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  • PRONOST NICOLAS's avatar
    Replace tp.zip · e0e06f9f
    PRONOST NICOLAS authored
    e0e06f9f
  • Alexandre MEYER's avatar
    Update _index.md · 88ec4ac6
    Alexandre MEYER authored
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  • Alexandre MEYER's avatar
    Update README.md · f27332b7
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    Update file README.md · e73f4e7d
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  • Alexandre MEYER's avatar
    Update 412 files · 4a76d829
    Alexandre MEYER authored
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    - /web/themes/ucax/LICENSE
    - /web/themes/ucax/theme.toml
    - /web/themes/paige/archetypes/default.md
    - /web/themes/paige/images/screenshot.png
    - /web/themes/paige/images/tn.png
    - /web/themes/paige/.github/workflows/pages.yml
    - /web/themes/paige/exampleSite/static/avatar.jpg
    - /web/themes/paige/exampleSite/static/cover.jpg
    - /web/themes/paige/layouts/_default/baseof.html
    - /web/themes/paige/layouts/_default/home.html
    - /web/themes/paige/layouts/_default/list.html
    - /web/themes/paige/layouts/_default/rss.xml
    - /web/themes/paige/layouts/_default/single.html
    - /web/themes/paige/layouts/_default/taxonomy.html
    - /web/themes/paige/layouts/_default/term.html
    - /web/themes/paige/layouts/partials/pagination.html
    - /web/themes/paige/layouts/404.html
    - /web/themes/paige/exampleSite/content/articles/_index.md
    - /web/themes/paige/exampleSite/content/articles/bluth-ipsum.md
    - /web/themes/paige/exampleSite/content/blog/_index.md
    - /web/themes/paige/exampleSite/content/blog/emoji-support.md
    - /web/themes/paige/exampleSite/content/blog/markdown-syntax.md
    - /web/themes/paige/exampleSite/content/blog/math-typesetting.md
    - /web/themes/paige/exampleSite/content/blog/placeholder-text.md
    - /web/themes/paige/exampleSite/content/blog/rich-content.md
    - /web/themes/paige/exampleSite/content/projects/_index.md
    - /web/themes/paige/exampleSite/content/LICENSE
    - /web/themes/paige/exampleSite/content/_index.md
    - /web/themes/paige/exampleSite/content/about.md
    - /web/themes/paige/exampleSite/config.yaml
    - /web/themes/paige/LICENSE
    - /web/themes/paige/README.md
    - /web/themes/paige/config.toml
    - /web/themes/paige/go.mod
    - /web/themes/paige/theme.toml
    - /web/content/personnage/_index.md
    - /web/content/personnage/tp.md
    - /web/content/partiea/tp.md
    - /web/content/partiea/_index.md
    - /web/config.toml
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# The Docker image that will be used to build your app
image: harbor.pagoda.os.univ-lyon1.fr/ecoquery-hugo/hugo:latest
pages:
script:
- hugo version
- cd web
- ls -la content
- hugo -v
- hugo list drafts
- mv public ../public
- ls -la ../public
- ls -la ../public/tags
# - ls -la ../public/page
- ls -la ../public/categories
- cat ../public/index.html
artifacts:
paths:
- public
only:
- main
# test:
# script:
# - pwd
# - cd web
# - hugo
# - mv public ../public
# - ls -la ..
# - ls -la ../public
# - chmod 755 ../public
# - chmod 644 ../public/index.html
# except:
# - main
# The Docker image that will be used to build your app
image: harbor.pagoda.os.univ-lyon1.fr/ecoquery-hugo/hugo:latest
pages:
script:
- hugo version
- cd web
- ls -la content
- hugo -v --gc
- hugo list drafts
- mv public ../public
- ls -la ../public
- ls -la ../public/tags
# - hugo --gc
# - ls -la ../public/page
# - ls -la ../public/categories
#- cat ../public/index.html
artifacts:
paths:
- public
only:
