The document discusses different animation techniques including traditional animation, keyframing, procedural animation, behavioral animation, motion capture, dynamics, and morphing. Keyframing involves specifying key positions and the computer interpolating between them. Procedural animation uses rules and simulations rather than keyframing. Behavioral animation gives characters some autonomy. Motion capture records human movements to animate objects. Dynamics uses physics to generate motion realistically and interactively. Morphing transforms shapes from one form to another.
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Multimedia Unit-4
The document discusses different animation techniques including traditional animation, keyframing, procedural animation, behavioral animation, motion capture, dynamics, and morphing. Keyframing involves specifying key positions and the computer interpolating between them. Procedural animation uses rules and simulations rather than keyframing. Behavioral animation gives characters some autonomy. Motion capture records human movements to animate objects. Dynamics uses physics to generate motion realistically and interactively. Morphing transforms shapes from one form to another.
by hand. • All the frames in an animation had to be drawn by hand. • Since each second of animation requires 24 frames filmfilm, the amount of efforts required to create even the shortest of movies can be tremendous. Keyframing
• In this technique, a storyboard is laid out and then
the artists draw the major frames of the animation. • Major frames are the ones in which prominent changes take place. They are the key points of animation. • Keyframing requires that the animator specifies critical or key positions for the objects. • The computer then automatically fills in the missing frames by smoothly interpolating between those positions. Procedural
• In a procedural animation, the objects are
animated by a procedure − a set of rules − not by keyframing. • The animator specifies rules and initial conditions and runs simulation. • Rules are often based on physical rules of the real world expressed by mathematical equations. Behavioral
• In behavioral animation, an autonomous
character determines its own actions, at least to a certain extent. • This gives the character some ability to improvise, and frees the animator from the need to specify each detail of every character's motion. MotionCapture
• Motion Capture, in which magnetic or vision-based
sensors record the actions of a human or animal object in three dimensions. • A computer then uses these data to animate the object. • This technology has enabled a number of famous athletes to supply the actions for characters in sports video games. • Motion capture is pretty popular with the animators mainly because some of the commonplace human actions can be captured with relative ease. Dynamics
• Unlike key framing and motion picture, simulation
uses the laws of physics to generate motion of pictures and other objects. • Simulations can be easily used to produce slightly different sequences while maintaining physical realism. Secondly, real-time simulations allow a higher degree of interactivity where the real person can maneuver the actions of the simulated character. • In contrast the applications based on key-framing and motion select and modify motions form a pre-computed library of motions. Key Framing
• A keyframe is a frame where we define
changes in animation. • Every frame is a keyframe when we create frame by frame animation. When someone creates a 3D animation on a computer, they usually don’t specify the exact position of any given object on every single frame. • They create keyframes. Morphing
• The transformation of object shapes from one
form to another form is called morphing. • It is one of the most complicated transformations.