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Mathematics in Animation

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Presentation on theme: "Mathematics in Animation"— Presentation transcript:

1 Mathematics in Animation
NOVEMBER

2 Introduction Simon Sherr Animation Director
Sr. Technical Animation Director Games EA Sports MMA Madden NFL 09 NBA Street Homecourt Marvel Nemesis FIFA 2004/2005 Films Lord of the Rings: Two Towers Blade 2 Matrix 2/3 The One Blue Crush X-Men 2 Transformers Jumper

3 Principals of Animation
Disney “Illusion of Life” Squash and Stretch Anticipation Follow-through Straight ahead and Pose to Pose Slow in Slow out Arcs Secondary Action Timing Exaggeration Solid Drawing Appeal

4 Straight ahead and Pose to Pose
In Games: Cycles Linear Animation

5 Hierarchical State Machines
Visual Programming Quick Iteration No Syntax Errors Quick Learning Curves Less Technical Operators and Functions Input->output Entry Conditions

6 Physics Principals Objects in Motion Stay in Motion Anticipation
Overlap and Follow-Through Slow in Slow Out Arcs Secondary Action

7 The Math of Falling Movement is Constant Falling Parabolic Arcs
System of pendulums acting under physics 9.8 meters per second per second Exaggeration The physics of Bugs Bunny Just a different parabola Not 9.8

8 Realistic Parabolic Arc

9 Exaggerated Arc

10 Exaggerated Arcs

11 Quaternions and Games Ps3 and 360 Runtime rigs
Procedural Animation Blending

12 The Euler Problem Infinity Cubed Times Six Gimbal Lock Blending

13 Quaternion Only 2 vector solutions
When displayed as deltas in Cartesian 3D space only 1 plausible solution Procedural Blending Becomes Possible

14 Quaternion in Visual Space

15 Questions?


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