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3D Animation
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Keyframes
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Define parameter values manually at selected points in time (keyframes);
let the software interpolate the values for all remaining frames ("inbetweening",
"tweening")
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Use: translation, rotation, scaling, object parameters, light parameters,
material parameters, ...
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Function curves
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Control of ease-in/ease-out through spline-like curves
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Demo: function curve editors of Cinema 4D and Maya
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Rotations cannot be interpolated easily
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Translations and scalings can easily be blended between keyframes, but
rotations cannot, at least if one uses xyz = HPB rotation angles ("Euler
angles") to do the blending: Due to the non-commutativity of rotations,
the object does not rotate smoothly. (Demo in Cinema 4D)
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This problem can be overcome with other descriptions of rotations, for
instance unit quaternions.
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Procedural animation
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Use a straight formula for a simple motion such as the rotation of a planet
around the sun.
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Physics-based: Compute the motion (more or less) according to the laws
of physics
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Particle systems: mostly "dumb", point-like and collision-ignorant
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More or less complex collision handling: rigid-body dynamics, soft-body
dynamics (Demo in Cinema 4D)
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Physics Engines such as AGEIA PhysX
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Behavioral animation
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Let quasi-autonomous entities be controlled by scripts
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Crowd, flock and herd behavior
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Massive
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Demo with Thinking Particles