6-Animation in Game (Game Development - UMT Spring 2017)
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Transcript of 6-Animation in Game (Game Development - UMT Spring 2017)
AnimationinGame
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
ComputerAnimation• To animatemeans bring to life
• Adds a time dimension to graphics,defines the movementof object in spaceand time
• Achieved by displayingsequenceof still images in a quick succession
• Still images (frames) are flashed in rapid succession to create the illusion of motion
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
1 2 3 4 5 6 7Frames
ProceduralAnimation
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
ProceduralAnimation• Animateobject by a set of rules and steps
• Animation is created by using a procedurewith initial conditions
• Rules that define the animation are usually based on physical rules of the real world
expressed bymathematical equations
• Procedures express shape and generate motion of an object algorithmically as a result
of input parameters
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
Keyframe Animation
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
Keyframe Animation• Keyframe: A frame in timeline (sequence of frames) which defines the state or
condition of an object thatwill be changing over time
• Keyframe animation uses keyframes that describe state of an object at particular points
in time, and everything else in-between is figured out by interpolation
• In keyframe animation, important keyframes are specified on timeline and rest of the
frames in-between are calculated using interpolation
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
Keyframe Animation
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
Keyframe (t=0)
Keyframe (t=3) Keyframe (t=9)
Keyframe (t=6) Keyframe (t=12)
(t=1)
(t=2) (t=4)
(t=5) (t=7)
(t=8) (t=10)
(t=11)
FrameInterpolated
Frame FrameInterpolated Interpolated
SkeletalAnimation
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
SkeletalAnimation• Object in skeletal animation is composed of two components
• Rig (Skeleton): Used to animate the object. Set of hierarchical rigid bones connected
by joints which remain hidden. Process of creating a skeleton is called rigging.
• Skin (Geometric Model, Mesh): Used to draw the object. Graphical representation of
an object where its vertices aremapped to the joints in an underlying rig. Each vertex
can be weighted to multiple joints. Process of mapping is called skinning.
• Object is animated bymoving its joints or end effectorswhich moves mapped vertices
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
SkeletalAnimation• Joint: Connect the bones at their end points
• End Effector: End of chain of bones,open end of a bone
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
BoneJoint
EndEffector
RiggedObject
SkeletalAnimation
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
Skeleton Mesh Skeleton+Mesh Renderedobject
SkeletalAnimation• Object in skeletal animation is animated by
• Forward Kinematics: Movement of all the joints in the rig are explicitly specified
which results in the movementof end effector
• Inverse Kinematics: Movementof only end effector is specified
•Movement of joints and end effectors can be done through procedural animation,
keyframeanimation or motion capture
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
MotionCapture
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
MotionCapture• Process of recording the movement of an object in real world and then use that
recorded information to animatean object in computer animation
• Capture real life motion with the help of machine
• An object or an actor in real world is mapped with nodes that sends movement and
position information to a system, then this captured information is applied on an object
or a character in computer animation to achieve real life effect
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
Reference• GameEngineArchitecture- JasonGreygory
• FundamentalsofComputerGraphics- PeterShirley,SteveMarschner
• PrinciplesofComputerGraphics– Shalini Govil
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY