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Chap 8 Animation

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0% found this document useful (0 votes)
16 views

Chap 8 Animation

Uploaded by

awsd
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Prepared by: Ms Shaheena Noor


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 Time sequence of visual changes in a scene.

 Animation has historically been produced in 2


ways.
 First, by artist creating a succession of cartoon frames,
which are then combine into a film

 Second, by using physical model, E.g King Kong, which


are positioned, image is recorded, then the model is
moved, the next image is recorded, and this process is
continued
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 It can be produced by using rendering


machine to produce successive frames
wherein some aspect of the image is varied.

 Simple Animation, this might be just moving


the camera or the relative motion of rigid
bodies in the scene
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 It is used in Visualization to show the time


dependent behavior of complex systems

 A major part of animation is motion control (level


of abstraction).
 A low level system requires the animator to precisely
specify each detail of motion control techniques
 A high level system would allow them to use more
general or abstract methods
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 Scripting Systems
 Procedural Animation
 Representational Animation
 Stochastic Animation
 Behavior animation
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 Scripting Systems
 Earliest type of motion control system.
 The animator writes a script in the animation language.
 Thus, the user must learn this language and the system is not
interactive.

 Procedural Animation
 describes the motion algorithmically
 express animation as a function of small number of parameters
 Procedures that use laws of physics or animated generated
methods
 E.g. throwing a ball which hits another object and causes the
second object to move
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 Representational Animation
 This allow an object to change its shape during the animation

 Stochastic Animation
 Used to control groups of objects
 E.g. fireworks, fire, water falls etc

 Behavior Animation
 Objects or actors are given rules about how they react to their
movements
 E.g. schools of fish/birds where each individual behaves according
to a set of rules defined by the animator
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 Key-framing
 Describe motion of objects as a function of time from a
set of key object positions.
 In short, compute the inbetween frames.
 Key-frame systems were developed by classical animator such as
Walt Disney.
 Keyframe Interpolation
 The interpolation method that a keyframe is set to
determines how settings are animated from one
keyframe to the next.
 There are three possible types of interpolation:
 Smooth  more realistic
 Linear  constant rate of change from 1 keyframe to the other
 Constant  static, no change in animation
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 Transformation of object shape from 1 form


to another is Morphing.
 Given the 2 key-frames for an object
transformation,
 we first adjust the object specification
 So that the number of polygon edges (or number of
vertices) is the same for the two frames
 E.g. A straight line segment in key-frame k is
transformed into 2 line segments in key-frame k+1
 Since k+1 has an extra vertex, we add a vertex b/w
vertices 1 & 2 (to balance the number of vertices)

 Simple problem: linear interpolation between first


(x , y , t )
two points assuming
2 2 2

(x , y , t 0 0 0 )

 x(t) = xo(1-t) + x1t


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(x 1 , y 1 , t 1 )
 Linear interpolation for transforming a line
segment in key-frame k into 2 connected line
segments in key-frame k+1

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 Linear transformation for transforming a
triangle into a quadrilateral.

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 Describes the positions of the body parts as


a function of the joint angles.
 Posing a character
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 The characters in a game have skeletons.


 Similar to our own skeleton, this is a hidden series of
objects that connect with and move in relation to
each other.
 Using a technique called parenting, a target object
(the child) is assigned to another object (the
parent).
 Every time the parent object moves, the child object
will follow according to the attributes assigned to it.
 A complete hierarchy can be created with objects
that have children and parents. Here's an example
for a human character:
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 The closeup shows the skeleton's arm.


 The finger objects are children to the hand object,
which in turn is a child to the forearm object
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 Forward Kinematic
 Describes the positions of the body parts as a function of the joint
angles.

knee wrist arm

 Inverse Kinematic
 common use is making sure that game characters connect
physically to the world,
 E.g. such as feet landing firmly on top of terrain.

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