- main
# test:
# script:
# - pwd
# - cd web
# - hugo
# - mv public ../public
# - ls -la ..
# - ls -la ../public
# - chmod 755 ../public
# - chmod 644 ../public/index.html
# except:
# - main
# Site web et ressources de l'UE UE M1if37 Animation en synthèse d'image
# Pour créer un site web et ressources d'une UE avec Hugo
[La page de l'UE est ici](http://alexandre.meyer.pages.univ-lyon1.fr/m1if37-animation/)
[La page de l'UE est ici](http://alexandre.meyer.pages.univ-lyon1.fr/hugo-web-minimal/)
## Explication de la génération
Le site web est désormais fabriqué par ```Hugo``` (thème [congo](https://jpanther.github.io/congo/)). les sources se trouvent dans le répertoire ```web```.
Le site web est mis à jour par intégration continue (CI/CD) à chaque fois que vous faites un push (rien besoin d'autre, à part attendre quelques secondes). Le script d'intégration continue est ```.gitlab-ci.yml```. Pour voir le résultat du script de génération, [allez ici](https://forge.univ-lyon1.fr/Alexandre.Meyer/m1if37-animation/-/jobs) ou depuis l'interface dans CI/Jobs.
Le site web est désormais fabriqué par ```Hugo``` (thème [congo](https://jpanther.github.io/congo/)). les sources se trouvent dans le répertoire ```web```. Le site web est mis à jour par intégration continue (CI/CD) à chaque fois que vous faites un push (rien besoin d'autre, à part attendre quelques secondes). Le script d'intégration continue est ```.gitlab-ci.yml```. Pour voir le résultat du script de génération, depuis l'interface allez dans Buil/CI/Jobs.
Le fichier ```site/config.toml``` permet de configurer la génération du site. Mais noramlement il n'y a pas besoin d'y toucher.
* Les pages web sont générées à partir du répertoire ```web/content```.
* La page principale du site est ```web/content/_index.html```. Il faut bien laissé le ```_```, il indique qu'il y a des sous-répertoires
* ```web/content/controle``` pour la partie "Conrtôle d'animation". ```web/content/controle/index.md``` produit la page de cette partie.
* ```web/content/personnage``` pour la partie "Animation de personnage virtuel".
* ```web/static``` : les fichiers autres (pdf, images, sujets, etc.) sont à ranger dedans. Par exemple, il y a
* ```web/static/images``` pour les images du site;
* ```web/static/doc``` documents généraux de l'UE;
* ```web/static/doc_controle``` documents de la partie contrôle (NP);
* ```web/static/doc_charanim``` documents de la partie personnage (AM);
* Pour changer l'icone de la page web, il faut générer des icones avec un [flavicon générator](https://favicon.io/favicon-generator/), copier toutes les images dans le repertoire `static` et ajouter dans `config.toml` une ligne dans `param` avec `favicon = "favicon.ico"`.
## Si Fork
Par défaut, gitlab ajoute des '-' un peu partout, vous pouvez changer l'adresse web dans Settings/General/Advanced/Change path.
## Si problème de thème non utilisé
Dans deploy/page il ne faut pas cocher "Use unique domain"
## Tester le site en local
Pour tester vos mises à jour en local :
......@@ -32,5 +34,10 @@ Pour tester vos mises à jour en local :
Vous pouvez aussi essayer de contruire le site en static en faisant juste ```hugo``` : le site sera constuit dans le répertoire public.
Toutes les infos sont détaillées ici !
Pour convertir du DOKUWIKI en Markdown, on peut utiliser pandoc??? (todo) ou certains web en ligne.
