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Animation

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Animation

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Computer Animation

Lecture No-01
Computer Animation
Computer animation is the art of creating moving
image via the use of computers.

Some of the typical computer generated


animations are:
1.Entertainment(Motion, picture, cartoons)
2.Advertising
3.Engg.& scientific research.
4.Training & education etc.
Computer animation
Computer animation can be generated by

1) Changing camera parameter ,such as position, orientation,


focal length etc.

2) We can also produce the computer animation by changing


the lighting effect or other parameter and procedure
associated with illumination & rendering.

3) By changing the object position with translation or rotation.


Devices which produces animation are: Film/movie
projector, CRT monitor , Video camera/recorder.
Design of animation sequence
In general animation sequences are designed as
follows
1.Storyboard layout:
It consist an outline of the action. It defines the
motions sequence as a set of basic events that are
to be taken place. Depending on the type of
animation to be produced, the storyboard could
consist of a set of rough sketch or it could be a list
of basic idea of motion.
Design of animation sequence
2.An object definition:

Object definition is given to each participant, object can be


defined in terms of basic shapes such as polygon, spline
etc . In addition the associated movement for each object
are specified along with the shape.

3) Key frames:
A key frame is detailed drawing of the scene at a certain
time in the animation sequence.
Within each key frame, each object is positioned according
to the time for that frame.
Design sequence…
4) In between:
In betweens are the intermediate frames between the key
frames .The number of in between needed is determined by
the media to be used to display the animation.

e.g: Film require 24 frames /sec,


graphics terminal require 30-60 frame/sec.
So for 1 minute film sequences we would need
24 * 60 = 1440 frame.
So with five in between for each pair of key frame we would
need 288 key frames.

5) Pencil Test: With key frames and in between a trial film is


made which is called the pencil test.
Morphing
• Transformation of the object shape from one form to another is called
morphing. Morphing methods can be applied to any motion or transition
involving a change in shape.

• Given two key frames for an object transformation, we first adjust the
object specification in one of the frames so that the number of polygon
edges (or the number of vertices) is the same for the two frames.

• A straight-line segment in key frame k is transformed into two line


segments in key frame k +1.

• Since key frame k + 1 has an extra vertex, we add an extra vertex


between vertices 1 and 2 in key frame k to balance the number of
vertices (or edges) in the two key frames.
We can either equalize the edge count or the vertex
count in the two frame
1) Equalizing Edge Count: Lk & Lk+1 denote the no. of
line segment in two consecutive frames, we can then
define
Lmax = max(Lk, Lk+1), Lmin = min(Lk,Lk+1)
Ne= Lmax mod Lmin, Ns = int(Lmax/ Lmin)
a) Dividing Ne edges of keyframe(min) into Ns+1
sections
b) Dividing the remaining lines of keframe (min) into Ns
sections.
2. Equalizing the vertex count: Take the parameter Vk &
Vk+1 to denote the number of vertices in two
consecutive frames. In this case we define

Vmax= (max(Vk, Vk+1), Vmin= min(Vk, Vk+1)


Ns= (Vmax-1) mod(Vmin-1)
Np = int( Vmax-1/ Vmin-1)

a. Adding Np points to Ns line section of key frame(min)


b. Adding Np-1 points to remaining edges of key
frame(min)
Computer Animation functions
Mainly three functions are used
1.This function is available with the animation packages is provide to
store and manage the object database. Actually objects shape and
associated parameters are stored and manipulated in the database.

2. Second function is used for motion generation. Motion can be


generated according to the specified constraints using the 2D & 3D
transformations.

3. The third function simulate the camera movements. Standard


motions are zooming, tilting etc..
Computer Animation Languages
• A general purpose languages such as C, Pascal,
LISP ,or Fortran is used to program the animation
functions.

• Generally an animation functions includes:


a graphics editor,
a key frame generator,
an in between generator and
standard graphics routines.
Language
1) Key frame system:
It is specialized languages designed simply to generate
the in betweens from the user specified key frames.

2) Parameterized System:
It allows the object motion characteristic to be specified
as part of the object definition. The adjustable parameter
control such object characteristics as degree of freedom,
motion limitation and allowable shape change.

3)Scripting System:
It allows object specification and animation sequences to
be defined with a user input script.
Motion specification
There are several ways in which motion of objects
can be specified in an animation system
1) Direct motion specification:
It is the most straightforward method for defining a
motion sequence. Here we explicitly give the
rotation angle and translation vectors.Then the
geometric transformation matrices are applied to
the co-ordinates. Alternatively, we can use an
approximating equation to specify certain kind of
motion.
Motion specification
Motion specification
2) Goal directed System:
This system are referred as goal directed
because they determine the specific
motion parameter from the given goal of
the animation.
e.g: We want to an object to “walk” or “run”or
we can specify that it should”pick” certain
object.
Motion Specification
3) Kinematics & Dynamics:
Kinematics: In this we specify the animation by giving
motion parameter (Position, velocity, and
accelearation) without referring the forces which
causes the motion.

Dynamics: On the other hand dynamic description


require the specification of the force that produce
the velocity & acceleration.

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