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The document discusses the concept of in-betweens in animation, which are the frames between key frames necessary for smooth motion, with specific frame rates for different media. It also outlines general functions in computer animation packages, including object management, motion generation, and rendering techniques. Additionally, it covers raster animations, detailing methods for translating and rotating pixel blocks to create real-time animations in two and three dimensions.

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0% found this document useful (0 votes)
7 views1 page

PDF 2

The document discusses the concept of in-betweens in animation, which are the frames between key frames necessary for smooth motion, with specific frame rates for different media. It also outlines general functions in computer animation packages, including object management, motion generation, and rendering techniques. Additionally, it covers raster animations, detailing methods for translating and rotating pixel blocks to create real-time animations in two and three dimensions.

Uploaded by

Eslavathramdas
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© © All Rights Reserved
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In-betweens are the intermediate frames between the key frames. The number of in-betweens
needed is determined by the media to be used to display the animation. Film requires 24 frames per
second, and graphics terminals or television are refreshed at the rate of 30 to 60 frames per second.
Usually there are 3 to 5 in between frames between 2 key frames. To record 1 minute of animation
on film we need around 24X60 = 1440 frames which are aligned in sequence.
GENERAL COMPUTER-ANIMATION FUNCTIONS
Animation packages, such as Wavefront, for example, provide special functions for designingthe
animation and processing indiyidual obiects. One function available in animation packages is
provided to store and manage the obiect database, Object shapes and associated parameters are
stored and updated in the database. Other object functions include those for motion generation and
those for object rendering. Motions can be generated aCCording to specified constraints using two
dimensional or three-dimensional transformations. Standard functions sccanthen be applied to
identify visible surfaces and apply the rendering algorithms. Another typical function simulates
camera movements. Standard motions are zooming, panning, and tilting. Finally, given the
Specification for the key frames, the in-betweens can be automatically generated.
RASTER ANIMATIONS
Asimple method for translation in the xy plane is to transfer a rectangular block of pixel values from
one location to another.

Translating an object from screen positlon (a) to


position (b) by moving a rectangular block of pixel
Bmitsohe rortanlar htock to he modd Po
the destination reference position.

Two-dimensional rotations in multiples of 90" are also simple to perform, although we can rotate
rectangular blocks of pixels through arbitrary angles.
1: 11

(a

Rotating an array of pixel values. The original


array orientation is shown in (a), the array
orientation after a 90" counterclockwise rotation
is shown in (b), and the array orientation after a
180' rotation is shown in (c)
To rotate a block of pixels, we need to determine the percent of area coverage for those pixels that
Overlap the rotated block. Sequences of raster operations can be executed to produce real-time

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animation of either two-dimensional or three-dimensional objects, as long as we restrict the


animation to motions in the projection plane. Then no viewing or visible-surface algorithms need be
invoked. We can also animate objects along two-dimensional motion paths using the colour-table
transformations. Here we predefine the object at successive positions along the motion path, and
set the successive blocks of pixel values to colour-table entries.

Real time raster color-tahle


animaton

We set the pixels at the first position of the object to "on" values, and we set the pixels at the other
object positions to the background colour. The animation is then accomplished by changing the
e obiect is "on" +ho

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