3D Animation
3D computer graphics is a three-dimensional representation of geometric data stored in the computer
* From wiki for the purposes of performing calculations and rendering 2D images.
Principles for 3D
The original principles are still relevant today Can be applied to almost any type of animation including 3D.
* From wiki
But some of these principles require updates. Few new additional principles are also needed.
2D principles for 3D
Apply in the same way
Timing Anticipation Staging Follow through and overlap Exaggeration Secondary action Need to be updated
Squash & Stretch Slow in & Slow out Arcs Straight ahead action & pose to pose Appeal
establish the level of facial control and techniques build a catalog of facial morph targets or blend shapes reuse of the catalog
Types of 3D Animation
Stop-motion Animation Animatronics Performance Animation Character Animation Effects Animation Visual Effects Animation for Live Actor
Traditional : Modeling clay Modern : Modeling rubber skin with wire armature
A form of forward kinematics animation Can be used to set key poses of 3D computer animated characters, Implemented with special metal armatures that send information on the joint angles to the animation software (3D animation)
* From wiki
hands, mineral oil, brushes, texture pads, pasta making machine, pin-eye tool,
Animatronics
The computer-controlled model that can be animated in real time Usually, animatronics are placed on the set with live actors The motions are then programmed with inverse and forward kinematics software Stored as digital information, can be repeated and refined later.
Performance Animation
Found in the art of puppetry Created with puppet of with actor inside of a suit The basic idea is that a live actor controls the performance of the animated character The technique is called Motion capture when applied to 3D computer animation
Live motion capture directly applied to computer character Processed motion capture collected data is fine-tuned and enhanced with other animation techniques
Effects Animation
Animation that is not character-oriented Usually includes natural phenomena like fire, smoke,wind, dust, water in its many forms (rain, snow, clouds, rivers, waterfalls, ocean) as well as lighting effects (sparks, shadows)
Requires a unique approach that is sometimes very different from traditional animation Animated elements must match with the motions, colours, lighting and perspective of the live sequence
Units of Animation
Frame Smallest unit of animation
Still frame
30 frames
Fps Sequence
The number of frames of animation per second, rate of display Consists of a succession of camera shots that are connected to each other because they develop the same aspect or moment of the action
Scene
Shot
Linear Interpolation
The simplest and straightforward computer animation technique for calculating in-between frames Averages the parameters in the keyframes and provides as many equally spaced in-between frames needed Is based on constant speeds between the keyframes, but it produce abrupt changes in speed on the keyframes where one constant speed ends and a different constant speed starts. Linear interpolation cannot handle subtle changes in speed because the inbetween frames are created at equal intervals along the path.
Camera Animation
Camera animation give powerful effect to 3D animation Position camera moves The position of camera is defined using the XYZ coordinates that controls the camera position Dolly = translation along horizontal (x) axis Truck = translation along depth (z) axis Boom = translation along vertical (y) axis Crane = combination of dolly, truck, boom
Camera Animation
Orientation Camera Moves The orientation is defined using the XYZ coordinates that controls the camera orientation Tilt = a rotation of the camera on its horizontal (x) axis Roll = a rotation of the camera on its depth (z) axis Pan = a rotation of the camera on its vertical (y) axis
Light Animation
The position and attributes of light sources in a computer animation can be animated using keyframe interpolation A wide variety of lighting effects that effect the mood of a scene can be created by animating the intensity of a light source as well as its colour, cone angle and fall-off In principle, light sources should not be moved or animated unless we are trying to achieve a very specific change in the mood of a scene or a specific lighting effects based on artificial or natural light sources. Natural lighting effects are based on moving light sources like celestial bodies, the elements and natural phenomena and a few animals
Light Animation
The light of celestial bodies
The sun, moon usually moves very slowly because those light sources are far from us The moving light of celestial bodies is usually perceived in the form of moving shadows because we can rarely tell that the sun or the moon are moving by just looking at them in real time Can be created with infinite light sources or with points light sources that have medium to high intensity with no or little fall-off
Light Animation
The light of natural phenomena
Wide range of lighting behaviour that involves motion Such as the light emitted by lightning, fire, natural explosion (erupting volcano); the light reflected off the surface of moving water or refracted through moving water like a waterfall; the light interrupted by the motion of objects that could be caused by wind in front of a light source Can be created using different type of lighting point and spot lights
Light Animation
Practical Lights
Many nights and interior scenes have practical lights that moves or change during the shot Includes flashlights, matches, table lamps, fireflies
Artificial Lights
Can be still or in motion and can be based on point lights or spot lights Give different mood in the scene
Forward Kinematics
The technique consists of determining the motion and final position of a model by first specifying the angles of its joints Can be used creatively in situations when all the joints angles are known in advance and are repeated many times E.g. throwing a ball with forward kinematics, all joints angles need to be specified
Inverse Kinematics
The technique consists of determining the motion of entire skeletons based on the final angles of some of the key joints that define the motion The technique requires that the 3D models to be animated are built as hierarchical structures Powerful technique for building secondary motion on top of primary motions, like human body E.g. throwing a ball with inverse kinematics, only the starting and ending positions need to be specified