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Mathematics in Animation
NOVEMBER
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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
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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
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Straight ahead and Pose to Pose
In Games: Cycles Linear Animation
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Hierarchical State Machines
Visual Programming Quick Iteration No Syntax Errors Quick Learning Curves Less Technical Operators and Functions Input->output Entry Conditions
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Physics Principals Objects in Motion Stay in Motion Anticipation
Overlap and Follow-Through Slow in Slow Out Arcs Secondary Action
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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
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Realistic Parabolic Arc
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Exaggerated Arc
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Exaggerated Arcs
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Quaternions and Games Ps3 and 360 Runtime rigs
Procedural Animation Blending
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The Euler Problem Infinity Cubed Times Six Gimbal Lock Blending
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Quaternion Only 2 vector solutions
When displayed as deltas in Cartesian 3D space only 1 plausible solution Procedural Blending Becomes Possible
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Quaternion in Visual Space
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Questions?
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