Animation - PowerPoint PPT Presentation

About This Presentation
Title:

Animation

Description:

Simulation or procedural animation takes a more algorithmic approach ... Average the distance from the pervious keyframe and to the next one. Tangents ... – PowerPoint PPT presentation

Number of Views:34
Avg rating:3.0/5.0
Slides: 80
Provided by: mas0
Category:

less

Transcript and Presenter's Notes

Title: Animation


1
Animation
  • Marco Gillies

2
Computer Animation
  • Making things move
  • A key aspect of computer graphics
  • Non-realtime for films
  • Realtime for virtual worlds and games

3
Computer Animation
  • 2 basic classes of computer animation
  • Keyframe animation
  • Data driven
  • Hand animation or performance driven
  • Simulation
  • Procedural/algorithm driven
  • Particle systems, physics, artificial life

4
Computer animation
  • Keyframe animation relies on data
  • from animators or actors
  • Simulation or procedural animation takes a more
    algorithmic approach
  • Animation is directly generated by an algorithm
    or calculation

5
Course Outline
  • Traditional animation
  • Cell animation
  • Stop Motion
  • Computer animation
  • Trad vs Computer animation
  • Keyframe
  • Interpolation

6
Traditional Animation
7
Flip Books
  • The most basic form of animation is the flip book
  • Presents a sequence of images in quick succession
  • In film this becomes a sequence of frames

8
(No Transcript)
9
(No Transcript)
10
(No Transcript)
11
(No Transcript)
12
(No Transcript)
13
(No Transcript)
14
(No Transcript)
15
(No Transcript)
16
(No Transcript)
17
(No Transcript)
18
(No Transcript)
19
(No Transcript)
20
(No Transcript)
21
(No Transcript)
22
(No Transcript)
23
(No Transcript)
24
(No Transcript)
25
(No Transcript)
26
(No Transcript)
27
(No Transcript)
28
(No Transcript)
29
(No Transcript)
30
(No Transcript)
31
(No Transcript)
32
(No Transcript)
33
(No Transcript)
34
(No Transcript)
35
(No Transcript)
36
(No Transcript)
37
(No Transcript)
38
(No Transcript)
39
(No Transcript)
40
(No Transcript)
41
(No Transcript)
42
(No Transcript)
43
(No Transcript)
44
The Time Line
  • Animation is a sequence of frames (images)
    arranged along a time-line

Time
Lasseter 87
45
Cell Animation
  • Cell animation works on the same principle
  • Display a sequence of images at 25 frames per
    second

46
Frames
  • Each frame is an image
  • Traditionally each image had to be hand drawn
    individually
  • This potentially requires vast amounts of work
    from a highly skilled animator

47
Layers
  • Have a background images that dont move
  • Put foreground images on a transparent slide in
    front of it
  • Only have to animate bits that move
  • Next time you watch an animation notice that the
    background is always more detailed than the
    characters
  • Asian animation often uses camera pans across
    static images

48
Keyframing
  • The head animator draws the most important frames
    (Keyframes)
  • An assistant draws the in-between frames
    (inbetweening)

Lasseter 87
49
Other Techniques
  • Squash and stretch
  • Slow in slow out

Lasseter 87
50
Other Techniques
  • Squash and stretch
  • Change the shape of an object to emphasise its
    motion
  • In particular stretch then squash when changing
    direction

Lasseter 87
51
Other Techniques
  • Slow in slow out
  • Control the speed of an animation to make it seem
    smoother
  • Start slow, speed up in the middle and slow to a
    stop

Lasseter 87
52
Stop Motion Animation
  • Create models of all your characters
  • Pose them
  • Take a photo
  • Move them slightly
  • Take another photo

53
Stop Motion Animation
  • More effort on Creating Characters
  • A lot of detail
  • Each individual movement is less work
  • (though still a lot)

54
Exercise (in Processing)
  • Load the set of images
  • doc.gold.ac.uk/mas02mg/CC2_Animation/animation_fr
    ames.zip
  • Display one image after the other

55
Computer animation
56
Computer Animation
  • Computer animation (both 2D and 3D) is quite a
    lot like Stop Motion Animation
  • You put a lot of effort into creating a (Virtual)
    model of a character
  • Then when animating it you move it frame by frame

57
Computer animation
  • You give the character a number of controls by
    which you move it
  • Translate, rotate etc.
  • E.g. skeleton
  • This is called rigging
  • You put a lot of work on set up
  • Animation is simple

58
Keyframing
  • Keyframing can reduce this effort even more
  • The animator only needs to define the key
    frames of a movement
  • The computer does the in betweening

59
(No Transcript)
60
Keyframing
  • Keyframes arent images
  • They are poses of a character
  • Keyframes are now settings for value at a given
    time (a tuple)
  • (For now Ill just talk about animating position)

61
Keyframing
62
Linear Interpolation
63
Linear Interpolation
  • The position is interpolated linearly between
    keyframes

64
Linear Interpolation
  • The position is interpolated linearly between
    keyframes

65
Linear Interpolation
  • The position is interpolated linearly between
    keyframes
  • The animation can be jerky
  • Need some equivalent of slow-in slow-out

66
Linear Interpolation
67
Spline Interpolation
  • Use smooth curves to interpolate positions
  • Use curves similar to Bezier

68
Spline Interpolation
69
Bezier Curves
  • Smooth but dont go through all the control
    points, we need to go through all the keyframes

70
Hermite Curves
  • Rather than specifying 4 control points specify 2
    end points and tangents at these end points
  • In the case of interpolating positions the
    tangents are velocities

71
Hermite Curves
  • The maths is pretty much the same as Bezier
    Curves
  • Bezier
  • Hermite

72
Hermite Curves
  • Transforming between the two
  • Bezier to Hermite
  • Hermite to Bezier

73
Tangents
  • Thats fine, but where do we get the tangents
    (velocities) from?
  • We could directly set them, they act as an extra
    control on the behaviour
  • However often we want to generate them
    automatically

74
Tangents
  • Base the tangent at a keyframe on the previous
    and next keyframe

75
Tangents
  • Average the distance from the pervious keyframe
    and to the next one

76
Tangents
  • Average the distance from the previous keyframe
    and to the next one
  • Catmull-Rom Splines
  • If you set the tangents at the first and last
    frame to zero you get slow in slow out

77
Spline interpolation
78
Exercise (in Processing)
  • Write a program
  • Click on points on a screen
  • The time and position are stored as an array of
    keyframes
  • When you hit return the stored movements are
    replayed with a dot moving smoothly between the
    points

79
  • float time new float20
  • int xs new int20
  • int ys new int20
  • int currentFrame 0
  • float starttTime
  • void draw()
  • if (clock() - startTime gt timecurrentFrame1
    )
  • currentFrame
  • translate(xscurrentFrame, yscurrentFrame)
  • rect( 0, 0, 10,10)
Write a Comment
User Comments (0)
About PowerShow.com