There are two main methods for controlling animation: kinematics and dynamics. Kinematics deals with motion based on positions, velocities, and accelerations without regard to physical forces. Dynamics takes into account physical laws like forces and torques to calculate motion. Keyframe animation is a kinematic technique where positions are specified at key times to calculate movement between frames. Inverse kinematics moves child objects to user-specified positions, causing attached objects to follow. Dynamics can use forward or inverse methods - forward calculates motion from applied forces while inverse calculates required forces to produce specified motion.
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Kinematics and Dynamics
There are two main methods for controlling animation: kinematics and dynamics. Kinematics deals with motion based on positions, velocities, and accelerations without regard to physical forces. Dynamics takes into account physical laws like forces and torques to calculate motion. Keyframe animation is a kinematic technique where positions are specified at key times to calculate movement between frames. Inverse kinematics moves child objects to user-specified positions, causing attached objects to follow. Dynamics can use forward or inverse methods - forward calculates motion from applied forces while inverse calculates required forces to produce specified motion.
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Methods for Controlling Animation
Kinematics and Dynamics
Kinematics and Dynamics
Kinematics motion
Determined by positions, velocities,
accelerations
Dynamics physical laws that govern the
kinematics
Compute motion from initial condition and
physics Skeleton connected set of segments, corresponding to limbs, and !oints"
Direct Kinematics # $arametric Keyframe Animation
consists of specifying, for some key positions,
various angles for the !oints of the skeleton of a character
positions of particular parts of the model at a
specified time are calculated from the position and orientation of the ob!ect, together with any information on the !oints of an articulated model
Direct Kinematics # $arametric Keyframe Animation
So for e%ample if the ob!ect to be animated
is an arm with the shoulder remaining at a fi%ed location, the location of the tip of the thumb would be calculated from the angles of the shoulder, elbow, wrist, thumb and knuckle !oints
Direct Kinematics # $arametric Keyframe Animation
&his animation shows
animation produced by forward kinematics"
&he first frame is defined by rotation
angles ''(,(),(,*'+(,(),,-.,*'+(,(),,-. &he last frame is defined by rotation angles '' +(,/(),0(,*'1(,+(),,+-.,*'1(,+(),,+-.
2nverse Kinematics
&his techni3ue moves the child ob!ect to where
the animator wants it, causing the parent ob!ect and all other attached ob!ects to follow
2nverse Kinematics
&o make a skeleton sit down on a chair, for
e%ample, it is necessary to specify the relevant constraints on the feet, on the pelvis and on the hands"
Dynamics
takes forces and tor3ues directly into the
mechanics e3uation to calculate the spatial parameters of the articulated position, velocity and acceleration, and uses them to update the structure at each time step
Dynamics
4orward Dynamics &he movements are
calculated from the forces, such as, force 5 mass 6 acceleration"
2nverse Dynamics Constraints are applied
which specifies how ob!ects interact, for e%ample, they may be linked by a hinge !oint or a ball !oint, and from this the forces can be calculated
4or forward dynamics, the user specifies the on7off times of muscles and thenit computes the resulting motions of the body segments" 4or inverse dynamics, the user specifies the time histories of the !oint angles during some activity and then it calculates the tor3ues re3uired to generate that motion"