Lecture 4: Seminal Systems

by Mike Gleicher on January 30, 2013

Goal: get a sense of what it takes to make a system for doing animation, and some key ideas

Prelude: (pre-Computer) Historical Cartoons

  • McKay (1911) – make thousands of drawings
  • Hurd&Brary (1914-1916) – cells to cut down the work
  • Sometime later (can’t find)
    • Keyframing and Tweening
    • definitely by Disney in 1930s
  • Onion Skin, pegs, 5 fingers (ability to hold multiple pages and flip is valued)

Traditional Animation “Pipeline”

  • Design / Story
  • Master Animators
  • Tweeners
    • not just interpolation – really filling in what happens
    • Catmull ‘74
  • Ink and Paint
  • Effects

Some things to think about

  • Each drawing is independent
  • Shape can change any way between drawings
  • The “model” is in the artists head
    • Or the “Model Sheet”

There are (and still are) systems to help with 2D cartoon production. They have quite a different flavor, since they focus on managing drawings.

Big point of the historical papers:

  • the problems are the same – and you need to solve them all
  • these paper really identify the problems (and the kinds of solutions)
  • these papers weren’t first: but they did show the emergence of the key ideas early

So you want to make a movie with a Computer

Utah, 1970, Dave Evans’ lab…

Ed Catmull’s Hand. Fred Parke’s face (yes, facial animation paper 1972)

Ed Catmull wants to make an animated movie (of 3D objects) – what problems does he need to solve?

  • everything is hard – some of the stuff is being invented down the hall, others he has to invent himself
  • this set of problems doesn’t change

relate this set to the modern pipeline

  • How do I represent objects?
  • How do I represent objects in a way that I can make them move?
  • How do I describe the motion?
  • How do I draw the pictures? (and make them look decent)
  • How do I get this into a film so I can watch it?

Ed’s answers at the time?

  • Polygon meshes (measured from real objects)
  • Hierarchical modeling, sharing points are the edges (single skin)
  • Parallel animation language
  • Watkins box with Gouraud’s new shading tricks (Phong was figuring out lighting)
  • Worries about the movie camera

Foresight:

  • “a great deal of research still needs to be done on the creation and manipulation of three dimensional objects”
  • wants higher level description “walk charlie to table”
  • flexible surfaces are hard to model
  • curved surfaces (Catmull-Clark), texture mapping, Z-Buffer === his PhD thesis

 

So you want to make a movie with a Computer

It’s 1972, National Film Board of Canada, There are these “regular” animation artists around, …

Burtnyk and Wein

Key ideas:

  • How do I represent objects?
    • want arbitrary curves (can, and will, do anything)
  • How do I represent objects in a way that I can make them move?
    • embed curves on skeletons (controls)
    • idea of “control skeleton”
  • How do I describe the motion?
    • keyframing, mathematical interpolation
    • skeletal deformations
  • drawing and filming – not such a big deal

Catmull’s Tween (1975) does similar 2D animation stuff

What are the big ideas here?

  • in-betweening (keyframe animation)
  • skeletons (?)
    • control rigs
    • idea that what you do to make things easy to control may be separate from how you draw

MENV – A very specific kind of solution

Same problems:

  • How to model
  • How to articulate
  • How to animate
  • How to render (OK, Renderman – or its pre-cursor)

Key ideas (none really novel, its just a famous system that had all of them):

  • Avars
    • just something that you might want to change
  • Model as a box with knobs (avars)
  • Animation curves as a first class object
  • Procedural AND Interactive
  • Language-based modeling
    • compact
    • avoid precision problems
    • PARAMETRIC
  • Cue sheets
    • curve based control – or computed – or …

What do you see in systems today?

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