high level motion authoring for articulated figures

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High Level Motion Authoring for Articulated Figures Michael Wasserman & Michael Ilardi http://www.columbia.edu/~msw2103/ cs4167/

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High Level Motion Authoring for Articulated Figures. http://www.columbia.edu/~msw2103/cs4167/. Michael Wasserman & Michael Ilardi. Concept. What if you could just tell your articulated figure to walk or wave its hand? - PowerPoint PPT Presentation

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Page 1: High Level Motion Authoring for Articulated Figures

High Level Motion Authoring for Articulated Figures

Michael Wasserman & Michael Ilardi http://www.columbia.edu/~msw2103/cs4167/

Page 2: High Level Motion Authoring for Articulated Figures

Concept

What if you could just tell your articulated figure to walk or wave its hand?

Using a timeline interface, an artist could “paint” animations onto an articulated figure.

Using Maya this could be rendered as a 3D animation for some given hierarchical bone structure.

Page 3: High Level Motion Authoring for Articulated Figures

Demo

Using these simple commands:– takepose posename rootofpose– (Timeline editing)– takeplist plistname

Produce this animation:– (Play clips)

Page 4: High Level Motion Authoring for Articulated Figures

Tools

Maya – Professional level modeling and animation software MEL – Maya’s Embedded (scripting) Language Maya API – Application Programming Interface (C++, plug-ins) Our tools

– Skeleton and Skin – Gimbal rotations, root translations, and subd.– Setpose – A plug-in used to record information about the state of

the articulated figure to a .pose file– Timeline – Graphical interface for creating .plist and .anim files

from .pose and .anim files (hierarchical, open, manipulate, save, export)

– Takeplist – A plug-in to apply a .plist scene to the articulated figure

Page 5: High Level Motion Authoring for Articulated Figures

Whodunit?

Mike Wasserman Mike Ilardi

Timeline XXX

Setpose X

Takeplist X

Articulated Figure X X

Figure Skin X

Animation X X

Page 6: High Level Motion Authoring for Articulated Figures

Conclusion

Both of us realized that tackling the intricacies of Maya’s scripting language, API, and the plethora of data structures required to administrate an animation (and give it a graphic interface) was a much larger project than originally thought.

As such, we were compelled to use Maya’s internal interpolation algorithms, not our own.

IK vs. FK tradeoffs