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PAPERS

Let’s get animated: The introduction to Computer
Graphics Course gets animated
by Geordie Swainbank
28 July 2003
1:45 pm, Sunday – Opening day of SIGGRAPH 2003. I was about
to embark on a remarkably enjoyable foray into the introductory
explorations, and explanations, of “computer animation” through
a presentation given by a remarkably enjoyable speaker, Andrew
Glassner. It was right after lunch – a time when crowds of
computer goers often find themselves tired and uninspired – but
as I contorted, bent, squeezed and pleaded my way into a free seat
towards the back I could already feel the buzz in the crowd. As
soon as he opened his mouth, Andrew had the audience playing right
into his hands. By the end of a few well-played jokes and comedic
references, we were hanging on every word – we were ready
to learn.
Mr. Glassner has been involved with SIGGRAPH
since 1985, when he first chaired a course in ray tracing, and
although his technical
knowledge goes far beyond the reach of many, his talents also lie
in other, more visually subjective areas. He began the animation
section of the days courses with a claim that often goes overlooked
and underappreciated: computer animation, just as in clay animation,
is a misnomer for the simple fact that the ‘computer’ doesn’t
animate anything, neither does the clay itself possess any notable
talent or skill for manipulating itself by… itself. The computer
as a tool is a marvelous achievement and gives its operators the
benefit of time and money when compared to traditional hand drawn
animation and also allows some added benefits over the painstaking
process previously done by hand. It is (of course) the person,
or persons, behind the machine, behind the putty, that drive the
motions which we as critical appreciators of natural movements,
take in and analyze.
This is indeed an important part of animation
in itself - motion, animation, through the use of high-end 3D
packages such as 3D Studio,
or MAYA, is an extremely complicated process - not only must the
animator know the software in, out, up, down and sideways, but
must be able to re-create complicated movements which many of us
take for granted. If they were to make a minute mistake with the
bending of a knee, ankle, or even toe, we as viewers who are used
to seeing these actions hundreds of times a day, will notice and
criticize such small incongruencies, thus drawing the viewer back
out of their belief in whatever they are watching, whether it be
a full fledged cinematic production such as Squaresoft’s
Final Fantasy, or the newest 3D action game for your PC.
With this in mind, Andrew brought us back
a bit, and returned us to the beginnings of many an animators’ schooling, to
the classic ‘bouncing ball’ demonstration. Through
the next hour he covered various sections of 3D Studio which are
intrinsic to quality animation – from Kinematics to Inverse
Kinematics, Dynamics and Particle Systems – he brought us
past the bouncing ball to physics based object interaction and
even simulated natural phenomenon such as smoke and wind, all of
which go into creating the ‘air’ of a quality animation.
In principle, animation on the computer
seems relatively simple – make
an object, move it and set a keyframe on the timeline. Move it
again, set another keyframe at a different time - rinse, repeat.
After a while a set of motions is developed and art is born, bearing
in mind however the fact we as humans have an exacting eye for
accurate and ‘natural’ movement, the process can be
excruciatingly complex, but like any beginner, we took it one step
at a time.
Andrew started by making a basic sphere
and then made a ‘bounce-cycle’ where
within a second it moved straight up and down. He then opened a
window with a visual representation of the sphere’s movements
in space on a graph. With a little animation shortcut he made the
up and down movements repeat through time, so now the ball kept
up its motion indefinitely. Next he tweaked out the ball’s
animation curve so it moved a bit more naturally and finally made
it squash as it hit the ground, thus building upon, bit by bit,
a series of relatively simple procedures to create a more polished
product. Don’t go for everything at once, take it easy. He
continued the lesson and finally we had a bouncing ball that repeatedly
went around in a circle. He added a little post-production motion
blur (a process wherein the computer calculates the position of
an object X-number of frames before and after its current position,
and adds a blur effect, similar to a motion blur in Photoshop)
and voila! Tutorial one done, and in style no less.
But we weren’t finished yet… any object with complicated
movements (like legs and hands in the case of humans) which is
going to be animated, is usually ‘driven’ by a set
of bones. The way one animates these bones is commonly done by
one of two ways – either through Kinematics, or Inverse Kinematics
(I/K). Take a human leg for example, thigh, knee, shin and foot.
Kinematics requires the animator to create bones for any part of
a body that rotates, and manually rotate and set a keyframe for
each joint. So that’s setting keyframes for a hip, knee,
and ankle any time you want motion to change. For I/K, an animator
would create an I/K handle with an ‘effector’ that
starts at the hip and ends at the ankle. One can manipulate this
effector which drives, or calculates, the rotation and position
of any joints between the beginning and end points the animator
chooses (in this case like I said, the hip and ankle). Now the
animator only has to set keys on the effector and ankle, thus lessening
the burden of animating more parts, saving time energy and money.
He moved on to explore other amazingly
complex portions of the software, like its ‘Dynamics’ set, where one can setup
a scene of objects and give them properties like weight and watch
them interact with one another in real-time, like objects in real-life
do. 10 years ago, according to a truly amusing anecdote Glassner
passed along, this process took hours to create and anyone trying
to accomplish these goals had to manually calculate the physical
properties and physics behind the object interactions. If the simulation
didn’t work – recalculate and wait overnight – rinse,
repeat. For us though, he created a simplified pencil and pencil
holder and set them above ground. He started the simulation and
many were amazed at how naturally the two objects interacted to
the forces of gravity, the floor below them and even each other.
This section of the introduction to computer graphics course
was light-hearted and fun, and on more than one occasion brought
the attendees chuckles of delight, along with a solid base from
which to begin understanding what those who manipulate the computer
into creating quality animation have at their disposal, and how
they go about amazing us with their time. Now at least, a few more
people understand how patient, persistent, and precise the techniques
really are.
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