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ATEC 4371.001 Procedural Animation

Learn about procedural animation and its types in 3D computer animation. Explore keyframe animation, motion capture, and procedural methods. Understand world space versus object space, order of transformations, pivots, and Houdini concepts like contexts and panes linking.

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ATEC 4371.001 Procedural Animation

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  1. ATEC 4371.001Procedural Animation Introduction to Procedural Methods in 3D Computer Animation Dr. Midori Kitagawa

  2. In class • Pay attention • Take notes • Learn • Be ready for a pop quiz

  3. Week 1: Lecture & demo • What is procedural animation? -- Three types of 3D computer animation • World space vs. object space • Order of transformation • Pivot

  4. What is procedural animation?Three types of 3D computer animation • Keyframe animation • Motion capture animation • Procedural animation

  5. Keyframe animation • To produce keyframe animation, the animator builds the behavior of a 3D model by keying parameter values in frames where the values are at their extremes.

  6. Keyframe animation • Based on traditional hand-drawn 2D keyframe animation method. • Animation is manually produced from scratch. • Examples: Pixar animations

  7. Motion capture animation • To produce a motion capture animation, the motion of a capture subject is recorded as 3D data and applied to a 3D model. • The animation is produced from the capture subject’s movement.

  8. Motion capture animation • Although no 3D data is involved in rotoscoping, motion capture technology is sometimes referred as “devil’s rotoscoping.” • Examples: Avatar (2009), How to Train Your Dragon 2 (2014)

  9. Procedural animation • To produce a procedural animation, the animator defines a procedure or a set of operations to be performed. • Each operation can generate or alter data that passes through it and can be conditionally or non-conditionally executed.

  10. Procedural animation • With some procedural methods (e.g., particle systems, rigid dynamics and flexible dynamics), the user specifies a set of rules, initial conditions and parameter values and runs simulations. • Physics-based animation is a subset of procedural animation

  11. Procedural animation • Procedural methods can be used in any part of production pipeline to produce geometries, textures, lights, rigs, animation, composites, sounds and other elements. • Examples: visual effects (e.g., smokes, steam, fire, clouds, dust and water) in live action films and 2D/3D animations.

  12. World space & object space • Scene is built with an arbitrary number of objects, lights and cameras in the world space, which is also called the world coordinate system or global coordinate system. • Each object is generated in its object space, which is also called an object coordinate system or local coordinate system.

  13. World space & object spacein Houdini • World space is called the scene level or object level. • Object space is called the geometry levelor SOP level.

  14. Houdini: Scene level and geometric container objects • Geometry container objects, cameras and lights define a scene in the scene level. • Geometry container object is often simply called “object.”

  15. Houdini: Geometry level and surface nodes • Surface nodes in the geometry level define the geometry inside the geometric container object. • Surface nodes are also called Surface Operators or SOPs.

  16. World space & object space • Object space and world space work together. • For instance, if the geometric center of an object is at the origin of its object space and if the object is placed at the origin of the world space, it will be centered at origin of the world space. • However, if the geometric center of an object is not centered at the origin of its object space, it will be off-centered in the world space even if it’s placed at the origin of the world space.

  17. Global transformation vs. local transformation • Transforming an object in the scene level is considered as global transformation animation. • Transforming a geometry in the geometry level is considered as local transformation or deformation.

  18. Order of transformation • Specifies in what order transformations are applied to an object. • Changing the order of transformation yield different results.

  19. Pivot • Transformation origin • Pivot is at the origin of local space by default • Pivot can be moved

  20. Week 1: Houdini stuff • Houdini contexts • Linking panes • Hotkey quick reference • Maya transition guide • File organization

  21. Houdini contexts Major parts of Houdini (contexts) and corresponding node networks: • /ch CHOP (channel operators) network • /img COP (composite operators) network • /obj Objects, cameras, and lights • /obj/geo SOP (surface operators) network • /out ROP (render outputs) • /part POP (particle operators) network • /shop SHOP (shader operators) network • /vex VOP (VEX operators) network

  22. Linking panes • If panes in Houdini desktop are linked by the same number, when you move to a different part of Houdini in one pane, all the other panes follow you. • If panes are not linked, a big confusion can happen.

  23. File organization and scripts • Scripts to create folders from inside Houdini work on Linex and Unix (OS X) machines and help you name folders and files in a systematic manner, i.e. help you organize your project. • Unfortunately these scripts do not work on Windows machines. • Working in the Linex/Unix environment is highly recommended but not required for this course. • No matter on which OS you are running Houdini, name folders and files systematically and organize them efficiently.

  24. Houdini reference & guide • Print out Hotkey quick reference and keep in your notebookso that you can look at it whenever you need it. • You may find Maya transition guideuseful to understand Houdini’s contexts if you are a Maya user.

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