Animation Flashcards
1
Q
12 Classical Rules
A
- Squash and Stretch
- Timing
- Anticipating
- Staging
- Follow-through and overlapping action
- Straight ahead and pose-to-pose a;ction
- Slow in / Slow out
- Arc
- Exaggeration
- Secondary Action
- Appeal
- Personality
Paper: John Lasseter “Principles”
2
Q
Keyframe Animation
A
Interpolate motion between selected points
Paper: Hearn & Baker
3
Q
4 Ways to simulate acceleration
A
- Constant Speed (a=0)
- Increasing interval size (a > 0)
- Decreasing interval size (a < 0)
- Combine 2 + 3 for smooth in/out.
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}
5
Q
Linear Interpolation
A
Picks a point on the line between two points dependent on time.
Con: has discontinuous derivatives between different segments.
6
Q
3 Parts of an animation package
A
- Modeler
- Animator
- Renderer
7
Q
5 Parts of an Animation Process
A
- Storyboard
- Model
- Keyframe
- Fill in frames
- Sound
8
Q
3 Kinds of Goal-Directed Systems
A
- Kinematics
- Inverse Kinematics
- Dynamics