6-animation in game (game development - umt spring 2017)

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Animation in Game FROM: HAFIZ AMMAR SIDDIQUI – COURSE: GAME DEVELOPMENT – INSTITUTE: UNIVERSITY OF MANAGEMENT AND TECHNOLOGY

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Page 1: 6-Animation in Game (Game Development - UMT Spring 2017)

AnimationinGame

FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY

Page 2: 6-Animation in Game (Game Development - UMT Spring 2017)

ComputerAnimation• To animatemeans bring to life

• Adds a time dimension to graphics,defines the movementof object in spaceand time

• Achieved by displayingsequenceof still images in a quick succession

• Still images (frames) are flashed in rapid succession to create the illusion of motion

FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY

1 2 3 4 5 6 7Frames

Page 3: 6-Animation in Game (Game Development - UMT Spring 2017)

ProceduralAnimation

FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY

Page 4: 6-Animation in Game (Game Development - UMT Spring 2017)

ProceduralAnimation• Animateobject by a set of rules and steps

• Animation is created by using a procedurewith initial conditions

• Rules that define the animation are usually based on physical rules of the real world

expressed bymathematical equations

• Procedures express shape and generate motion of an object algorithmically as a result

of input parameters

FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY

Page 5: 6-Animation in Game (Game Development - UMT Spring 2017)

Keyframe Animation

FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY

Page 6: 6-Animation in Game (Game Development - UMT Spring 2017)

Keyframe Animation• Keyframe: A frame in timeline (sequence of frames) which defines the state or

condition of an object thatwill be changing over time

• Keyframe animation uses keyframes that describe state of an object at particular points

in time, and everything else in-between is figured out by interpolation

• In keyframe animation, important keyframes are specified on timeline and rest of the

frames in-between are calculated using interpolation

FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY

Page 7: 6-Animation in Game (Game Development - UMT Spring 2017)

Keyframe Animation

FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY

Keyframe (t=0)

Keyframe (t=3) Keyframe (t=9)

Keyframe (t=6) Keyframe (t=12)

(t=1)

(t=2) (t=4)

(t=5) (t=7)

(t=8) (t=10)

(t=11)

FrameInterpolated

Frame FrameInterpolated Interpolated

Page 8: 6-Animation in Game (Game Development - UMT Spring 2017)

SkeletalAnimation

FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY

Page 9: 6-Animation in Game (Game Development - UMT Spring 2017)

SkeletalAnimation• Object in skeletal animation is composed of two components

• Rig (Skeleton): Used to animate the object. Set of hierarchical rigid bones connected

by joints which remain hidden. Process of creating a skeleton is called rigging.

• Skin (Geometric Model, Mesh): Used to draw the object. Graphical representation of

an object where its vertices aremapped to the joints in an underlying rig. Each vertex

can be weighted to multiple joints. Process of mapping is called skinning.

• Object is animated bymoving its joints or end effectorswhich moves mapped vertices

FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY

Page 10: 6-Animation in Game (Game Development - UMT Spring 2017)

SkeletalAnimation• Joint: Connect the bones at their end points

• End Effector: End of chain of bones,open end of a bone

FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY

BoneJoint

EndEffector

RiggedObject

Page 11: 6-Animation in Game (Game Development - UMT Spring 2017)

SkeletalAnimation

FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY

Skeleton Mesh Skeleton+Mesh Renderedobject

Page 12: 6-Animation in Game (Game Development - UMT Spring 2017)

SkeletalAnimation• Object in skeletal animation is animated by

• Forward Kinematics: Movement of all the joints in the rig are explicitly specified

which results in the movementof end effector

• Inverse Kinematics: Movementof only end effector is specified

•Movement of joints and end effectors can be done through procedural animation,

keyframeanimation or motion capture

FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY

Page 13: 6-Animation in Game (Game Development - UMT Spring 2017)

MotionCapture

FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY

Page 14: 6-Animation in Game (Game Development - UMT Spring 2017)

MotionCapture• Process of recording the movement of an object in real world and then use that

recorded information to animatean object in computer animation

• Capture real life motion with the help of machine

• An object or an actor in real world is mapped with nodes that sends movement and

position information to a system, then this captured information is applied on an object

or a character in computer animation to achieve real life effect

FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY

Page 15: 6-Animation in Game (Game Development - UMT Spring 2017)

Reference• GameEngineArchitecture- JasonGreygory

• FundamentalsofComputerGraphics- PeterShirley,SteveMarschner

• PrinciplesofComputerGraphics– Shalini Govil

FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY