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WEEK 5:Computer Animation Techniques

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In cartoon animation the moving image is frozen; as a series of images on paper ... between cartoon and computer animation is that a cartoon animator draws ... – PowerPoint PPT presentation

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Title: WEEK 5:Computer Animation Techniques


1
WEEK 5Computer Animation Techniques
2
Introduction
  • Animation about movement moving characters,
    moving objects, moving cameras, moving lights and
    moving special effects
  • In cartoon animation ? the moving image is
    frozen as a series of images on paper or cel,
    can only realized by flicking through image or
    recording them and playing back animation

3
  • In computer animation, the images are stored
    digitally ? enables them to be manipulated,
    modified and composited with other images with
    reasonable ease
  • The real difference, between cartoon and computer
    animation is that a cartoon animator draws each
    image ? to develop moving character computer
    animators models a 3D character once develops a
    script to move or manipulate the model

4
  • From the previous lectures, we have already known
    that objects and characters are built from
    collections of vertices or CVs represented by
    numbers ? if these numbers are changed, the
    object or character will appear to move or alter
    in size
  • Making numbers change ? central to computer
    animation

5
Interpolation
  • There are many ways of changing one number into
    another, for eg. If we wanted to change 1 into 10
    in 5 steps ? we could require a formula to find
    the number such that when repeatedly added to 1
    resulted in 10
  • Instead of using pure numbers, we can use graphs
    to control the speed or how fast our CG
    characters will move(from one number to another)

6
20
Value

100
Fig 5.1 The graph of Value against
7
  • The graph shows that the change in Value is
    directly proportional to the Percentage () and
    produces the straight-line relationship is a
    linear or first degree graph
  • This type of numeric ? second nature to a
    computer, and could easily be used to control the
    position of a camera

8
  • For eg. If we located a camera at position xyz
    (10,0,20) for frame 1, and xyz (20,10,30) for
    frame 11, so our software could calculate the
    interpolated values between the two positions
  • Another example

9
Table 5.2 Coordinate values of two camera
positions
10
  • If we implemented the above animation sequences ?
    we could see that the camera suddenly moves from
    standstill ? moves smoothly to the new position ?
    suddenly stops ? this would look strange as we
    know that is difficult to suddenly move and
    suddenly stop
  • It would be impossible to move it from a
    standstill instantaneously ? it requires a
    sustained force to overcome its inertia and any
    frictional forces its same if we wanted to stop
    the particular object, so we would have to slow
    it down over a period of time

11
  • From a universal law ? states that the
    acceleration of an object is directly
    proportional to the applied force, and inversely
    proportional to the objects mass ?thus large
    forces applied to light objects, result in high
    accelerations

12
  • Speed
  • (mph)

0.6
0.5
0.4
0.3
0.2
0.1
5
10
15
20
25
30
35
40
45
Fig 4.2 Graph of speed against time
13
  • All this can be interpreted from the slope of the
    graph acceleration is when the graph curls up
    from a horizontal position to a higher speed
    constant speed is horizontal line and
    deceleration is when the graph curls down to a
    lower speed ? means that the graph can be used to
    dictate how objects can be animated

14
Function curves
  • Very powerful animation tool for the animator
    because they can be applied in all sorts of
    situations
  • They can be used to slide objects about make
    objects float up and down spin objects about an
    axis move a camera from one position to another
    alter the brightness of a light source or
    control the rate at which a flower opens its
    petals

15
Parameters
  • Any number used to control or modify the status
    of something is called a parameter Typical
    examples include angels, colors, displacements,
    CVs, positions, surface attributes, velocities,
    accelerations, etc
  • The animators set such parameters when modeling
    an object, decorating its surface, or
    illuminating and animating a scene

16
  • The parameter value can be derived from any
    source such as an f-curve, a program, a file, a
    mouse, or even a real-time electronic device
  • Parameters can be divided into two sets
  • 1- Global parameters
  • 2 Local parameters

17
  • Global parameters have a global impact upon
    animation, and include things such as shading,
    fog, lights, camera, etc
  • Local parameters control the attributes of an
    object such as color, scale, translation,
    rotation angles, etc

18
Keyframes
  • Any animation sequence is recorded as individual
    frames
  • The NTSC video frame rate in the USA is 30 frames
    per second (fps), while the PAL video rate in the
    UK is 25 fps ? in the film industry generally
    employs 24 fps
  • Basically, key frame provide the overall
    structure to the animation, the in between frames
    give the continuity and fluidity of movement
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