\ No newline at end of file
## Des outils
* Pour convertir du DOKUWIKI en Markdown, on peut utiliser pandoc (ce n'est pas parfait)
* [Pandoc online](https://pandoc.org/try/)
* Changer taille d'une image `<img src="doc/chara.jpg" width="400" class="center">`
* Un pargraphe justifié `<p style="text-align:justify;">` blahblah `</p>`
baseURL = "http://alexandre.meyer.pages.univ-lyon1.fr/m1if37-animation/"
title = "M1if37 Animation en synthèse d'images"
#theme = "etch"
#theme = "ucax"
#theme = "paige"
#theme = "hugo-flex"
theme = "congo"
languageCode = "fr-FR"
enableInlineShortcodes = true
pygmentsCodeFences = true
pygmentsUseClasses = true
publishDir = "public"
# [author]
# name = "Alexandre Meyer"
# image = "img/author.jpg"
# headline = "M1if37"
# bio = ""
[params]
description = "Animation en synthèse d'images"
copyright = ""
dark = "auto"
highlight = true
mainSections = "personnage;controle;posts"
#color = "gray" # Any color in CSS syntax
#width = "52rem" # Any length in CSS syntax
colorScheme = "fire"
# footer= ""
# rss = ""
article.showDate = false
# [[footer]]
# name = "Privacy"
# url = "https://external-link"
# - name: Aboutaaa
# url: about/
# weight: 1
[menu]
[[menu.main]]
identifier = "Physique"
name = "Physique"
title = "Physique"
url = "https://perso.liris.cnrs.fr/fzara/Web/M1Animation.html"
weight = 1
[[menu.main]]
identifier = "Personnage"
name = "Personnage"
title = "Personnage"
url = "/personnage/"
weight = 2
[[menu.main]]
identifier = "Controle"
name = "Controle"
title = "Controle"
url = "/controle/"
weight = 3
[permalinks]
posts = "/:title/"
[markup.goldmark.renderer]
# Allow HTML in Markdown
unsafe = true
[markup.tableOfContents]
ordered = true
baseURL = "http://alexandre.meyer.pages.univ-lyon1.fr/hugo-web-minimal/"
title = "UE Bidule"
theme = "congo"
languageCode = "fr-FR"
enableInlineShortcodes = true
pygmentsCodeFences = true
pygmentsUseClasses = true
publishDir = "public"
[params]
description = "UE Bidule"
copyright = ""
dark = "auto"
highlight = true
mainSections = "personnage;controle;posts"
#color = "gray" # Any color in CSS syntax
#width = "52rem" # Any length in CSS syntax
colorScheme = "fire"
# footer= ""
# rss = ""
article.showDate = false
# [[footer]]
# name = "Privacy"
# url = "https://external-link"
# - name: Aboutaaa
# url: about/
# weight: 1
[menu]
[[menu.main]]
identifier = "PartieA"
name = "PartieA"
title = "PartieA"
url = "https://partiea.html"
weight = 1
[[menu.main]]
identifier = "PartieB"
name = "PartieB"
title = "PartieB"
url = "/partieb/"
weight = 2
[[menu.main]]
identifier = "PartieC"
name = "PartieC"
title = "PartieC"
url = "/partiec/"
weight = 3
[permalinks]
posts = "/:title/"
[markup.goldmark.renderer]
# Allow HTML in Markdown
unsafe = true
[markup.tableOfContents]
ordered = true
# Master 1 Informatique - UE M1if37 Animation en synthèse d'image (3 ECTS)
# UE Bidule
Responsables de l'enseignement : [Alexandre Meyer](
http://liris.cnrs.fr/alexandre.meyer), [Nicolas Pronost](
http://liris.cnrs.fr/nicolas.pronost) et [Florence Zara](
http://liris.cnrs.fr/florence.zara) - LIRIS, Université Lyon 1
Responsables de l'enseignement : [Pierre Quiroule](http://www.leweb.fr/Pierre)
Volume horaire : 10h30 CM, 19h30 TP
Volume horaire : x CM, y TP
![im_all.png](images/im_all.png)
