Chap 8 Animation
Chap 8 Animation
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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(x , y , t 0 0 0 )
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Linear transformation for transforming a
triangle into a quadrilateral.
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Forward Kinematic
Describes the positions of the body parts as a function of the joint
angles.
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.