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7/30/2019 Introduction to Computer Animation
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Introduction toComputer Animation
7/30/2019 Introduction to Computer Animation
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Animation
Animation = An illusion of movement created by
sequentially playing still image frames with different
movements at the general rate of 15 - 30 fps
(frames per second)
This animation moves
at 10 frames per
second.
This animation moves at 2 frames
per second. At this rate, the
individual frames should be
discernible
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Morphing process
of transforming one
image into another
via a series of frames
How Animation Works?
The speed of the image changes is called the frame rate. Movie is typically delivered at 24 30 frames per second Computer animations can be effective at 12 to 15 frames
per second
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Animation
Specify directly or indirectly how thing moves in time and space. Creating thisillusion either by hand or with the assistance of computer, is not easy.
Traditionally, animation has been created by drawing images at certain key points
in the action. These images known as key-frames. Later the images between the
key-frames are filled in to complete the sequence, in a process called in-
betweening (Low level technique). For example, to key-frame hitting a baseball,the animator would draw key moments in the sequence such as the impact of thebat on the ball and the follow through of the swing. The remaining images
would be filled in later, perhaps by a different animator. The most basic computer
animation tools assist the process of hand animation by automatically
interpolating between the key-frames of images.
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Basic Concepts of Tweening
Consider the following sequence of key
frames (key 13) of a bouncing ball:
1
2
3
Keyframe 1 Keyframe 3
Keyframe 2
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Basic Concepts of Tweening
Using linear interpolation to yield the in-
betweening
1
2
3
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Basic Concepts of Tweening
This is not realistic!
Looks like being deflected
by some unknown source;it doesnt match the rest;
angle may be too sharp
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Basic Concepts of Tweening
Better to use a spline (curved lines)
formula
1
2
3
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http://www.cadtutor.net/dd/bryce/anim/anim.html
Basic Concepts of Tweening
http://www.cadtutor.net/dd/bryce/anim/anim.htmlhttp://www.cadtutor.net/dd/bryce/anim/anim.html7/30/2019 Introduction to Computer Animation
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The most common form of 2D animation is sprite animation. A sprite is a bitmap
image or set of images that are composite over a background, producing the illusion of
motion. They are usually small with respect to the size of the screen. For example, toanimate a rabbit hopping across a meadow ( ), the animator would create a
sequence of images showing the rabbit hopping. This sequence of images would then
be composited one image per frame onto a background image of the meadow.
The disadvantage of this technique is that, slight changes in lighting and depth
cannot be reproduced. Consequently, sprite animation is most often used in interactive
media where rendering speed is more important than realism.
Two-dimensional Animation
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3D animation involves constructing a virtual world in which objects move and
interact. The animator must model, animate, and render the 3D scene. Modeling
involves describing the elements of a scene and placing them appropriately.Animating species how the objects should move in the 3D world. Rendering
converts the description of the objects and their motion into images.
Modeling Requirements: To animate motion, the user needs botha static description of an object and information about how that object
moves. One common way to specify this additional information is to use anarticulated model such as the one shown in the figure. The motion of
the elbow joint in a human model will affect not only the position of
the lower arm but also the position of the hand and fingers. A second type
of model used in animation is a particle system or collection of points.The laws of physics often provide a basis for the motion. Systems that are
modeled well by particle systems include water spray, smoke, and evenflocks of birds. Deformable objects are a third type of model and
include objects that do not have well-defined articulated joints. Water,
hair, clothing, and fish are among the systems that have been successfully
modeled as deformable objects.
Three-dimensional Animation
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Articulated model
While each of these model types can be used to describe
a wide variety of objects, complex systems often require
hybrid models that combine two or more types. This
approach allows each part of the system to be modeled by
the most appropriate technique. The right image shows a
diver entering a swimming pool. The diver is an articulatedmodel, the water in the pool is a deformable model, and
the spray is a particle system.
Deformable model
Particle system
Rendering requirements
Motion blur is a rendering technique that is requiredfor animation. Animations usually display images at 24
or 30 frames per second, and thus a continuous motion
is being sampled. This sampling process causes therapid motion of an object to create unpleasant effects
For example, objects such as wheels may appear to
move in the wrong direction. To solve this problem, afast moving object can be rendered in several of the
positions it had during the period of time represented by
a frame. This technique creates a blurred representation
of the object. While it may seem strange to think that
quality can be improved by blurring, humans perceive a
motion-blurred animation as more realistic.
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Motion Generation
The task of specifying the motion of an animated object to the computer is
surprisingly difficult. Because humans are very skilled at observing motion and
quickly detect motion that is unnatural or implausible. The animator must be able
to specify subtle details of the motion to convey the personality of a characteror the mood of an animation in a compelling fashion.
1. Motion capture
This method is a very popular technique because of the relative
ease with which many human motions can be recorded. Motion
capture, employs special sensors, called trackers, to record themotion of a human performer. The recorded data is then used
to generate the motion for an animation. However, a number of
problems prevent it from becoming an ideal solution.
First, accurately measuring the motion of the human body istricky because trackers attached to skin creates noise in the
recorded data. Furthermore, if the object used to generate the
recorded motion and the object have different dimensions, the
animation may have noticeable flaws. For example, if the actor
were resting his arms on a real table, the arms of the graphical
actor might appear to be suspended in air. Finally, all sensing
technologies have a relatively small field of view, which limitsthe kinds of actions that can be captured.
