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Procedural Animation
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Keyframe animation Start values End values time t Interpolation
Values at time t
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Types of Keyframe Animation
curve interpolation path following forward and inverse kinematics blend shapes motion capture
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Procedural animation Initial conditions starting values start time Model constraints rules Increment Updated values
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Categories of Procedural Animation
gravity springs collision detection & response rotational dynamics physically based animation flocking behavior crowd behavior prey-preditor model walking grasping and reaching speech personality behavioral animation
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Basic physcially based animation
state of the world position velocity forces acceleration new velocity f =Sum(fi) new position
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Gravity (earth) a = -9.8 m/s v = v + a*dt p = p + v*dt
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Gravitational Fields f = G(m1*m2)/d2
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Simple Spring spring let D = (P-Q) L = |D| P (moveable) with mass m f = ks * (L - Lrest)D/L Q (fixed) a = f/m v = v + a*dt p = p + v*dt
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Works against velocity
Viscosity or Damping Works against velocity Velocity V Damping force f = - kd * V
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V is rate of change of Length of spring
Simple Spring-Damper spring let D = (P-Q) L = |D| P (moveable) with mass m V is rate of change of Length of spring Q (fixed) f = (ks * (L - Lrest) - kd*V)*(D/L)
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Simple Spring-Damper spring P (moveable) with mass MP Q (moveable) with mass MQ fP = - fQ
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Simple collision response
kinematic response: negate horizontal component of velocity
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Friction static friction f = kf*fn dynamic friction velocity ff g
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Inclined ramp velocity ff g
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