## Objectif de l'UE
<p style="text-align:justify;">M1if37 est une UE optionnelle de la 1ère année du Master d'Informatique de l'Université Lyon 1. Les cours ont lieu au semestre 2 (printemps). L'objectif de l'UE est de donner les bases de l'animation en synthèse d'images. Nous aborderons les deux grandes familles de méthodes. L'animation basée sur des données, par exemple pour l'animation d'humain virtuel (données issues de capture de mouvement). Et l'animation basée sur un modèle physique pour la simulation de phénomènes naturels comme le mouvement de textiles ou de fluide. L'UE laissera une grande part à l'application pratique avec la réalisation de TPs en C++/OpenGL proposant d'animer par exemple des humains virtuels, des vêtements, des cordes, une surface d'eau, etc.</p>
<p style="text-align:justify;"> etc.</p>
[Les slides de la présentation des options sont ici.](doc/M1if37_PresOption.pdf)
[Les slides sont ici.](doc/fichier.pdf)
## Thématiques abordées
### Animation par modèles physiques (F. Zara) - 4h30 CM, 6h30 TP
* Concepts physiques (forces, lois de Newton)
* Méthodes d'intégration numérique
* [La page web de cette partie](https://perso.liris.cnrs.fr/fzara/Web/M1Animation.html)
### Theme A
### Animation de personnage (A. Meyer) - 4h30 CM, 6h30 TP
* Animation basée squelette
* Déformation de maillage (skinning)
* [La page web de cette partie](https://perso.liris.cnrs.fr/alexandre.meyer/public_html/www/doku.php?id=charanim_m1#master_1_informatique_-_ue_m1if37_animation_en_synthese_d_image)
### Contrôle de mouvement (Nicolas Pronost) - 1h30 CM, 6h30 TP
* Mouvement d'objets rigides articulés
* [La page web de cette partie](controle)
## Emploi du temps 2023
![documents/M1if37_edt.png](doc/M1if37_edt.png)
* Cours en salle TD10 Nautibus
* TP en salles TP11, TP12 Nautibus
## Modalités de contrôle des connaissances (MCC)
* **1 note de CCF** portant sur les 3 parties du cours : examen le mardi 21 juin, de 8h à 9h30, salle : ??, Nautibus
* **3 notes de TP** : TP F. Zara, TP A. Meyer, TP N. Pronost (code + rapport + démo ou vidéo)
* **Dates des évaluations** :
* Examen écrit : mercredi 24 mai 2023 8h-9h30
* Démo de TP : mercredi 24 mai 2023, de 9h45 à 12h
* Date limite de rendu des 3 archives : mercredi 24 mai 2023 12h
* **Modalité de rendu des TPs :** <p style="text-align:justify;">
* Une archive sera à déposer sur TOMUSS (dans les 3 colonnes correspondantes). Cette archive contiendra le code du TP + un rapport.
* Nous vous demandons également de mettre dans les 3 autres colonnes correspondantes de TOMUSS, l'URL pour accéder à une vidéo de votre projet, si vous ne faites pas de démo (car nous ne le compilerons pas forcément, donc il faut montrer tout votre travail).</p>
### Theme B
# Master 1 Informatique - UE M1if37 Animation en synthèse d'image (3 ECTS)
## Contrôle de mouvement
Télécharger [les transparents du cours](../doc_controle/M1IF37_CM_CONTROLEUR.pdf)
Télécharger [l'énoncé du TP](../doc_controle/M1IF37_TP_CONTROLEUR.pdf)
Accéder [aux ressources pour le TP](../doc_controle/tp.zip)
Télécharger [le modèle pour le rapport](../doc_controle/M1IF37_TP_CONTROLEUR-modele_rapport.docx)
\ No newline at end of file
---
title: ""
description: "Partie Animation de personnage"
---
# Partie Animation de personnage
* Alexandre Meyer
* 4h30 CM, 6h30 TP
* [L'ancienne page de cette partie](https://perso.liris.cnrs.fr/alexandre.meyer/public_html/www/doku.php?id=charanim_m1#master_1_informatique_-_ue_m1if37_animation_en_synthese_d_image)
![](../doc_charanim/charanim_tpose.jpg)
## Cours
* [Systèmes articulés : cinématique directe](https://perso.liris.cnrs.fr/alexandre.meyer/teaching/master_charanim/aPDF_COURS_M1/M1_1_SkeletonBasedAnimation.pdf)