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2. Key Framing
Key-framing requires animator to outline the motion by specifying key positions
for the objects being animated. In a process known as in-betweening, a computer
interpolates to determine the positions for the intermediate frames. For example,
to key-frame hitting a baseball, the animator would pose a batter atseveral key moments in the sequence, such as the batter's initial stance
, the contact with the ball, and the follow through. The remaining
images would be filled in by the computer.
The interpolation algorithm is an important factor in the appearance of the
final motion. The simplest form of interpolation, linear interpolation, often results
in motion that appears jerky because the velocities of the moving objects arediscontinuous. To correct this problem better interpolation technique, such as
splines, is used to produce smoothly interpolated curves.
The specification of key-frames can be made easier with techniques such as
inverse kinematics. This technique aids in the placement of articulated models by
allowing the animator to specify the position of one object and have the positions
of the objects above it in the articulated hierarchy computed automatically. For
example, if the hand of an animated character must be in particular locations, aninverse kinematics algorithm could determine the elbow and shoulder
angles. Although these techniques make animation easier, key-framed animation
nevertheless requires that the animator intimately understand how the animatedobject should behave and have the talent to express that behavior in key-frames.
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Milestones of the animation industry in the 20th Century
http://www.awn.com/mag/issue4.10/4.10pages/cohenmilestones.php3
http://www.fact-index.com/a/an/animation.html#History%20of%20Animation
Brief History of NYIT Computer Graphics Labhttp://www-2.cs.cmu.edu/~ph/nyit/masson/nyit.html
Timeline from Brown Animation class
http://www.cs.brown.edu/courses/cs229/animTimeline.html
In-betweening
http://alpha.luc.ac.be/~lucp1112/research/CA2001/results.html
Rick Parent
http://www.cis.ohio-state.edu/~parent/book/Intr.html
http://www.cis.ohio-state.edu/~parent/book/outline.html
Americas Story
http://www.americaslibrary.gov/cgi-bin/page.cgi/sh/animation/blcktn_2
ResourcesFor more information about the implementation andtheory behind these techniques, we recommend thefollowing sites:
http://www.awn.com/mag/issue4.10/4.10pages/cohenmilestones.php3http://www.fact-index.com/a/an/animation.htmlhttp://www-2.cs.cmu.edu/~ph/nyit/masson/nyit.htmlhttp://www.cs.brown.edu/courses/cs229/animTimeline.htmlhttp://alpha.luc.ac.be/~lucp1112/research/CA2001/results.htmlhttp://www.cis.ohio-state.edu/~parent/book/Intr.htmlhttp://www.cis.ohio-state.edu/~parent/book/outline.htmlhttp://www.americaslibrary.gov/cgi-bin/page.cgi/sh/animation/blcktn_2http://www.americaslibrary.gov/cgi-bin/page.cgi/sh/animation/blcktn_2http://www.americaslibrary.gov/cgi-bin/page.cgi/sh/animation/blcktn_2http://www.americaslibrary.gov/cgi-bin/page.cgi/sh/animation/blcktn_2http://www.americaslibrary.gov/cgi-bin/page.cgi/sh/animation/blcktn_2http://www.cis.ohio-state.edu/~parent/book/outline.htmlhttp://www.cis.ohio-state.edu/~parent/book/outline.htmlhttp://www.cis.ohio-state.edu/~parent/book/outline.htmlhttp://www.cis.ohio-state.edu/~parent/book/Intr.htmlhttp://www.cis.ohio-state.edu/~parent/book/Intr.htmlhttp://www.cis.ohio-state.edu/~parent/book/Intr.htmlhttp://alpha.luc.ac.be/~lucp1112/research/CA2001/results.htmlhttp://alpha.luc.ac.be/~lucp1112/research/CA2001/results.htmlhttp://alpha.luc.ac.be/~lucp1112/research/CA2001/results.htmlhttp://alpha.luc.ac.be/~lucp1112/research/CA2001/results.htmlhttp://alpha.luc.ac.be/~lucp1112/research/CA2001/results.htmlhttp://www.cs.brown.edu/courses/cs229/animTimeline.htmlhttp://www.cs.brown.edu/courses/cs229/animTimeline.htmlhttp://www.cs.brown.edu/courses/cs229/animTimeline.htmlhttp://www-2.cs.cmu.edu/~ph/nyit/masson/nyit.htmlhttp://www-2.cs.cmu.edu/~ph/nyit/masson/nyit.htmlhttp://www-2.cs.cmu.edu/~ph/nyit/masson/nyit.htmlhttp://www-2.cs.cmu.edu/~ph/nyit/masson/nyit.htmlhttp://www.fact-index.com/a/an/animation.htmlhttp://www.fact-index.com/a/an/animation.htmlhttp://www.fact-index.com/a/an/animation.htmlhttp://www.fact-index.com/a/an/animation.htmlhttp://www.fact-index.com/a/an/animation.htmlhttp://www.fact-index.com/a/an/animation.htmlhttp://www.fact-index.com/a/an/animation.htmlhttp://www.awn.com/mag/issue4.10/4.10pages/cohenmilestones.php3http://www.awn.com/mag/issue4.10/4.10pages/cohenmilestones.php3http://www.awn.com/mag/issue4.10/4.10pages/cohenmilestones.php3http://www.awn.com/mag/issue4.10/4.10pages/cohenmilestones.php3http://www.awn.com/mag/issue4.10/4.10pages/cohenmilestones.php3http://www.awn.com/mag/issue4.10/4.10pages/cohenmilestones.php3