IART219220221 Animation Motion - PowerPoint PPT Presentation

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IART219220221 Animation Motion

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Free-Form Shape Animation. Interpolating between two versions of the same object ... Squashing and stretching. 3D Morphing. Interpolating between two different objects ... – PowerPoint PPT presentation

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Title: IART219220221 Animation Motion


1
IART-219/220/221AnimationMotion
  • ? Shape Animation
  • ? Spatial Animation
  • ? Inverse Kinematics
  • ? Motion Capture

2
Shape Animation
  • Free-form
  • 3D Morphing
  • Free-form lattices
  • Wave functions
  • Animating surface characteristics

3
Free-Form Shape Animation
  • Interpolating between two versions of the same
    object
  • Two versions at two keyframes
  • Modify one or both mesh
  • Use of locked points
  • Squashing and stretching

4
3D Morphing
  • Interpolating between two different objects
  • Animating all points of source object into
    corresponding position in target
  • Same number of points
  • Pre-planning
  • Order of sequence

5
3D Morphing
6
Free-Form Lattices
  • External control structure
  • Manipulating large number of points
  • 3D grid of control points connected to model
    points through imaginary springs
  • Push and pull object points
  • Larger number of control points, smoother moves

7
Free-Form Lattices
8
Wave Functions
  • Again to help manipulate large number of points
  • 2D math function curves to control shape
    animation
  • Circular wave for a lake
  • Planar wave for the surface of a sea
  • Spherical wave for explosion
  • Can be unpredictable

9
Spatial Animation
  • Moving objects in 3D space
  • Interactive specification of key poses
  • Simplest method
  • Forward kinematics
  • Motion paths
  • Inverse kinematics

10
Hierarchical Structures
  • Grouping objects at different levels
  • Inverted tree structure
  • Levels of precedence
  • Parent (e.g. Root)
  • Child/Grandchild
  • Sibling
  • Articulated figures
  • Connected objects
  • Joints and degrees of freedom

11
Hierarchical Structures
12
Forward Kinematics
  • Change in the angle of joints causes motion
  • Joint angles are known in advance and will be
    repeated
  • Angle values provided by keyboard or a specific
    device (physical model)

13
Forward Kinematics
14
Motion Path
  • 3D path for motion is drawn
  • Easy to work with
  • Can be combined with other methods
  • Path of a legged creature
  • Steps
  • Draw the path
  • Select and link the object and set the front side
  • Set speed and acceleration

15
Motion Path
16
Inverse Kinematics
  • Complex models with large number of joints
  • Motion of the entire skeleton based on the final
    angles of some key joints
  • Needs hierarchical structure
  • Articulated figures, skeleton,
  • Includes chain, joints, motion constraints and
    (end) effectors

17
Inverse Kinematics
  • Articulated chain
  • Root (first joint)
  • Joints and segments
  • Effector (determines the motion)
  • Joints usually rotate around one axis
  • In some cases FK can be more direct and offer
    better control

18
Inverse Kinematics
19
Motion Capture
  • Alternative to keyframing
  • May provide only basic tracks of motion
  • Secondary motion added later
  • XYZ joint positions
  • Can be applied to IK skeleton
  • Started in early 80s
  • Potentiometers, LEDs and mechanical armatures

20
Motion Capture Technology
  • Prosthetic
  • Based on potentiometers
  • Very accurate but bulky and restricted
  • Acoustic
  • Radio signal transponder
  • Magnetic
  • Optical
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