Principles of Animation Flashcards
Two types of animation
Artist driven animation
Data driven animation
What is Squash
Flatten an object or character by pressure or its own power
What is Stretch
Increase the sense of speed and emphasise the squash by contrast
What is timing
Affects the weights of objects
Light objects move quickly
Heavy objects move slower
Timing completely changes the interpolation of the motion
Two different concepts to describe and generate motion of objects in the scene
1) Production
Offline rendering like movies
Better because there is more time to generate
2) interactive
Like gaming, simulators, VR
much trickier - haven’t got to the same level of realism
What is Key framing
When we specify the scene only at some instances of time
and then generate the in-between frames automatically
What is Tweening
The generation of in-between frames in key-framing
What is Procedural animation
Describing the motion algorithmically
Expressing the animation as a function of a small number of parameters
Eg when a clocks hands move, when grass moves in the wind
Physical-based animation
Means we assign physical properties to the animation: masses, forces
Eg wind
Low Dimensional controls
Use modeling of a joint angle or a bone transformation to mimic animation
These low level controls are mapped to semantically meaningful high level controls
Eg A character walking
What is Rigging
Builidng the animation controls of a 3D object
What is an “articulated skeleton”
A model that carries a topology: which parts are connected, the geometric relation of joints, and the tree structure of the body parts (in absence of loops)
Note: angles are the low-level dimensional controls in an articulated skeleton
What are Forward kinematics
The first stage of rigging
Describes the position of a body part as a function of joint angles
The animator provides angles and the computer determines the position of the end effector
So the animation is describe as an angle parameter with respect to time
What are “bones” in animation
Body parts
What are Inverse Kinematics
Given the end effector position, finding the joint angles
Animator provides the position of the end effector, and the computer determines the joint angles that satisfies that constraint
The goal for this step is to keep the end of the limb fixed whilst the body moves
Can change end of limb by direct manipulation
More generally, can define any constraint over the skeleton
The resulting animation may not agree entirely with physics but it is a very effective technique of animating