* [Edition d'animations, Graphe d'animations](https://perso.liris.cnrs.fr/alexandre.meyer/teaching/master_charanim/aPDF_COURS_M1/M1_2_MotionControlAndEditing.pdf)
* [Capture de mouvements](https://perso.liris.cnrs.fr/alexandre.meyer/teaching/master_charanim/aPDF_COURS_M1/M1_3_MotionCapture.pdf)
## Les vidéos des 3 CM (2020)
[Les vidéos](video)
## Le TP
* [TP animation de personnage virtuel](tp)
* [[master_charanim_code|Le code initial]]
#### Rendu
Les archives sont à rendre sur TOMUSS
* TP Animation de personnage virtuel
* vous devez rendre une archive avec un readme.txt ou readme.md expliquant ce que vous avez fait et comment lancer le programme
* une VIDEO de DEMO ou une démo en LIVE
* Barème "Personnage"
* (5 points) TP 1ère partie : affichage d'une animation BVH
* (3 points) Contrôleur d'animation : la base (pilotage au clavier d'un déplacement)
* Machine à état (4 points maximum)
* basique : pour une machine à état de base avec 4 animations : iddle, marcher, courir, sauter ou kick
* avancé : une machine à état plus complète avec de nombreuses animations (une dizaine) : voir celles du répertoire motionGraph_second_life, etc.
* Motion Graphe (6 points max)
* basique : transition vers un autre animation en cherchant à la volée une transition compatible
* avancé : un motion graph construit automatiquement en pré-calcul (voir la fin de l'énoncé qui pointe vers un complément de sujet).
* (3 points) Interpolation entre 2 frames, à utilise pour les transitions ou pour une bonne gestion du temps
* (1 points) Collision entre personnage et sphères (voir le code PhysicalWorld)
* (1 points) bonus de qualité/cohérence de la scène
* Le total fait plus que 20 car les points FSM/graphe d'animation sont à comprendre avec un OU : la machine à état rapporte moins de points, car bien moins difficile.
---
title: ""
description: "Partie Animation de personnage"
---
# Partie Animation de personnage
* Alexandre Meyer
* 4h30 CM, 6h30 TP
* [L'ancienne page de cette partie](https://perso.liris.cnrs.fr/alexandre.meyer/public_html/www/doku.php?id=charanim_m1#master_1_informatique_-_ue_m1if37_animation_en_synthese_d_image)
![](../doc_charanim/charanim_tpose.jpg)
## Cours
* [Systèmes articulés : cinématique directe](https://perso.liris.cnrs.fr/alexandre.meyer/teaching/master_charanim/aPDF_COURS_M1/M1_1_SkeletonBasedAnimation.pdf)
* [Edition d'animations, Graphe d'animations](https://perso.liris.cnrs.fr/alexandre.meyer/teaching/master_charanim/aPDF_COURS_M1/M1_2_MotionControlAndEditing.pdf)
* [Capture de mouvements](https://perso.liris.cnrs.fr/alexandre.meyer/teaching/master_charanim/aPDF_COURS_M1/M1_3_MotionCapture.pdf)
## Les vidéos des 3 CM (2020)
[Les vidéos](video)
## Le TP
* [TP animation de personnage virtuel](tp)
* [[master_charanim_code|Le code initial]]
#### Rendu
Les archives sont à rendre sur TOMUSS
* TP Animation de personnage virtuel
* vous devez rendre une archive avec un readme.txt ou readme.md expliquant ce que vous avez fait et comment lancer le programme
* une VIDEO de DEMO ou une démo en LIVE
* Barème "Personnage"
* (5 points) TP 1ère partie : affichage d'une animation BVH
* (3 points) Contrôleur d'animation : la base (pilotage au clavier d'un déplacement)
* Machine à état (4 points maximum)
* basique : pour une machine à état de base avec 4 animations : iddle, marcher, courir, sauter ou kick
* avancé : une machine à état plus complète avec de nombreuses animations (une dizaine) : voir celles du répertoire motionGraph_second_life, etc.
