cartoon motion and deformation of skeletons ting ting wu advisor – nancy pollard

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Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

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Background/Motivation Most people pick this one - Anticipation and Follow-through - Stretch and Squash

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Page 1: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Cartoon Motion and Deformation of Skeletons

Ting Ting WuAdvisor – Nancy Pollard

Page 2: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Background/MotivationWhich looks more interesting?

Page 3: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Which looks more interesting?

Background/Motivation

Most people pick this one

- Anticipation and Follow-through- Stretch and Squash

Page 4: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

2 Ways to Apply Stretch and Squash

- posture

- body parts/limbs

(PowerPoint didn’t like video clip…)

Page 5: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Stretch and Squash in 3D- used extensive for postures

- hardly used at all for limbs

Page 6: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Stretch and Squash in 3D- used extensive for postures

- hardly used at all for limbs

well… one notable exception

Page 7: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Stretch and Squash in 3D- used extensive for postures

- hardly used at all for limbs

Page 8: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

GoalAdd “cartoony-ness” into motion-captured data or key-framed data

Page 9: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Goal

Add “cartoony-ness” into motion-captured data or key-framed data

2 Ways to approach this

- using a physical system to model skeleton deformations

+ get different deformations by changing a few intuitive variables (mass, springyness)

- using a filter that only looks at motion curves

+ more aligned with original 2D animation methods (?)

Page 10: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Physical System - Initial Steps-Rotoscoped Mickey’s walk in Maya

-Motion-captured an actor mimicking Mickey’s walk

(videos…)

Page 11: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Bone LengthsHere are the main bones that change lengths to contribute to expression.

Page 12: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Bone LengthsHere are the main bones that change lengths to contribute to expression.

Mass at thorax

Anchor at upperback

Mass at root

Page 13: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Variables

Each spring abides by this equation.

f = m*a = -k*d – b*v

Where

d = length – spring’s rest length

k = spring stiffness coefficient

b = damping coefficient

length

Page 14: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard
Page 15: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Cartoon Motion and Deformation of Skeletons

Ting Ting WuAdvisor – Nancy Pollard

Page 16: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Background/MotivationWhich looks more interesting?

Page 17: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Which looks more interesting?

Background/Motivation

Most people pick this one

- Anticipation and Follow-through- Stretch and Squash

Page 18: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

2 Ways to Apply Stretch and Squash

- posture

- body parts/limbs

(PowerPoint didn’t like video clip…)

Page 19: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Stretch and Squash in 3D- used extensive for postures

- hardly used at all for limbs

Page 20: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Stretch and Squash in 3D- used extensive for postures

- hardly used at all for limbs

well… one notable exception

Page 21: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Stretch and Squash in 3D- used extensive for postures

- hardly used at all for limbs

Page 22: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

GoalAdd “cartoony-ness” into motion-captured data or key-framed data

Page 23: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Goal

Add “cartoony-ness” into motion-captured data or key-framed data

2 Ways to approach this

- using a physical system to model skeleton deformations

+ get different deformations by changing a few intuitive variables (mass, springyness)

- using a filter that only looks at motion curves

+ more aligned with original 2D animation methods (?)

Page 24: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Physical System - Initial Steps-Rotoscoped Mickey’s walk in Maya

-Motion-captured an actor mimicking Mickey’s walk

(videos…)

Page 25: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Bone LengthsHere are the main bones that change lengths to contribute to expression.

Page 26: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Bone LengthsHere are the main bones that change lengths to contribute to expression.

Mass at thorax

Anchor at upperback

Mass at root

Page 27: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Variables

Each spring abides by this equation.

f = m*a = -k*d – b*v

Where

d = length – spring’s rest length

k = spring stiffness coefficient

b = damping coefficient

length

Page 28: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Variables

Each spring abides by this equation.

f = m*a = -k*d – b*v

Multiple Linear Regression to get k and b!

Should contain the “springyness” of Mickey’s walk.

Ideally, this should allow us to transfer the same kind of stretching and squashing to another moving skeleton.

length

Page 29: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Some of the Data

Plots of d

Page 30: Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard

Some of the Data

Plots of force acting on spring