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SKM 4200 Computer Animation. Chapter 4: Animation (3D Computer Animation – Part 2). Deformation Tool. Important tool for modeling A great way to mold your object without having to change the form of each polygon
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SKM 4200Computer Animation Chapter 4: Animation (3D Computer Animation – Part 2)
Deformation Tool • Important tool for modeling • A great way to mold your object without having to change the form of each polygon • Used to facilitate tasks such as making facial expressions (opening a mouth wide for the dentist to drill) • Also useful for simpler tasks such as wilting flowers or a bouncing ball which flattens when it hits the ground http://george-vogiatzis.org/
Deformation Tool • Deforming tools basically move large numbers of vertices in specific ways to change the shape of a model • Different applications might use different terms • a deforming tool might be called a modifier • The principles remains the same • Soft Selection was covered in the earlier chapters, and can be considered as a deforming method http://bmcsketch-a-day.blogspot.com/2010/05/soft-selection-lymphocyte.html
Deformation Tool • Morph Targets • Basically, you crate multiple key forms (or targets) • Then, you use tools (such as the Morphermodifier in 3dsMax) to morph between these key forms • Normally, animators will create an original form (e.g. a neutral face, with the mouth shut) • Then, this form is copied and modified accordingly forming a morph target • Note however that morphing between targets is best done when all the forms have the same number of vertices • A slider control is provided in most morphing modifier, allowing animators to control the level deformation • Examples on Youtube • http://www.youtube.com/watch?v=ZA8EDWoG-ug&feature=related • http://www.youtube.com/watch?v=j0nJ-JotIqk (part-1) • http://www.youtube.com/watch?v=MMHfDujrGwo (part-2)
Deformation Tool • Example of morph targeting (the last two youtube video examples) Part-1 Part-2
Deformation Tool Examples of morph targets… you can have as many as necessary http://img12.photobucket.com/albums/v31/4gatchaman/digipics/kormorph01sm.jpg http://texjaggermonsterhunter.blogspot.com/2011/02/heres-some-sample-morph-targets.html
Deformation Tool • Curve deformers • Used to bend a model (or part of it) • Based on a curve of the animator’s choice • Moving the curve will move the model/mesh
Deformation Tool • Lattice • Used to deform whole surfaces • This means that the shape of the lattice effects the shape of the model • The good thing about lattices is that you models can be evenly deformed, and the process can be repeated similarly without having to play around with the model/mesh itself
Deformation Tool • Specialized Deformers • Many applications provide ready to use deformers • Bend • Flare • Twist • Flex (like how you flex your biceps) • Bulge • Warp • Narrow • Etc. Original model ---------------------------Deformed---------------------------
Deformation Tool • Soft Bodies • Used as the basis for flexible object deformation • Is basically a mesh, separate from the model • The soft body basically copies the vertices from the model and these are replaced by particles • Particles are interconnected virtual points within a mesh, that react to simulated forces or even collisions (with other objects) • Particles are therefore suitable for hair that might collide with clothing or even with the model owning the hair • Particles are sort of similar to lattices, only that they are dynamic in nature (controlled by laws of physics). This makes the more realistic than manual keyframe animation • Note that its best to create a soft body deformed, based on the model, by using low polygon meshes • This can make calculations easier and can prevent your computer from hanging!!! • Also note that sometimes, you need to add constraints to avoid unnatural movements (morphs)
Deformation Tool Example: The Blob -- http://www.youtube.com/watch?v=Rz1dGRjA6Zc&feature=related
Deformation Tool • Skeletons and Muscles • The skeleton rig is responsible to move models • Each point on the mesh surface is attached to the skeleton rig • When the rig moves, the point moves Hence the model moves!!! • Muscles are simulated • They are normally special lattice deformers being moved by the skeleton • Makes organic movement realistic
Deformation Tool • Rigid Bodies • Some models or surfaces need to retain their shapes during animation • Examples of objects are such as cars, robots, knives, swords and a piece of hard wood • The shape remains the same, regardless of whether the rigid body is composed of multiple parts (e.g. a robot)