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Advanced Animation Techniques

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Advanced Animation Techniques Guilford County Sci Vis V204.02 – PowerPoint PPT presentation

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Title: Advanced Animation Techniques


1
Advanced Animation Techniques
  • Guilford County Sci Vis
  • V204.02

2
Animation
  • Animation is giving movement to drawings or
    objects.
  • Two Types of animation
  • Student generated animation
  • Computer generated animation

3
Animation
  • Student generated animation
  • Students can manually transform, move, and/or
    modify 3D objects.
  • Students can manually set animation parameters.

4
Animation - Student Generated
  • Manual animation changes will create key frames.
    Key frames are frames that demonstrate major
    action. A computer will fill in the frames
    between each key frame. These filled in frames
    are called tweens. This process sped up the
    animation industry greatly since all of the
    frames did not have to be hand drawn.

key frames
tweens
5
Animation - Student Generated
  • Example
  • Frame one is a key frame set by the student
    (teapot on a table.)
  • Frame 100 is a key frame set by the student
    (teapot on the floor.)
  • Frames 2-99 are filled in by the computer and are
    called tweens.

6
Animation - Student Generated
Key Frame 100
Key Frame 1
7
Animation - Student Generated
  • Students can insert and delete key frames in
    appropriate locations.
  • Students can move and copy key frames to
    appropriate locations.
  • Movements into and out of key frames can be
    controlled. Imagine a ball bouncing on the floor.
    The movement of the ball is not smooth since the
    ball slows as it nears the top of its path and
    speeds up as it bounces. This effect can be
    achieved by editing these movements in and out of
    the key frames.

8
Animation - Student Generated
  • Pivot points (axis origin) can be adjusted.
  • ExampleA door hinge has a pivot point on the
    side of the door. The doors pivot point needs to
    be moved from the default (center) to the edge.

New pivot point
Default pivot point
9
Animation- Computer Generated
  • Students can apply computer-generated
    transformations, movements, and/or modifications
    of 3D objects.
  • Students can apply computer-generated settings of
    animation parameters.
  • Morphing is changing an objects geometry from
    one shape to another.
  • Used for facial animation
  • Blends from one object into another object
  • Materials can also be morphed

10
Animation- Computer Generated
  • Controllers can add animation. An object can be
    made to follow a path in a path controller.
  • Animation can simulate environmental effects such
    as detonation, gravity, water movement and flag
    waving.
  • Particles can be rendered. Particles can include
    sprays, rain, or snow.

11
Animation- Computer Generated
Its raining teapots
12
Timeline for 3D Animation
  • Frame rate is the number of frames used in an
    animation and how fast they will run.
  • Students can lengthen or shorten an animation by
    adding or subtracting frames.
  • Students can make adjustments to key frame for
    editing purposes.

13
Timeline for 3D Animation
  • Students can set the frame rate and number of
    frames.
  • 24 frames per second is used for editing
    motion-picture film.
  • 25 frames per second is used for editing PAL
    (European standard.)
  • 30 (29.97) frames per second is used for editing
    NTSC (North American standard) video (television.)

14
Timeline for 3D Animation
  • Students will be able to calculate the number of
    frames and play rate in an animation.
  • Using NTSC, a 120-frame animation will play for
    about 4 seconds.
  • 120frames/30frames per second 4 seconds
  • If a NSTC animation plays for 10 seconds, then
    there are 300 frames.
  • 10 seconds 300 frames/30 frames per sec
  • Loop animation -- animations can be looped many
    times. This is useful in repeating a needed
    movement such as a bouncing ball.

15
Animating Cameras
  • Camera movement can add to your animations by
    allowing your audience to know more about the
    environment. The rate of movement helps the
    viewer understand distances within your scene.
  • Architects use walkthroughs to show clients what
    the proposed structure will look like. The
    camera follows a defined path, which is a line of
    motion the viewer takes as they walk around or
    through the building.

