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Computer Animation / Illustration III

Computer Animation / Illustration III. Animation Techniques. Keyframe Interpolation. Types Linear Cardinal B-spline Bezier Continuity Ease-in (Slow-in) Ease-out (Slow-out) Parametric editing. Kinematics. Hierarchical objects Bones & joints Null nodes Effectors & roots

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Computer Animation / Illustration III

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  1. Computer Animation /Illustration III Animation Techniques

  2. Keyframe Interpolation • Types • Linear • Cardinal • B-spline • Bezier • Continuity • Ease-in (Slow-in) • Ease-out (Slow-out) • Parametric editing

  3. Kinematics • Hierarchical objects • Bones & joints • Null nodes • Effectors & roots • Degrees of freedom • Forward kinematics • Inverse kinematics • Constraints • Limits

  4. Motion Capture • Methods • Rotoscoping • Real-time digital capture • Human & virtual actors

  5. Facial Animation • Early work done by Parke • Improved by Hill, Wyvill, Waters, etc.

  6. Facial Animation • FACS • Facial Animation Control System • Lip-syncing

  7. Facial Animation Demo Time!

  8. Particle Systems • Source • Emission rate • Speed • Lifetime • Spread • Trail (or tail)

  9. Flocking • Boids (Craig Reynolds) • Separation • steer to avoid crowding local flockmates

  10. Flocking • Boids (Craig Reynolds) • Alignment • steer towards the average heading of local flockmates

  11. Flocking • Boids (Craig Reynolds) • Cohesion • steer to move toward the average position of local flockmates

  12. Physics-Based Animation(Motion Dynamics) • Mass • Density • Elasticity • Friction • Static • Kinetic • Forces • Gravity • Wind, water, etc.

  13. Collisions • Detection • Avoidance • Response

  14. Goal-Directed Animation • First, goals (targets) are set for various object attributes • Then, the animation is allowed proceed as needed towards these goals

  15. Rule-Based Animation • Uses rules to govern object behavior • Used for flocking, physics-based, goal-directed, tec. • Type of expressions • Mathematical • Logical

  16. Scripts • Uses a scripting language to specify animation • Scripts can also includes previous techniques

  17. Procedural Animation • Stochastic modeling • Specific behaviors are described by procedures (programming units) • Often used for secondary actions

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