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Computer Animation
Displaying animation sequences raster
animation
Creating animation sequences object
definition
path specification key frames
in-betweening
Steps of a simple computer animation
1. Creating animation sequences
–
–
–
–
object definition
path specification (for an object or a camera)
key frames
in-betweening
2. Displaying the sequences
–
–
raster animation
colour-table animation
Displaying animation sequences
The eye cannot register images faster than approximately 50
frames per second (30 is just about adequate)
• To achieve smooth animation, a sequence of images
(frames) have to be presented on a screen with the speed
of at least 30 per second
• Animations frames can be
– pre-computed in advance and pre-loaded in memory
– computed in real time (e.g. movement of the cursor)
Object definition-Models can be
•
•
•
•
Rigid (i.e. they have no moving parts)
Articulated (subparts are rigid, but movement is allowed
between the sub-parts)
Dynamic (using physical laws to simulate the motion)
Particle based (animating individual particles using the statistics
of behaviour)
• Behaviour based (e.g. based on behaviour of real animals)
Examples of models:
a "flying logo" in a TV advert
a walking stick-man
a dinosaur attacking its prey in Jurassic Park
Static object, moving camera
F3
F1
F2
F4
Time
F5
Static camera, moving object
F1 F2 F3 F4
1
2
Key frame k
1’
2’
Key frame k+1
3
added point
3’
Halfway frame
In-betweening
• Linear interpolation will not always produce realistic
results.
• Example: an animation of a bouncing ball where the
best in-betweening can be achieved by dynamic
animation
In-betweening
• In-betweening should use interpolation based on the
nature of the path, for example:
– straight path linear interpolation
– circular path angular interpolation
– irregular path linear interpolation
spline
ANIMATION
SOFTWARES
• MAYA
• The most popular 3D
animation software, and by
far the most powerful
available, is Maya. Used for
special effects as well as
animation, Maya is the
software most in demand in
Hollywood.
Z BRUSH
• ZBrush is a digital sculpting tool that
combines 2d and 3d
texturing and painting. It uses a
proprietary "pixol" technology (see
below) which stores lighting, color,
material, and depth information for
all objects on the screen.
• ZBrush is used as a digital sculpting
tool to create high-resolution models
(up to ten million polygons) for use in
movies, games, and animations.
Creating Computer Animations

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Creating Computer Animations

  • 1. Computer Animation Displaying animation sequences raster animation Creating animation sequences object definition path specification key frames in-betweening
  • 2. Steps of a simple computer animation 1. Creating animation sequences – – – – object definition path specification (for an object or a camera) key frames in-betweening 2. Displaying the sequences – – raster animation colour-table animation
  • 3. Displaying animation sequences The eye cannot register images faster than approximately 50 frames per second (30 is just about adequate) • To achieve smooth animation, a sequence of images (frames) have to be presented on a screen with the speed of at least 30 per second • Animations frames can be – pre-computed in advance and pre-loaded in memory – computed in real time (e.g. movement of the cursor)
  • 4. Object definition-Models can be • • • • Rigid (i.e. they have no moving parts) Articulated (subparts are rigid, but movement is allowed between the sub-parts) Dynamic (using physical laws to simulate the motion) Particle based (animating individual particles using the statistics of behaviour) • Behaviour based (e.g. based on behaviour of real animals) Examples of models: a "flying logo" in a TV advert a walking stick-man a dinosaur attacking its prey in Jurassic Park
  • 5. Static object, moving camera F3 F1 F2 F4 Time F5
  • 6. Static camera, moving object F1 F2 F3 F4
  • 7. 1 2 Key frame k 1’ 2’ Key frame k+1 3 added point 3’ Halfway frame
  • 8.
  • 9. In-betweening • Linear interpolation will not always produce realistic results. • Example: an animation of a bouncing ball where the best in-betweening can be achieved by dynamic animation
  • 10.
  • 11. In-betweening • In-betweening should use interpolation based on the nature of the path, for example: – straight path linear interpolation – circular path angular interpolation – irregular path linear interpolation spline
  • 12. ANIMATION SOFTWARES • MAYA • The most popular 3D animation software, and by far the most powerful available, is Maya. Used for special effects as well as animation, Maya is the software most in demand in Hollywood.
  • 13. Z BRUSH • ZBrush is a digital sculpting tool that combines 2d and 3d texturing and painting. It uses a proprietary "pixol" technology (see below) which stores lighting, color, material, and depth information for all objects on the screen. • ZBrush is used as a digital sculpting tool to create high-resolution models (up to ten million polygons) for use in movies, games, and animations.