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
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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