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3D Graphics and Animation Basic of animation; Harri Airaksinen

3D Graphics and Animation Basic of animation; Harri Airaksinen

Animaation

Sense of sight is a connector – hearing is a separator Viewer see set of single pictures in certain frequency  illusion of continuous movements Animation can be created in many ways: Cel animation – the most traditional Stop motion photography Mocap – motion capture

Animation unit - frame -

Frame = single picture Typical animation frame rate is 30 fps = 30 frames per sec. Movie; normally one second includes 24 frames Interactive real time 3D environment 8 - 60 frames/sec. A shot – a string of frames recorded by a single camera without interruption

Keyframe and interpolation

Keyframe = “important picture”, define objects location and position in animation sequence important time point – we know that moving object need to be in this location in this time  3D Studio Max – Autokey Software calculates missing frames between keyframes = interpolation, how we can find the target location using defined number of frames

Keyframe and interpolation

Interpolation techniques can be used: to calculate the position of objects in space to calculate objects shapes in space (morphing) to calculate other attributes.

Interpolation types and effect to object parameters

constant change  slope, how fast the change is happening variable change  if the change is not linear, also the parameters change is not linear  accelerated motion, inversion motion

Interpolation types and effect to object parameters

3D Studio Max, Key Info, you can control how objects values will change = how fast and the interpolation style of change

Interpolation types and effect to object parameters

How these implements the animation?

Interpolation of Shape or attribute (MORPHING)

Objects form/shape morphing Examples http://www.mikejs.com/graphics/morphs/ Objects attributes morphing (example. light, camera, texture, transparency)

Forward kinematics (FK)

Every movement part is defined separately. More accurate and “natural” movements. Takes a lot of time…

Inverse kinematics (IK)

If object have a good skeleton with rule based joints, we can just define starting and ending situation. Software calculates other needed and allowed movements.

Animations with mathematical functions

Wave Functions Surface material animation

Camera animations

[The Art of 3-D Computer Animation and Imaging; Isaac Victor Kerlow] Camera location is changed by time function  location is defined by path  2D splines Camera direction: looks down the motion path as it moves, looks to the Point of interest or combination of those

Camera animations

3D Studio Max

Camera animations

Other camera animations types: Focal length changes and other camera movements (zoom) Depth of field changes Light animations (intensity ,color, location …)

Other interesting animation resources

Sun simulation  moving shadows. Generally : light resources should be stable (not moving), on – off and intensity control. Like an exception; head light Fire and glowing objects  look course material, ways to fack

Other interesting animation resources

[The Art of 3-D Computer Animation and Imaging; Isaac Victor Kerlow] Hierarchical structures (skeletons) Animation will effect to the other part of model/model structure

Other interesting animation resources

Hierarchical structures  skeletons  joint structures  freedom of the joint = how many direction joint can move? Pivot point

Animation principles

Telling a story with computer animation is based on timing the actions Action ahead of the story: An animated character reacts to a sound located off-camera by turning its head. The character's action is ahead of the story because it indicates to us that something will happen before we know what it is Action behind the story: The audience knows before the character what is going to happen next. For example, the audience can see that a piano is falling from the roof of a building right over a character who is unaware of the impending and disastrous action.

Animation principles

Animation is combinations of timing, speed, rhythm, and choreography result in different types of motion including: primary and secondary motions overlapping motions staggered motions motion holds

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3D Graphics and Animation Basic of animation; Harri Airaksinen
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anim | frame | object | motion | stori | comput | camera | interpol
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9/30/2008 2:48:08 PM
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