Week 3/4 - Principles of Animation Flashcards
What are the stages of animation (in order)
Modelling
Rigging
Skinning
Animation
What fps is appropriate for film?
24 fps
What fps is appropriate for VR?
90 fps
What is squash in animation?
Flattening an object or character by pressure or it’s own power
What is stretch in animation?
Increase the sense of speed and emphasis it’s squash by contrast
What timing in animation is used for heavy and light objects? Which ones move faster/slower?
Heavy objects move slower, lighter ones faster.
Note: timing completely changes the interpolation of the motion
What are the two ways we describe and generate motion in a scene?
production - always offline rendered like movies, fancier because we get more time to generate them
interactive - games, simulators, VR
This is why less realism in games/simulators vs movies
What is tweening?
Generating frames in between keyframes of real movement
Is boring so is normally automatically generated
What is rigging?
Building animation controls for 3D models (maybe construct bones for a user animation)
What information does the articulated skeleton carry?
Topology, what is connected to what
Geometric relations of joins
Tree structure of the body parts, which should be in absence of loops
What does forward kinematics predict?
Describes the position of the body part (end effector) as a function of the joined angles
Animator provides the angles
Computer determines the position of the end effector
What is the first phase for rigging?
Forward kinematics
What do inverse kinematics predict?
Given the end effector position, returns the joint angles
What makes inverse kinematics hard? What is it good for?
There could be multiple correct answers
There are constraints on the joints to be considered (might not be able to bend an elbow more than 180 degrees) this may cause no correct answer to exist
Can be time consuming for artists to design them
Animation may be inconsistent with physics
Pros:
Direct control is convenient
Implementation is straightforward
Motion Capture
Recording a real world performance and extracts poses as a function of time from the raw data
Usually uses optical markers and high speed cameras
Good:
captures style, very subtle. nuance and very perfect realism
Cons:
Needs the ability to record someone