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Prepared by: Engr . Syed Atir IftikharIntroduction to Computer Animation
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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
continuedComputer Animation
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> Simple Animation, this might be just moving the
camera or the relative motion of rigid bodies in the
scene
> Itis used in Visualization to show the time
dependent behavior of complex systems
> A major part of animation is motion control (level of
abstraction).
> Alow level system requires the animator to precisely specify each
detail of motion control techniques
> Ahigh level system would allow them to use more general or
abstract methodsTypes of Animation System
SS
> Scripting Systems
> Procedural Animation
> Representational Animation
> Stochastic Animation
> Behavior animationTypes of Animation System
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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 moveTypes of Animation System
Nee
> 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 aset of rules defined by the animatorLow Level Motion Control
> Describe motion of objects as a function of time from a
set of key object positions.
> In short, compute the in-between 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 ae in animationKey Framing Systems - Morphing
LS
> 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 framesMorphing
> 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)
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> Simple problem: linear interpolation between first
two points assuming “a (Xo Vote)
> x(t) =x,(1-t) + x,t
Can)Kinematics
AS
> It describes the motion of points, bodies
(objects) and systems of bodies (groups of
objects) without consideration of the causes
of motionKinematics
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>» Forward Kinematic
> Describes the positions of the body parts as a function of the joint angles.
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knee wrist = arm
» Inverse Kinematic
> common use is making sure that game characters connect physically to the
world,
» E.g. suchas feet landing firmly on top of terrain.>
>
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Skeleton Hierarchy
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:Skeleton Hierarchy
> 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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