* Motion Graphe (6 points max)
* basique : transition vers un autre animation en cherchant à la volée une transition compatible
* avancé : un motion graph construit automatiquement en pré-calcul (voir la fin de l'énoncé qui pointe vers un complément de sujet).
* (3 points) Interpolation entre 2 frames, à utilise pour les transitions ou pour une bonne gestion du temps
* (1 points) Collision entre personnage et sphères (voir le code PhysicalWorld)
* (1 points) bonus de qualité/cohérence de la scène
* Le total fait plus que 20 car les points FSM/graphe d'animation sont à comprendre avec un OU : la machine à état rapporte moins de points, car bien moins difficile.
# CM Animation de personnages virtuels (Master 1ère année)
* CM = Cours Magistral
* Vous pouvez très facilement faire une pause au moment des
exercices, revenir en arrière et/ou accélérer la vitesse de la vidéo
depuis les options de YouTube (x 1.50 ou plus vite)
## CM1 : Animation basée squelette
Il y a 3 vidéos pour le CM1 :
* L'introduction
* Un exercice d'affichage de squelette animé très simple
* Afficage récursif d'un squelette à partir de la structure de données, présentation du format BVH, prise en main du code du TP
#### CM1.a Introduction
<iframe width="560" height="315" src="//www.youtube.com/embed/TNSesEPrAn0 " frameborder="0" allowfullscreen></iframe>
#### CM1.b Exercice
<iframe width="560" height="315" src="//www.youtube.com/embed/1Js-9r28T-c" frameborder="0" allowfullscreen></iframe>
#### CM1.c Arbre/Squelette, Affichage récursif et BVH
<iframe width="560" height="315" src="//www.youtube.com/embed/1Y8VE9WrSfw" frameborder="0" allowfullscreen></iframe>
## CM2 : Edition d\'animations et Contrôle d\'un Personnage Virtuel
<iframe width="560" height="315" src="//www.youtube.com/embed/DfsH9bIIisA" frameborder="0" allowfullscreen></iframe>
## CM3 : Animation et Capture de Mouvements
<iframe width="560" height="315" src="//www.youtube.com/embed/7t98WLxikOo" frameborder="0" allowfullscreen></iframe>
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<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="Box2D" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug">
<Option output="../lib/linux/Box2D_d" prefix_auto="1" extension_auto="1" />
<Option working_dir="" />
<Option object_output="obj/Debug/" />
<Option type="2" />
<Option compiler="gcc" />
<Option createDefFile="1" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
</Compiler>
</Target>
<Target title="Release">
<Option output="../lib/linux/Box2D" prefix_auto="1" extension_auto="1" />
<Option working_dir="" />
<Option object_output="obj/Release/" />
<Option type="2" />
<Option compiler="gcc" />
<Option createDefFile="1" />
<Compiler>
<Add option="-Wall" />
<Add option="-O2" />
</Compiler>
<Linker>
<Add option="-s" />
</Linker>
</Target>
</Build>
<Compiler>
<Add option="-std=c++11" />
<Add directory="../src" />
</Compiler>
<Unit filename="../src/Box2D/Box2D.h" />
<Unit filename="../src/Box2D/Collision/Shapes/b2ChainShape.cpp" />
<Unit filename="../src/Box2D/Collision/Shapes/b2ChainShape.h" />
<Unit filename="../src/Box2D/Collision/Shapes/b2CircleShape.cpp" />
<Unit filename="../src/Box2D/Collision/Shapes/b2CircleShape.h" />
<Unit filename="../src/Box2D/Collision/Shapes/b2EdgeShape.cpp" />
<Unit filename="../src/Box2D/Collision/Shapes/b2EdgeShape.h" />
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