Upload
vuthu
View
221
Download
1
Embed Size (px)
Citation preview
ANIMATION 3 :
CINEMATIQUE INVERSE
Rémi Ronfard, Animation, M2R IICAO
Plan du cours
Cours 1: Armatures (squelettes) et attachement a la surface du corps (skinning).
TP : programmation d’un rig dans Blender
Cours 2: Animation par keyframes + techniques d’interpolation
TP : animation par keyframes dans Blender
Cours 3: Cinématique inverse
TP : animation d’une marche dans Blender
Cours 4: Animation physique
TP: animation d’un ragdoll dans Blender
Cinématique inverse dans Blender
Cinématique directe dans Blender
Armatures
Actions
Cinématique inverse dans Blender
Contraintes, cibles (targets)
Controleurs
Structures de données
Calculs récursifs
Cinématique directe
Cinématique directe (suite)
Cinématique inverse
Cinématique inverse (suite)
Problématiques en cinématique inverse
Linéarisation des équations
Contraintes
Jacobiens
Relations et orientations
Transformations 3D
Exemples
Exemples (suite)
Méthode de la pseudo inverse
Objectifs secondaires
Application : cycles de marches
Application : cycles de marches (2)
Application : cycles de marches (3)
Application to motion capture (MOCAP)
With markers : each marker a 3D target Markers are reconstructed from multiple images
Correspondence and visibility problems
Solve for actor pose with IK under linear constraints
Without markers : use image features Point feature correspondences (3D)
Line feature correspondences (2D)
Solve for actor pose with IK under projective constraints
Application : cycles de marches (4)
Image targets and mocap from movies
3D Kinematics
2D Kinematics : Scaled Prismatic Models
Morris & Rehg: Singularity Analysis for
Articulated Object Tracking, CVPR 1998.
Résumé du cours
Pour aller plus loin…Learning to Move Autonomously in a Hostile World, Leslie Ikemoto, University of California at Berkeley.
http://www.animate-me.com/~leslie/papers/moveAutonomous.pdf
Quick Transitions with Cached Multi-way Blends, Leslie Ikemoto, University of California at Berkeley. http://www.animate-me.com/~leslie/papers/i3d2007.pdf
Ken Perlin’s Experiments on Procedural Animation, http://www.mrl.nyu.edu/~perlin/
Inverse Kinematics by Hugo Elias, http://freespace.virgin.net/hugo.elias/models/m_ik.htm
Inverse Kinematics – Improved Meathods by Hugo Elias, http://freespace.virgin.net/hugo.elias/models/m_ik2.htm
The Matrix and Quaternion FAQ, http://web.archive.org/web/20041029003853/http:/www.j3d.org/matrix_faq/matrfaq_latest.html#Q47
Physics Based Animation by Erleben, Sporring, Henriksen, Dohlmann.
Inverse Kinematics Using Jacobians, http://diegopark.googlepages.com/computergraphics
Motion Graphs by Lucas Kovar, University of Wisconsin Maddison. http://www.cs.wisc.edu/graphics/Papers/Gleicher/Mocap/mograph.pdf
Ressources et références
Inverse Kinematics for Humanoid Skeleton Tutorial by Jonathan Kreuzer.
http://www.3dkingdoms.com/ik.htm#ikappen
Planting Spores of Procedural Animation? by Dave Mark.
http://aigamedev.com/discussion/planting-the-spores-of-procedural-animation
The Crysis of Integrating Next-Gen Animations and AI, by Alex J. Champandard.
http://aigamedev.com/reviews/crysis-animation-integration
9 Tips for Creating Rich Behaviors on a Low Animation Budget, by Alex J. Champandard.
http://aigamedev.com/animation/budget-rich-behaviors
The Backbone of AI Behaviors: Movement and Animation, by Alex J. Champandard.
http://aigamedev.com/tutorials/backbone-behaviors-movement-animation
Behavior Trees for Next-Gen AI, by Alex J. Champandard (3 parts). http://aigamedev.com/videos/behavior-trees-part1
http://guerrillacg.org/home/3d-rigging/the-rotation-problem
http://www.guerrillacg.org/home/3d-rigging/euler-rotations-explained