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Yingcai Xiao Game Development Animation. Video Game Interactive animation: user-> interface (look) -> action (feel) -> feedback (A/V, haptic)

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Presentation on theme: "Yingcai Xiao Game Development Animation. Video Game Interactive animation: user-> interface (look) -> action (feel) -> feedback (A/V, haptic)"— Presentation transcript:

1 Yingcai Xiao Game Development Animation

2 Video Game Interactive animation: user-> interface (look) -> action (feel) -> feedback (A/V, haptic)

3 Animation Animation: any change that has a visual effect. Motion Dynamics: movements (geometry change) Update Dynamics: attribute change (color, texture, …) Others: camera position, lighting, rendering techniques, … Animation: any change that has a visual effect. Motion Dynamics: movements (geometry change) Update Dynamics: attribute change (color, texture, …) Others: camera position, lighting, rendering techniques, …

4 Key-frame Animation Defining key-frames Inbetweening with interpolations: Lerping (linear interpolation) parabola interpolation Defining key-frames Inbetweening with interpolations: Lerping (linear interpolation) parabola interpolation

5 Key-frame Animation

6 Neighborhood skeletons: define interpolated shapes

7 Graphical languages P-curves (parametric representation of motion)

8 Animation Control Explicit: animator provides a description of everything that occurs in the animation. Tracking live action. Procedural: movement computed by a procedure. Actors (Object-oriented high-level procedural control) Kinematics: positions and velocities of points. Dynamics: physical laws that govern kinematics. Physically based: cloth draping, plastics bending, … Constraint-based: constraint movements. Explicit: animator provides a description of everything that occurs in the animation. Tracking live action. Procedural: movement computed by a procedure. Actors (Object-oriented high-level procedural control) Kinematics: positions and velocities of points. Dynamics: physical laws that govern kinematics. Physically based: cloth draping, plastics bending, … Constraint-based: constraint movements.

9 Double Buffering Why? To reduce flickering How? Draw to the invisible back buffer Copy to the visible front buffer. (Btblt)==>very fast with HW assistance Why? To reduce flickering How? Draw to the invisible back buffer Copy to the visible front buffer. (Btblt)==>very fast with HW assistance

10 Double Buffering – Pseudo Code void Draw() { useCanvas(bbfr); DrawObjects(); useCanvas(SCREEN_CANVAS); copyPixel(bbfr, viewing-rectagle); } void Draw() { useCanvas(bbfr); DrawObjects(); useCanvas(SCREEN_CANVAS); copyPixel(bbfr, viewing-rectagle); }

11 Animation in Unity3D Track live actor with NUI Key-frame animation with GUI


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