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Simulating Cartoon Style Animation Stephen Chenney, Mark Pingel, Rob Iverson, Marcin Szymanski Presented by: Andrea Tartaro
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Squash and Stretch Traditional animation example
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Luxo, Jr. Squash and Stretch
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Lasseter’s Principles of Animation +Squash and Stretch +Timing +Anticipation +Staging +Follow through and overlapping action +Straight ahead action and pose-to-pose action +Slow in and out +Arcs +Exaggeration +Secondary Action +Appeal =Personality
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The System Ballistic motion simulator Collision detection mechanism Stylistic deformation
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Cartoon Simulation Gravity Restitution (lost “energy”) Max Stretch Min Squash Stretch Rate Squash Rate
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Cartoon Physics Algorithm Two modes: –Free-space –Collision 1)Update free space objects 2)Compute collision interpolation parameters 3)Update all objects involved in collisions
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Special Cases 1.Coming to reset 2.Simultaneous collisions
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Limitations Only convex polygonal models Only one moving object Collision must be between one deformable object and a fixed object
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Applications Interactive Entertainment/ Games Animation interfaces for novices Aids to traditional animation Storyboarding animation?
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