high level motion authoring for articulated figures
DESCRIPTION
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 PresentationTRANSCRIPT
High Level Motion Authoring for Articulated Figures
Michael Wasserman & Michael Ilardi http://www.columbia.edu/~msw2103/cs4167/
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.
Demo
Using these simple commands:– takepose posename rootofpose– (Timeline editing)– takeplist plistname
Produce this animation:– (Play clips)
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
Whodunit?
Mike Wasserman Mike Ilardi
Timeline XXX
Setpose X
Takeplist X
Articulated Figure X X
Figure Skin X
Animation X X
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