Introduction to Computer GraphicsFarhana Bandukwala, PhDLecture 20: Animation ConceptsConventional animation steps1. Story laid out on a storyboard (sequence of sketches)2. Keyframes for the animation are drawn3. Intermediate frames are filled in (inbetweening)4. Trial pencil test frames made5. Final colored framesAnimation stepsPixarStoryboardKeyframesInbetweeningFinal renderingComputer assistanceComputers can be used for1. in-betweening with interpolation2. final rendered images with realistic graphicsCommon interpolation: Linear interpolation (lerp)Consider position described as :),1(000111tzyxtzyxzyx−×+×=where t ranges from 0 to 1Example: throwing ball up, keyframes1213Example: throwing ball up, after in-betweening with lerp1213Use curves for smoother interpolationwheretfzyxtfzyxzyx)),(1()(000111−×+×=Now, consider translation:11tf(t)Example: throwing ball up using f(t)1213Example 2:Luxo’s position relative to tableArticulated parts: moving along jointsExample: make robot walk by animating leg jointsExample: Animating a walkStep 1: animating angle of rotation at hip (hip-knee orientation)Angle being animated0Example: Animating a walkStep 2: animating angle of rotation at knee (knee-ankle orientation)Angle being animated0Example: Animating a walkStep 3: animating angle of rotation at ankle Angle being
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