera (1937) The most famous multiplane camera was invented by William Garity for the Walt Disney Studios to be used in the production of Snow White and the Seven Dwarfs.[3] The camera was completed in early 1937 and tested in a Silly Symphony called The Old Mill, which won the 1937 Academy Award for Animated Short Film.[4] Disney's multiplane camera, which used up to seven layers of artwork (painted in oils on glass) shot under a vertical and moveable camera,[3] allowed for more sophisticated uses than the Iwerks or Fleischer versions, and was used prominently in Disney films such as Pinocchio, Fantasia, Bambi, and Peter Pan. The Little Mermaid was the final Disney film to use a multiplane camera, though the work was done by an outside facility as Disney's cameras were not functional at the time.[5] The process was made obsolete by the implementation of a "digital Multiplane camera" feature in the digital CAPS process used for subsequent Disney films and in other computer animation systems. [5] Brad Bird on Character Animation (Director, The Incredibles) So how did computers come into play, and how did they become so dominant in animation within less than a decade? Keyframe Animation (NRC, Burtnyk, 1971) Of course it happened right here in Canada, at the National Council of Research (NRC) in Ottawa. In the late 1960s, NRC's Nestor Burtnyk heard a Disney Studios animator speak about making cartoons. Less than a year later, Burtnyk had developed a new technique that would revolutionize the way animators create 3D graphics. Nestor Burtnyk created key-frame animation software that revolutionized computer animation. His work in developing "keyframe animation" techniques laid the groundwork for the sophisticated computer animation in cinematic feasts like Chronicles of Narnia, Lord of the Rings, and Harry Potter. The first experimental computer-animated film coming out of this new technique was Metadata in 1971, a collaboration between NRC, the National Film Board and artist Peter Foldes. Metadata was followed in 1973 by Hunger (La Faim), a 10-minute feature about world hunger. The film took a year and a half to create and in 1974 it Tron (Disney 1982) Tron (Disney 1982) First Film Featuring CGI The inspiration for Tron occurred in 1976 when Steve Lisberger, then an animator of drawings with his own studio, looked at a sample reel from a computer firm called MAGI and saw Pong for the first time.[1] He was immediately fascinated by video games and wanted to do a film incorporating them. According to Lisberger, "I realized that there were these techniques that would be very suitable for bringing video games and computer visuals to the screen. And that was the moment that the whole concept flashed across my mind". He was frustrated by the clique-ish nature of computers and video games and wanted to create a film that would open this world up to everyone. Lisberger and his business partner Donald Kushner moved to the West Coast in 1977 Some Computer Animation Techniques Behavioral Animation (Reynolds et al.) Here, the animator simulates behavior such as flocking by having a simulated environment with actors that respond to each other dynamically, according to some parameters. Scripting Systems (Thalmann et al. 1987) In scripting systems, programs are used to specify behaviors at a more lower level of description. They provide some high level language for artists, but no physical environment or constraints. Inverse Kinematics An object made up of connected segments whose motion to each other is somehow restricted. We are going to use this method along with behavioral animation in our tutorial to make an arm that flexes. A large body of tricks and principles from traditional classical animation transfers easily into the forward kinematics domain (Lasseter et al.) Tony de Peltrie (Lachapelle et al. 1986) Tony de Peltrie (Lachapelle et al. 1986) Tony de Peltrie is a three-dimensional caricature of a jazz pianist directed by P. Lachapelle, P. Bergeron and P. Robidoux. Although his face is highly caricatured facial expressions show emotion through kinematics. Pixar (1986) Pixar was the computer animation studio of George Lucas. Steve Jobs bought the company when he left Apple. Pixar’s Tin Toy is a good example of a high level animation system, where motion is specified in general terms, rather than in individual parameters To accomplish this, a three dimensional model of a baby’s body was digitized from clay figures, and merged with a description of the skeleton one of the first examples of inverse kinematics Software fits the body model to the animation of the skeleton, so that the body moves with the animators directions of the skeleton Advantages of this approach include the ability to introduce actual laws of physics to which the skeleton behaves if given a specific mass. We are going to do the same thing in our animation tutorial Tin Toy (Pixar 1986) Open in iTunes Procedural Animation: Adventures of Andre and Wally B. Procedural animation means building an object and then using a procedure to control or animate some attribute of the object. A good example of these are particle systems used to generate smoke and fire. The Adventures of Andre and Wally B., (film 1984)) to generate the three-dimensional background images of a forest and grass. Genetic Algorithms & Artificial Life (Terzoupoulos 1995) Here’s a shark learning how to swim all by itself through simple stochastic mutations filtered by some evaluation of success: speed! Maya (a Sanskrit word for illusion) is a highMaya end 3D computer graphics and 3D modeling software package originally developed by Alias Systems Corporation, but now owned by Autodesk. In 2003, Maya (then owned by Alias| Wavefront) won an Academy Award "for scientific and technical achievement", citing use "on nearly every feature using 3-D computer-generated images." Maya is the culmination of three 3D software lines: Wavefront's The Advanced Visualizer (in California), Thomson Digital Image (TDI) Explore (in France) and Alias' Power Animator (in Canada). In 1993 Wavefront purchased TDI, and in 1995 Silicon Graphics Incorporated (SGI) purchased both Alias and Wavefront (due to pressure from Terminator 2 (Cameron, 1991) Most of the 3D Computer Graphic Images (CGI) in Terminator 2 (1992) were designed and rendered in Alias Wavefront’s Maya, a Canadian product. It was the first blockbuster hollywood movie to use realistic computer graphics for almost all of its special effects, directed by James Cameron, a Canadian filmmaker. Toy Story (Pixar 1995) Toy Story (Pixar, 1995) Directed by John Lasseter and starring Tom Hanks and Tim Allen, this movie changed animation forever. The film was produced by Pixar Animation Studios. It is the first feature film in history produced using only computer animation. The top-grossing film on its opening weekend,[1] Toy Story went on to gross over $191 million in the United States during its initial theatrical release. John Lasseter's first experience with computer animation was during his work as an animator at Disney, when two of his friends showed him the lightcycle scene from Tron. It was an eye-opening experience which awakened Lasseter to the possibilities offered by the new medium of computer-generated animation.[9] Lasseter went on to work at Lucasfilm and later as a founding member of Pixar. Pixar's Oscar-winning short film Tin Toy Toy story was designed using a piece of software developed at Pixar called Renderman. Renderman was the real achievement of Pixar Studios, and it was a technical achievement built by computer coders. Open Sound Control (OSC) Developed by Jerry White and Adrian Freed at Berkeley’s CNMAT Supplants MIDI as a standard for controlling musical instruments Open Sound Control is an internet based control interface Relies on UDP rather than TCP and is thus very low-latency Uses Universal Resource Locators that are completely open For example, sending a message would entail knowing the IP address of the device, and then using a function to send a message as follows: 127.0.0.1/1/fader1 Just like the web, URL depends on the receiving end’s specification Cannot use your webbrowser for this (that’s TCP) but Max has an object. Example in Max: Sending OSC Messages Pack object comes in handy for formatting Example in Max: Receiving OSC Example in Max: Receiving OSC TouchOSC TouchOSC Questions?