16
Animating Cameras
  • Look At tools automatically point a cameras Z
    axis at a selected objects axis origin and keeps
    the camera pointed at the object regardless of
    the path.
  • In some programs, the look at tool can be used to
    control not only cameras but also other tools
    such as a light.

Look At Tool
Camera
17
Animating Cameras
  • Attaching a camera to an object is a simple way
    of getting the camera into the action.
  • An example would a roller coaster ride where the
    camera is glued to a passenger car and set to
    look ahead as the objects in the scene pass.
  • Motion blur tools blur everything in the scene,
    which can add realism to the scene.

18
Hierarchy and Linking
  • To achieve realistic action, you must study
    movement.
  • Professional cinematographers expend significant
    resources mapping the motion of humans, animals,
    insects, and objects when trying to create
    realistic computer graphic scenes.

19
Hierarchy and Linking
  • The motion of a bouncing ball is simple when
    compared to the multiple movements involved as
    the human leg is lifted, moved forward, and
    replanted on the walking surface.
  • Complex objects may be created from several parts
    (each with its own origins) that require
    individual movement or movement of all parts
    together as one unit.

20
Hierarchy and Linking
  • A part of the solution to complex structures with
    different origins and X, Y, Z-axes is to organize
    the parts into a hierarchical structure.
  • Hierarchies allow the user to move the entire
    object and/or select and move individual
    components.
  • An example is the model of a truck, which
    consists of wheels and a body. The wheels need
    to rotate around their axes while moving forward
    with the body in a defined direction.

21
Hierarchy and Linking
  • Hierarchical structures allow the individual
    parts to be moved, rotated, scaled, colored, or
    textured independently.
  • A complex object formed by parts that are unioned
    will only assume a single color or texture and
    allow only a single transformation of the entire
    structure.

22
Hierarchy and Linking
  • Computer graphics programs allow the parts to be
    linked using different hierarchies, the most
    common being the Parent-Child and the Sibling.
  • The highest element within the hierarchy is the
    parent or in our example, the entire truck.
  • The lower levels would be the children or in our
    truck example, the individual wheels.

23
Hierarchy and Linking
  • The child(ren) will follow the parent wherever
    the parent goes in a Parent-Child relationship.
  • Where the individual links are equal and do not
    contain a highest level, you have a sibling
    relationship.

24
Render and Output
  • Rendering will allow an animation or scene to be
    used in other applications. Also, files can be
    rendered using different file formats and
    different compressions.
  • A scene can be rendered form any view including a
    camera.

25
Render and Output
  • Output can include a single frame, an active time
    segment, and a range of frames.
  • Common output sizes include 320x240 through
    800x600. The larger the output size, the longer
    the rendering time.

26
Render and Output
  • Common single frame output formats include
    bitmap, JPEG, TARGA, and TIFF.
  • Common multi-image formats include AVI and MOV.
  • Rendered images can be compressed. Compression
    will reduce the size of the file. A CODEC is used
    to compress the file.
  • A common CODEC is Cinepak. Using different
    CODECs will depend on your subject matter and
    desired output.

27
Render and Output
  • Basic post-production editing are effects that
    are added to a scene after the scene has been
    rendered.
  • Lens Flare -- reality by recreating real camera
    lenses such as streaks of light and secondary
    flares. Glows, rings, and streaks

28
Render and Output
  • Depth of field - Objects inside focal range can
    become blurred while main subject stays in focus.
    Depth of field is determined by the focal point
    and focal parameters.
  • Environmental mapping - adds a map to the
    environment. Add clouds or stars
  • Blurs - added to give the illusion of movement.

29
Render and Output
  • Atmospheric effects can also be added when
    rendering. Examples include fog, volume fog,
    combustion, and volume light. Adding fog to a
    scene can add realism.
  • Once files are created, they can be converted
    from one format to another depending on the
    software application.
  • AVI
  • QuickTime
  • Real Player
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