Animation Flashcards

1
Q

12 Classical Rules

A
  1. Squash and Stretch
  2. Timing
  3. Anticipating
  4. Staging
  5. Follow-through and overlapping action
  6. Straight ahead and pose-to-pose a;ction
  7. Slow in / Slow out
  8. Arc
  9. Exaggeration
  10. Secondary Action
  11. Appeal
  12. Personality

Paper: John Lasseter “Principles”

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2
Q

Keyframe Animation

A

Interpolate motion between selected points

Paper: Hearn & Baker

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3
Q

4 Ways to simulate acceleration

A
  1. Constant Speed (a=0)
  2. Increasing interval size (a > 0)
  3. Decreasing interval size (a < 0)
  4. Combine 2 + 3 for smooth in/out.
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4
Q

Direct Motion Specification

A

A user programmed animation sequence where every point in time is specified

Like a bouncing ball y(x) = A| sin(w + th)| e^{-kx}

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5
Q

Linear Interpolation

A

Picks a point on the line between two points dependent on time.
Con: has discontinuous derivatives between different segments.

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6
Q

3 Parts of an animation package

A
  1. Modeler
  2. Animator
  3. Renderer
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7
Q

5 Parts of an Animation Process

A
  1. Storyboard
  2. Model
  3. Keyframe
  4. Fill in frames
  5. Sound
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8
Q

3 Kinds of Goal-Directed Systems

A
  1. Kinematics
  2. Inverse Kinematics
  3. Dynamics
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