Professional Documents
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Research On Techniques
Research On Techniques
Persistence of vision:
Animation works by using an optical illusion. By presenting a
sequence of still images in quick enough succession, the viewer
interprets them as a continuous moving image. This is the
same principle that enables live action film making and
projection to work. Film theorists often refer to this illusion of
movement as the persistence of vision.
Persistence of vision is the theory of the human eye having the
illusion of an after image still persisting . We don't notice the
fractional skips between images because that persistence fills
in the momentary gap to make the motion seem seamless.
Persistence of vision works because the human eye and brain
can only process 10 to 12 separate images per second,
retaining an image for up to a fifteenth of a second. If a
subsequent image replaces it in this period of time it will create
the illusion of continuity. It's kind of like when you look out a
window on a sunny day and close your eyes real tight, you can
still kind of see the basic shapes of what you were looking at.
Stop Frame Animation: (introduction paragraph)
Stop Motion Animation is a technique used in animation to
bring static objects to life on screen. This is done by moving the
object in increments while filming a frame per increment. When
all the frames are played in sequence it shows movement. Clay
figures, puppets and miniatures are often used in stop motion
animation as they can be handled and repositioned easily.
Stop motion animation is almost as old as film itself. Film
makers needed a way to animate objects on screen and the
technique was devised. The first instance of its usage is
credited to J. Stuart Blackton and Albert E. Smith for bringing a
toy circus to life in Humpty Dumpty Circus (1897).
Frame rates:
Movement of models:
can tie all these new poses into the original face mesh and
have it operate all on one control slider.
For example, if you want to raise an eyebrow you can model a
face pose with one eyebrow raised, connect it to a blend shape
and using the slider with a value of 0 to 100 to either raise or
lower the eyebrow. This is a great way for the animator to be
able to quickly make face poses without having to move
individual facial controls around. There are some downsides to
using blend shapes for facial poses, because the edit ability can
be limited. Riggers often will give the animators both blend
shape options and traditional control points to use them in
conjunction.
Inverse Kinematics means that the child node within your rigs
hierarchy can influence the movement of its parents. For ex
ample, if you use IK for your characters arm you can position
your characters hand and the rest of the arm chain will be
calculated. This allows the animator to animate independently
of the chains hierarchy. Because of this IK is great when
needing to have a characters arm stay planted on something.
For example, pushing against a wall or swinging on a bar.
Control curves are created by the rigger to assist the animator
in manipulating joints within the rig. Typically a rig consists of
many components that need to be manipulated to move the
character in the desired pose. This can be very difficult to do
without control curves because the animator would need to
hide the mesh to see the skeleton within the character and try
to determine which joint manipulates the elbow, for example.
Control curves are typically simple NURBS curves placed
outside of the character so the animator can easily select the
curve to position the character instead of the actual joint.
Constraints are very important in both the rigging and
animation process. Typically your 3D application will have
several options for constraining. Constraints limit an objects
position, rotation and scale based off of the attributes of the
parent object. For example, by taking two separate spheres,
applying a parent constraint, and then deciding which is the
parent and which is the child, you can select just one and the
other will follow whatever the parent is doing.
Setting up constraints is a vital step when creating control
curves for the rig. For example, you will need to determine the
type of affect that a control curve has on an individual joint.
Setting up constraints will allow you to do this.
There are many different deformers/modifiers depending on
your 3D application which can be utilized to enhance your rigs.
Deformers are often used among modelers but they are also
extremely helpful for riggers as well. Deformers contain
algorithms that can move large sections of vertices on a model
to produce organic shapes. For example, when rigging a
character you can utilize something like a cluster deformer that
allows you to manipulate a large section of vertices by using
just one single control.
Once created, a cluster can be constrained to a control object.
This is great for creating facial controls like cheeks or eyebrows.
Skinning is the process of taking the joints or bones of the rig and binding
them to the actual 3D mesh. When the joints are bound to the 3D mesh it
allows you to move the joints and the mesh will follow. Without skinning
the mesh to the joints the joints will have no influence on the actual 3D
model.