1. Research on manual methods of animation
- Key frames (key frames)
are pictures or drawings which define an essential part of start and end between transition points. These are called "frames" because their long life are part of a film. A sequence of keyframes defines the movement that the viewer can see, sometimes the position of the keyframes in a film, video or animation defines the time of the movement. For the duration of only 2 or 3 keyframes in a second does not produce an illusion of movement, the permanence of the frames are set with more pictures or images, called "inbetweens."
- Forward Kinematics (Kinematics)
is a method of 3D computer graphics for animation of models. The essential concept of this concept is that the position of particular parts of a model in a specific time are calculated from the position of the object orientation d, along with information on the union of a joint model.
- Inverse Kinematics (Inverse Kinematics)
is a process used in the animation of 3D computer graphics, which requires calculating the articulation of a series of tips or Conjuntura, as at the end of limbs to up in a particular location.
- Motion Capture (Motion Capture)
is a digital recording technique of movements for entertainment or entertainment, sports and medical applications. It uses multiple capture systems from the optical, mechanical, magnetic systems, either through the use of sensors or other devices. Movements not only records the appearance, this method has emerged as military research.
2. Discuss the advantages / disadvantages of each method and give examples (at least two) of situations in which each is best applied.
Advantages:
Easy to handle
Useful for quick videos.
only takes basic shapes.
Disadvantages: Inefficient
for good animation.
For a big job you need several basic shapes.
Applications:
Films Videos
Business Presentations
Forward Kinematics (Kinematics):
Advantages:
behaviors.
certain positions.
every move is planned.
Disadvantages:
not define physical laws like gravity and collisions.
Applications: Robotics
Games
Computer Animation.
Inverse Kinematics (Inverse Kinematics):
Advantages:
Responsible for joint requirements.
Disadvantages: Limits
anthropomorphic joint limits
Applications:
Robotica
Computer Animation.
Motion Capture (motion capture):
Advantages: Faster
sometimes gives better results in real time.
The workload does not vary with the complexity and size of the quality or the same degree when using traditional techniques.
complex movement and realistic physical interactions such as a secondary animation, weight and exchange of forces can be more easily created with a precise check.
technology gives an actor to play multiple roles with a single film.
Disadvantages:
specific hardware needs and special programs required to obtain and process data.
The cost of software and equipment, required personnel may not be feasible for small productions.
capture system should have specific requirements to be operated on them.
When problems occur they can be easily Retracing the scene is better than trying to manipulate the data. Only few systems accommodate real-time view of data to decide whether to take action on the matter or have to redo. Expanded
motion to quadruple characters can be difficult.
technology can become obsolete in a few years as well as software and development techniques.
The results are limited to the existence of a high quality capture depending on the volume and extra edition of the data.
movement can not follow the laws of physics generally can not be represented.
traditional animation techniques such as stress or the anticipation and follow-side movement or manipulation, are narrow in the animation and generally do not apply.
If the computer model has different proportions from the capture of the object, this can occur.
real quality of life can not move the computer model as expected.
Applications:
In games where motion capture, for example: football, basketball and martial arts fighting, action sports in general.
CG effects to capture, in some cases replace cell animation, and fully computer spawns as Golum, The Mummy and King Kong
Virtual Reality for real-time interaction. Just as visualization. Character generation in real time.
3. Find out which method of animation using models Quake and Unreal Tournament. Search using OpenGL code that allows to visualize a model and run these games.
LOD support full-mesh and bone.
-Viewer tool for organizing and finding animations and meshes:
-Ability to add specific notifications to the game at specific points in the animation.
-Tools 'Sockets' graphically on the bones to be used to attach objects to the skeleton in the game, complete with preview. Ability
-coated mesh preview based on the same skeleton (eg, armor).
-The animation is driven by a "AnimTree" - a tree of nodes of entertainment, including:
-blended controls that play a mixture of n modes between objects nested animation.
-managed by computerized controls, encapsulating motion capture or hand animation information.
- physical controls, tying the engine rigid body dynamics for a player of "rag doll" and NPC animation and physical response to impulses.
- skeleton procedural controls for game features, like having a head and eyes to track the player NPC walking by one level.
- A tool that solves inverse kinematics to calculate the positions of the member based on global locations (eg, placement of feet).
- AnimTree Editor allows programmers and animators to create complex mixtures and adjusting controls to preview them in real time in the editor.
- new node types and controller can be added easily to a specific control of the game.
- Export tools for 3D Studio Max, Maya and XSI to bring weight meshes, skeletons and sequences animation engine. QUAKE
Quake engine (III) loading 3D models MD3 formats. The format used vertices of movement, contrary to the animation skeleton used to save the animation. The animation features in the MD3 format is superior to the format used in Quake II MD2, because an animator can make the number of key frames per second is less and more than 10 key frames per second. This allows more complex animations that are less "shaky" than Quake II models.
Another important feature of the MD3 format is that the models are broken down into 3 different parts anchored the each other. Typically, this is used to separate the head, torso and legs so that each part can move independently in either a procedural animation. Each part of the model has its own set of textures.
The character models are lit and shaded using Gouraud shading while levels (stored in formats BSP) with either light or light maps Gouraud shading depending on user preference. The engine is capable of making colored lights wiring lights and apply the model, resulting in a quality of light, which was, for its time, very advanced.
The engine is capable of playing three types of shadows. One only puts a circle with feathered ends at the foot of the character, while the other two forms cast a shadow on the floor right polygon. The difference between the latter two methods is the dependence of shades of black, opaque and solid while the other attempts (with mixed success) to cast shadows of stencil shadow volume depth in a semi-transparent black.
languages \u200b\u200bOther features include high-level shadows and a method for deploying mist.
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