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WEEK 9: ANIMATION

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Title: WEEK 9: ANIMATION


1
WEEK 9 ANIMATION
2
Animation Basics
  • Animation the modification of any kind of
    object, light, material, or a camera over time

3
Frame Rates
  • The speed at which the images are displayed
  • Its measured in frame per second (fps)
  • Example. 30fps(high quality animation, not
    flicker), 25fps(best rate for European some
    Asian TV standards)

4
  • 3D programs usually have a simple timeline/VCR
    control section ? enables the user to select
    particular frame, play back the animation in real
    time

5
Keyframing
  • To control the animation
  • You pose your objects in key positions at
    specific frames (key frames) using a process
    called tweening, the computer calculates the
    objects position for each of the intermediate
    frames ? resulting in smooth motion from one
    post. to the next

6
  • Example. To animate a ball falling out of the box
    and bouncing on the floor

7
Setting Keyframes
  • See Figure 9.3

8
Keyframe Weighting
  • 1.Function curve
  • A graphical way of displaying object
    transformation consists of three differently
    coloured splines, each representing different axis

9
  • Example. If the splines are flat, means no
    activity is occuring on that axis. If the curve,
    the amount they are displaced and their position
    indicates the degree of change on that axis and
    what points in time those changes occur
  • See Figure 9.6

10
  • 2.Pivot Points and Axes
  • An object may be transformed around one of
    several axes or pivot points (centers of
    rotation)
  • The Pivot point can be relocated by choosing a
    Pivot Point command, Center of Rotation command,
    or sthing similar

11
Links and Chains
  • To create jointed characters, machines, etc you
    need to establish connections between the
    component objects can be done using links
  • A link a connection between two objects
    animation affecting one also influences the other

12
  • The first object is called the parent, movement
    applied to it, is transferred to the second
    object - child

13
  • A chain a series of linked objects it uses the
    same parent-child relationship, but extends it to
    grandchild, great-grandchild, and so forth

14
Parent
Child
Child
Child
Grandchild
Grandchild
Grandchild
Graphical representation of the hierarchical tree
structure of potential links
15
Nulls (or dummy objects)
  • Can be used as invisible components of a chain OR
    as invisible objects provide a pivot point to
    orbit other objects around
  • Usually appears as cubes or other simple objects

16
  • Establishing a null/dummy object as parent in a
    complex chain makes it easier to select and
    transform the objects linked to it
  • Example. Kamov KA-27 helicopter requires two
    null objects

17
Bone Deformation
  • The technique of animating an object (character)
    by defining and animating an internal skeleton
    that automatically deforms the surrounding mesh
  • Example. Figure 9.11 By moving the bones, the
    mesh will move as well

18
Forward and Inverse Kinematics
  • Forward Kinematics (FK)
  • Default method of animating linked objects
  • The movement of the parent object affects all the
    offspring on down the chain

19
  • Example. If you move the parent, the children
    move too, if you rotate the parent, you will
    rotate the children
  • Using FK to make the end of an arm-like bone
    hierarchy to touch a particular spot requires
    individual adjustment of each bone, one at a
    time, often requires multiple passes to achieve
    it

20
  • Inverse Kinematics (IK)
  • Method of controlling linked objects by moving
    the very end of the chain and having the rest of
    it adjust to compensate

21
  • Enables the user to move the end of the same
    arm-like bone hierarchy directly to the desired
    spot ? the bones rotate automatically to keep the
    chain in one piece
  • See Figure 9.13

22
Morphing
  • A technique that enables you to make smooth
    changes to an objects shape by copying the base
    (original) mesh and modifying it into a different
    shape or morph target
  • Morphs can turn any form into another

23
  • Can be used to animate organic forms
    realistically, such as a persons facial
    expressions and speech ( Figure 9.14)
  • Example. The transformation of the liquid metal
    T-1000 in Terminator 2

24
Particle Systems
  • 3D animation modules that enable you to generate
    and control the behaviour of a vast number of
    tiny objects
  • Can be used to simulate natural effects water,
    fire, sparks, bubbles, smoke, etc

25
  • Can also be used to create a flocking effect for
    animating groups of birds, butterflies, bees,
    fish, etc
  • Example. The solar flare and luminous gas cloud
    in the opening of Star Trek Voyager

26
  • Example. A particle system waterfall. Particle
    system can interact with mesh in the scene and
    can be affected by forces such as wind,
    turbulence, or gravity

27
Scripted Animation
  • Controls objects or parameters in the scene
    without hands-on attention from the animator
  • Is controlled by a text script written in a
    program-specific scripting language

28
  • 1. MAXScript 3ds max
  • 2. LScript - LightWave
  • 3. MEL - Maya

You write a program to control the animation
29
  • Scripting enables an animator to create motion
    that is mathematically precise of that would be
    difficult and time consuming to do by hand
    (manually)
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