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CS U540 Computer Graphics Prof. Harriet Fell Spring 2007 Lecture 36 – April 11, 2007 Today’s Topics Animation Animation Keyframing Set data at key points and interpolate. Procedural Let mathematics make it happen. Physics-based Solve differential equations Motion Capture

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cs u540 computer graphics

CS U540Computer Graphics

Prof. Harriet Fell

Spring 2007

Lecture 36 – April 11, 2007

animation
Animation
  • Keyframing
    • Set data at key points and interpolate.
  • Procedural
    • Let mathematics make it happen.
  • Physics-based
    • Solve differential equations
  • Motion Capture
    • Turn real-world motion into animation.
key principles of animation john lasseter 1987
Key Principles of AnimationJohn Lasseter 1987
  • Squash and stretch
  • Timing
  • Anticipation
  • Follow through and overlapping action
  • Slow-in and slow-out
  • Staging
  • Arcs
  • Secondary action
  • Straight ahead and pose-to-pose action
  • Exaggeration
  • Solid drawing skill
  • Appeal
          • Siggraph web reference
animated gif
Animated gif

Johan Ovlinger’s Trip to Earth and Back

pyramid of 35 spheres
Pyramid of 35 Spheres

Rendered by Blotwell using POV-Ray and converted with Adobe ImageReady.

physics based animation
Physics-Based Animation

http://www.cs.ubc.ca/labs/imager/imager-web/Research/images/michiel.gif

flash animation
Flash Animation

POWER OF THE GEEK

keyframing
Keyframing
  • A frameis one of the many still images that make up a moving picture.
  • A key frame is a frame that was drawn or otherwise constructed directly by the user.
  • In hand-drawn animation, the senior artist would draw these frames; an apprentice would draw the "in between" frames.
  • In computer animation, the animator creates only the first and last frames of a simple sequence; the computer fills in the gap.
  • This is called in-betweening or tweening.
flash basics
Flash Basics
  • Media objects
    • graphic, text, sound, video objects
  • The Timeline
    • when specific media objects should appear on the Stage
  • ActionScript code
    • programming code to make for user interactions and to finely control object behavior