Animation-notes
Animation-notes
MODULE 5
Computer Animation
Computer animation is a visual digital display technology that processes
the moving images on screen. In simple words, it can be put or defined as
the art or power of giving life, energy and emotions etc. to any non-living
or inanimate object via computers.
Computer animation is the processed used for generating animated images
using computer graphics.
Animators are the artists who specialize in the creation of animation.
It can be presented in form of any video or movie.
Computer animation has the ability to make any dead image alive.
The key/main concept behind computer animation is to play the defined
images at a faster rate to fool the viewer so that the viewer should interpret
those images as a continuous motion of images.
Computer Animation is a sub-part or say small part of computer graphics and
animation. Nowadays, animation can be seen in many area around us. It is
used in a lot of movies, films and games, education, e-commerce, computer
art, training etc. It is a big part of entertainment area as most of the sets and
background is all build up through VFX and animation.
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Methods/Techniques:
2. Procedural:
In Procedural method, set of rules are used to animate the objects. Animator
defines or specify the initial rules and procedure to process and later runs
simulations.Many of the times rules or procedure are based on real world.s
physical rule which are shown by mathematical equations.
3. Behavioral:
According to this method/technique, to a certain extent the character or object
specifies/determines it?s own actions which helps / allows the character to
improve later, and in turn, it frees the animator in determining each and every
details of the character?s motion.
4. Key Framing:
A key frame in computer animation is a frame where we define changes in an
animation. According to key framing, a storyboard requirement is must as the
animator/artist draws the major frames (frames in which major/important
changes can be made later) of animation from it. In key framing, character?s or
object?s key position are the must and need to be defined by the animator,
because the missing frames are filled in those key position via computer
automatically.
5. Motion Capture:
This method of animation uses the live action/motion footage of a living human
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character which is recorded to the computer via video cameras and markers and
later, that action or motion is used/applied to animate the character which gives
the real feel to the viewers as if the real human character has been animated.
Motion Capture is quite famous among the animators because of the fact that
the human action or motion can be captured with relative ease.
6. Dynamics:
In this method, simulations are used in order to produce a quite different
sequence while maintaining the physical reality. Physics?s laws are used in
simulations to create the motion of pictures/characters. High level of
interactivity can be achieved in this method, via the use of real-time
simulations, where a real person performs the action or motions of a simulated
character.
Design Of Animation Sequences
Generally there are 4 steps in designing an animation sequence :
1.Storyboard Layout
2.Object definition
3.Key frames specification
4.Generation of in between frames
1.Storyboard Layout
2.Object definition
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Raster Animations
Raster Images
• Images generated on Raster Scan Display Devices.
• These images are formed by illumination of spots called pixels.
• Each pixels contain information about each colour,position and its
brightness
• Thus, raster images are collection of large number of pixels.
• These pixels are stored in bitmap of the image in the system memory which
is then viewed by the video controller.
Raster Animations
• Animation frames made up of pixels ratherthan scalable components are
referred as raster animation.
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• The graphics editor allows designing and modifying object shapes, using
spline surfaces, constructive solid geometry methods or other representation
schemes
1.Animation description
b. Action specification :- It involves the layout of motion paths for the objects and
camera.
2. Keyframe systems
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3. Parameterized systems
4. Scripting systems
Keyframe Systems
• Each set of in-betweens are generated from the specification of two
keyframes.
• For complex scenes, we can separate the frames into individual components
or objects called cells, an acronym from cartoon animation.
• A keyframe is a frame where we define changes in animation. Every frame
is a keyframe when we create frame by frame animation. When someone
creates a 3D animation on a computer, they usually don?t specify the exact
position of any given object on every single frame. They create keyframes.
• Keyframes are important frames during which an object changes its size,
direction, shape or other properties. The computer then figures out all the in-
between frames and saves an extreme amount of time for the animator. The
following illustrations depict the frames drawn by user and the frames
generated by computer.
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Morphing
• Morphing is an animation function which is used to transform object shape
from one form to another is called Morphing.
• Transformation of object shapes from one form to another is called
Morphing.
• It is one of the most complicated transformations
• This function is commonly used in movies, cartoons, advertisement, and
computer games.
• The process of Morphing involves three steps:
1. In the first step, one initial image and other final image are added to
morphing application as shown in fig: Ist & 4th object consider as key frames.
2. The second step involves the selection of key points on both the images for a
smooth transition between two images as shown in 2nd object.
3. In the third step, the key point of the first image transforms to a
corresponding key point of the second image as shown in 3rd object of the figure.
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Simulating Accelerations
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we can adjust the line spacing for the in-betweens. For constant speed (zero
acceleration) we use equal-interval time spacing for the in-betweens.
• Suppose we want n in-betweens for keyframes at times t1 and t2. The time
interval between key frames is then divided into n + 1 subintervals. yielding
an in-between spacing of
• delta= t2-t1/n+1
• we can calculate the time for any in-between as
• tBj =t1+j delta t, j = 1,2,..
Motion Specification
There are several ways to specify the motion in an animation system.The most
general and straightforward methods are:
1.Direct motion specification
2. Goal direct systems
3. Kinematics and Dynamics
1.Direct motion specification
• There are several ways in which the motions of the object can be specified in
an animated system.
• The most straight forward method for defining the motion sequence is direct
specification of the motion parameters.
• Explicit parameters are provided.
• Here, we explicitly give the rotation angles and translation vectors, then the
geomagnetic transformation matrices are applied to transform co-ordinate
positions.
• Alternatively, we use an approximating equation to specify certain motions.
• Example :-Bouncing ball,Moving car changed to other object
• For example, we can approximate the path of a bouncing ball, for instance
with a damped, rectified sine curve; y(x) =A|sin(wx+0o)|e^k
• Where A is the initial amplitude, w is the angulat frequency, 0o is the phase
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Advantages :-
Disadvantages :-
• We can specify the motions that are take place in general terms, that
abstractly describe the actions.
• These systems are reffered to as goal directed, because they determine
specific motion parameters given the goals of the animation.
• For example, we could specify that we want an object to >walk? or to 'run? to
a particular destination or we could state that we want an object to >pick up?
some other specified object. The input directives ae then interrupted in terms
of component motions that will accomplish the selected task.
• Human motions for instance, can be defined as a hierarchical structure of
sub motions for the for some, limbs and so-forth.
Kinematics
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• These time intervals are observed between relative position and reference
point
• For constant velocity, we designate the motions of rigid bodies scene by
giving an initial position and velocity vector for each object.
• Kinematic specification of a motion can also be given simply describing the
motion path. This is often done using spline curves.
• An alternative is to use=inverse kinematics <.here we specify the initial and
final position if objects at specified times and the motion parameters are
computed by the system. This method is often used with complex objects by
given the position and orientation of an end node of an object, such as a
hand or a root.
• The system then determines the motion parameters of other nodes to
accomplish the desired motion.
Dynamic
• It require the specification of the forces that produce the velocities and
accelerations.
• Description of the object behavior under the influence of forces are generally
referred to as a physically based modelling.
• Object motions are obtained from the force equations describing physical
laws.
• We can also use <inverse dynamics= to obtain the forces, given the initial
and final positions of objects and the type of motion.
• Applications of physically based modelling include complex rogid body
systems and such non – rigid systems as clothes and plastic materials.
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