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Creating Animation

The document outlines various techniques used in animation creation, including interpolation methods such as linear and spline interpolation, as well as ease-in and ease-out effects. It also discusses parametric-curve editing, hierarchical animation for complex models, inverse kinematics for motion calculations, motion paths for object movement, and shape changes for deforming objects. Each technique is accompanied by diagrams to illustrate the concepts effectively.

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0% found this document useful (0 votes)
2 views

Creating Animation

The document outlines various techniques used in animation creation, including interpolation methods such as linear and spline interpolation, as well as ease-in and ease-out effects. It also discusses parametric-curve editing, hierarchical animation for complex models, inverse kinematics for motion calculations, motion paths for object movement, and shape changes for deforming objects. Each technique is accompanied by diagrams to illustrate the concepts effectively.

Uploaded by

GR R
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Creating Animation

1. Interpolation
A key frame based software system creates the in-between frames of an animation by interpolating the
transformation values from one key frame to the next.
1.1. Linear Interpolation
In the following diagram an object is 19 m away from the observer at keyframe 1 (Kf1) and 0m from the
observer at key frame 60 (Kf60). The software then computes the values of the parameters from frame
2 to frame 59 by interpolation. The simplest kind of interpolation is called linear Interpolation.
Diagram:

1.2. Spline Interpolation


If the requirement of an object moves smoothly through arious positions without any abrupt changes,
then the solution is the spline interpolation. The curve of an object translates smoothly from one point
to another over the entire length of the sixty frame animation.
Diagram:

1.3. Ease-in and Ease-out


In animation, user often wants some change to begin slowly and then increase in speed. Such
changes are known as ease-in. The opposite of an ease-in is an ease-out, in which the value changes
very quickly at first and then more slowly towards the end of the frame range.
Diagram:

2. Parametric-curve Editing
The concept of this graphical approach is that any changes made to the graph of some
parameter causes a corresponding changes in the animation. It is also possible to push or pull a
control point horizontally in the direction of time. In parametric-curve editing systems, it is normally
possible to edit a curve in all the same ways that user might edit a curve for modeling purposes.
Diagram:

3. Hierarchical animation
Many models are more complex than a simple object. These models consist of several parts
which a user need to organize into a hierarchical structure in order to gain more control over the
transformations apply to different elements of the model.
Consider a graphical object representing a table with five members. When rotating the table by
a specific angle each of the members rotate about its own local origin. The result is not what is
desired. The same thing happens if each element is scaled about its individual local origin. To
produce the desired result all the parts of the table must transform about a single origin. The
solution is to organize the model into a hierarchical structure. The whole table is at the top level of
the structure and the separate elements are at the lower levels.
Diagram:

4. Inverse Kinematics
Consider the simple arm model in one position and think about moving that model to another
position. Kinematics refers to the mechanical study of motion while ‘inverse’ refers to the fact that
the flow of transformations within the hierarchical model is calculated in the opposite direction to
the normal calculations. The calculation of the transformations travels upwards through the
hierarchy. The standard downward propagation of transformations is referred to as forward
kinematics to emphasize this difference.
Diagram:
5. Motion Paths
The concept of motion paths allows the user to define a path that an object moves along. The
path is drawn using the standard curve drawing techniques. This path is called motion path,
represents the path along which the object will move. The animator indicates the object that should
move along the path and specifies the number of frames over which the motion should take place.
In the given example the motion begins at frame 1 and ending at frame 100.
Diagram:

6. Shape changes
Most #D animation systems provide some way of reforming or deforming the shape of the
surface of an object. In animating, user determine the positions of the points that define the
surface, save the positions of these points as a keyframe, reposition the points, save a new
keyframe and then ask the computer to interpolate the values between the two keyframes. The
interpolated positions of the points yield the in-between shapes of the object.
Diagram:

Animation Software

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