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R ON I ON

SEMI NA
N I MAT
P U TE RA
CO M B HEE PSA ROU L
BY: A
Introduction
•Time sequence of visual changes in a scene

•Display time variation in object size, color, transparency or


surface texture

•Generated by changing camera parameters

•Appl: entertainment, advertising, scientific and engineering


studies, education
Design
Steps:

Story board layout


Object definition
Key frame specification
Generation of in-between frames
Story board

Outline of the action


Defines motion sequence
Object definition In-between
Intermediate frames between
Defining objects in terms of the key frames
basic shapes
Time intervals for the
Associated movements for each motion are set
object Other tasks
Key frame Motion verification
Editing
Detail drawing of the scene Production and
synchronization of soundtrack
General computer animation
Object manipulation and rendering
Camera motion
Generation of in-betweens
Store and manage the object database
Simulate camera movements
Raster animation
Generate real time animation in limited application

Animate along 2-D motion using color table transformation


Animation language
Design and control are handled with a set of animation routines.

Languages incl. C, LISP, PASCAL, FORTRAN.

Scene description

Positioning of objects and light source


Defining photometric parameters
Setting the camera parameter
Action Spec.

Layout of motion path for object & camera


Key Frame system

Generate the In-betweens


from the user specified
key frames

Define as a set of rigid


bodies connected at the
joints.
Parameterized System

Allow object motion characteristics

Scripting system

Allow object specification and animation sequence


Key Frame System
Generate each set of in-betweens from the specification of 2
key frames
Complex object transformation
Morphing
Transformation of object shapes from one form to another
Applied to any motion or transition involving change in shape
Key Frame K Key Frame K+1

Key Frame K Halfway Frame Key Frame K+1


Lmax= max(Lk, Lk+1)

Lmin= min(Lk, Lk+1)

Ne = Lmax mod Lmin

Ns = int (Lmax/Lmin)
Equalizing Vertex Count
• Vmax=max (Vk, Vk+1)

• Vmin=min (Vk, Vk+1)

• Nls = (Vmax-1)mod(Vmin-1)

• Np =int{(Vmax-1)/(Vmin-1)}

• Processing using vertex count

– Adding Np points to Nls line sections of key frame minimum


– Adding Np -1 points to the remaining edges of key frame minimum.
Motion Specification
• Direct Motion Specification

– Method for defining a motion sequence


– Explicitly give rotation angle and translation vectors
• Goal Directed System

– Motion Taking Place that abstractly describe action


– Determine specific motion parameter
• Kinematics and dynamics

– Kinematics – Positions, Velocity and Acceleration


– Dynamics – Forces acting on object in a scene
NK Y OU
THA

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