This document discusses various computer animation techniques. It begins with an introduction to animation and the concept of frame rate. There are three main types of animation discussed: traditional/hand-drawn animation where drawings are traced onto sheets and photographed, stop-motion animation which manipulates real-world objects, and computer animation which can be 2D or 3D. Computer animation techniques include raster animation where images are redrawn and moved pixel by pixel, and morphing where shapes are transformed between key frames. Motion in animation can be specified through direct parameters, paths, inverse kinematics, or motion capture of real movements. Computer animation has applications in movies, games, simulation, and more.
17. Walt Disney Walt Disney, an American cartoonist and film producer, started an entertainment empire with his creation of animated movies and world-renowned amusement parks. Disney appears here at his drawing board in 1950 with a drawing of Mickey Mouse, his most famous cartoon character. Disney won an honorary Oscar (Academy Award) in 1932 for his creation of Mickey. . 9 Mahith
18. Stop Motion Animation Stop-motion animation is used to describe animation created by physically manipulating real-world objects and photographing them one frame of film at a time to create the illusion of movement. 10 Mahith
33. It involves creating an image, and then using a computer to put that image in motion
34. Raster based animation frames are made up of individual pixels. These pixels each contain information about the colour and brightness of that particular spot on the image18 Mahith
35. Ship is redrawn in background color Step 2 (move) Step 1 (erase) Step 3 (draw) (x,y) (x+ Dx , , y+ Dy) (x’,y’) (x,y) x’ = x + Dx y’ = y + Dy Move ship Example: 19 Mahith
45. Computer Animation languages Scripting System: Object specifications & animation sequences are defined with a user-input script 24 Mahith
46. Morphing Transformation of object shape from one form to another is called Morphing ( Metamorphosis) 25 Mahith
47. Key frame Key frame In-between frame Three frames form a morph from George W. Bush to Arnold Schwarzenegger showing the mid-point between the two extremes 26 Mahith
48. 1’ 1 4’ 4 added point 2’ 2 Key frame k Key frame k+1 Halfway frame Linear interpolation for transforming triangle into a quadrilateral 3 3’ 27 Mahith
49. General preprocessing rules for Equalizing key frames Using edge count: Let Lk & L k+1 no of line segment in 2 consecutive key frame. Then Lmax =max(Lk ,Lk+1 ) , Lmin =min(Lk , Lk+1 ) And Ne = Lmax mod Lmin Ns = int(Lmax / Lmin ) Then the preprocessing is accomplished by Dividing Ne edges of keyframemin into Ns +1 sections Dividing the remaining lines of keyframemin into Ns sections. 28 Mahith
50. Key frame k+1 1’ Key frame k 1 4’ 2’ 2 General preprocessing rules for Equalizing key frames Example for by using edge count: 3 3’ L k =3 L k+1 =4 L max =4 , L min =3, N e = 1 , Ns =1 Divide 1 (N e ) edges of keyframe k (keyframe min ) to 2 (N s+1 ) section Since Ns =1 leave the remaining sections. 29 Mahith
51. General preprocessing rules for Equalizing key frames Using vertex count: Let Vk& Vk+1 no of vertex in 2 consecutive key frame. Then Vmax =max(Vk,Vk+1 ) , Vmin =min(Vk, Vk+1 ) And Nis = (Vmax -1) mod( Vmin -1) Np = int((Vmax-1) / (Vmin -1) Then the preprocessing is accomplished by adding Np points to Nis line section of key framemin. Adding Np -1 points to the remaining edges of key framemin 30 Mahith
52. Key frame k+1 1’ Key frame k 1 4’ 2’ 2 General preprocessing rules for Equalizing key frames Example for by using vertex count: 3 3’ V k =3 V k+1 =4 V max =4 , V min =3, N is = 1 , Np =1 Add 1 (N p ) point to 1 (N is ) line of keyframe k (keyframe min ) Since Np -1 =0 leave the remaining edges 31 Mahith
55. To stimulate acceleration we adjust the time spacing for the in-betweens32 Mahith
56. For constant speed we use equal interval of time spacing. Let consider key frames at times t1 and t2 and having n in-between frames between these. then dt= (t2 – t1)/ n+1 And time for any in-between as: tBj = t1 +j* dt For accelerating we can use functions like 1-cosq, 0<q<p/2 Then time for any in-between is: tBj = t1 +dt ( 1-cos(jp/2(n+1) ) 33 Mahith
61. y(x) = A sin(wx+ q0 ) e-kx where A =initial amplitude w = angular frequency q0 = phase angle k= damping constant This show the path of a bouncing ball acquired from damped sine function 36 Mahith
62.
63. At the opposite extremes we specify the motions in general terms which describes the action.
70. Rest motion parameters are computed by the system.Disadvantage: There is no general analytical solution. Must be solved through non-linear programming techniques. 39 Mahith