FROM 2D-SPRITE to SKELETAL ANIMATIONS – Boosting the Performance of a Mobile Application
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												Automatic 2.5D Cartoon Modelling
Automatic 2.5D Cartoon Modelling Fengqi An School of Computer Science and Engineering University of New South Wales A dissertation submitted for the degree of Master of Science 2012 PLEASE TYPE THE UNIVERSITY OF NEW SOUTH WALES T hesis!Dissertation Sheet Surname or Family name. AN First namEY. Fengqi Orner namels: Zane Abbreviatlo(1 for degree as given in the University calendar: MSc School: Computer Science & Engineering Faculty: Engineering Title; Automatic 2.50 Cartoon Modelling Abstract 350 words maximum: (PLEASE TYPE) Declarat ion relating to disposition of project thesis/dissertation I hereby grant to the University of New South Wales or its agents the right to archive and to make available my thesis or dissertation in whole orin part in the University libraries in all forms of media, now or here after known, subject to the provisions of the Copyright Act 1968. I retain all property rights, such as patent rights. I also retain the right to use in future works (such as articles or books) all or part of thts thesis or dissertation. I also authorise University Microfilms to use the 350 word abstract of my thesis in Dissertation· Abstracts International (this is applicable to-doctoral theses only) .. ... .............. ~..... ............... 24 I 09 I 2012 Signature · · ·· ·· ·· ···· · ··· ·· ~ ··· · ·· ··· ···· Date The University recognises that there may be exceptional circumstances requiring restrictions on copying or conditions on use. Requests for restriction for a period of up to 2 years must be made in writi'ng. Requests for - 
												
												The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. - 
												
												A4 Size Poster Toonz.Cdr
VIT-AP - Toonz Course on Animation, Visual Effects and Gaming The Best Career opportunity in MEDIA STUDIES Animation, Visual Effects, and Gaming objectives To cover the complete process of 3D animation filmmaking techniques. Aer completing this course the students will have expertise in 3D animation filmmaking. Students will have strong exposure to major areas in 3D production pipeline like Character Modeling, BG & Props Modeling, Texturing, Character Rigging, Staging, Animation, Lighting, Rendering, Multipass CG Compositing, Hair Fur Stimulation, Fluid Dynamics& Cloth Stimulation. Scope for Employment Ÿ 3D animators with specialization in core areas of production are in demand worldwide. There are plenty of requirements in the creative industry. Ÿ A student who completes the AFMA course can join the industry as Jr artists and eventually scale up to the level of Animation directors/Technical supervisors/Senior Producers etc. Ÿ Elective during the 3 months internship program Ÿ Asset Creation, Character Animation, Lok Filaization, Effects Animation Ÿ 100% Placement Opportunities in Media Studies & Internship in Toonz Animation Studio. Production Studio Ÿ Founded in 1999, Toonz Animation, the animation division of Toonz Media Group, is specialized in IP creation, development, and production. The 18,000 sq state-of-the-art headquarters is located in the picturesque city of Trivandrum, India. Started as a pioneer in the Indian animation landscape, Toonz Animation today has emerged as one of the finest animation houses in the world. With great - 
												
												Ivana Pistorozzicv
Experience 2020/ 2014 Ivana Pistorozzi CV www.ivanapistorozzi.com Minister of Education - Visual Art Teacher September 2019 - Present (11 months) Modena, Emilia-Romagna, Italy Painting & Drawing Techniques at Liceo Artistico L. Venturi, Modena, Italy When the wise man points to the moon, Visual Art at Ic 3 Mattarella, Modena, Italy 2D/3D Character Animator & the fool looks at the finger Illustrator ChiaroScuro Creative - 2D Character Animator (2 months), Freelance Bologna,Emilia-Romagna, Italy 2D Animator - Video clip in Cutting of animation technique, After Effects [email protected] https://youtu.be/sAZ0ekeDui8 Imagem Srl - Storyboard Artist & 3D Character Animator Phone number (6 months), Freelance, Bologna,Emilia-Romagna, Italy Spot Unified Communication - VAR Group, CISCO partners +39 388 449 43 62 Software: Autodesk Maya, Photoshop, After Effects; Cinema 4D - Maxon Born: 17/03/1974 MADE ON VFX S.R.L. 3D Character Animator (4 months) Rome, Lazio, Italy, Freelance video pilot LA GRANDE ONDA, Software: Autodesk Maya Nationality: Italian Cisco Meraki - Storyboard and 3D Layout Artist (4 months) Freelance, Bologna Area, Italy corporate advertising: MERAKI client: CISCO & VARgroup. Software: Photoshop, After Effects; Cinema 4D - Maxon Creative collaboration - Director (3 months) HYPNOTIZED new edition - 2D animated short. Soundtrack by Katy Jungmann. Homage to the dark atmosphere of the movies of D.Lynch and D. Cronenberg. https://vimeo.com/187532628 or https://youtu.be/Isj6qB6sjkE POPCult - Concept Artist & Director of Animation (3 months) Freelance, Bologna, Emilia-Romagna, Italy 2” length - 2D animated commercial “E-Mobility Works!” Software: Adobe After Effects & Photoshop https://youtu.be/9HtHlm2k98c CV Experience 2020/ 2014 Ivana Pistorozzi www.ivanapistorozzi.com THE SHIFT - 3D Character Animator (2 months) Freelance THE SHIFT Studio for Turner Broadcasting, 3D Character Animator for The 45" BOLOGNA CARTOONITO DANCE –TV Show Intro. - 
												
												Skeletal Animations Part II
3D Video Games 2021-05-11 09: Computer Animations for games 3/3 Skeletal animations Part II Course Plan lec. 1: Introduction lec. 2: Mathematics for 3D Games lec. 3: Scene Graph lec. 4: Game 3D Physics + lec. 5: Game Particle Systems ◗ lec. 6: Game 3D Models lec. 7: Game Textures ◗ lec. 8: Game 3D Animations lec. 9: Game 3D Audio lec. 10: Networking for 3D Games lec. 11: Artificial Intelligence for 3D Games lec. 12: Game 3D Rendering Techniques 120 Mixing keyframes and entire animations (notes) Poses in a skeletal animations can be easily blended (blending local per-bone transforms) This interpolation is very expressive: very different frames can be blended with good results much more than with blend-shapes! Keyframes can be very far apart E.g.: decent walk-cycles with just 4 key-frames! (2 per step) E.g.: decent attack animations with just 2 key-frames! (but better results are always obtained inserting new key-frames) Entire animations can be mixed. Two ways: Transitions between two animations (or more) Compositing (layering) two animations (or more) 121 Marco Tarini Università degli studi di Milano 1 3D Video Games 2021-05-11 09: Computer Animations for games 3/3 Skeletal animations Part II Pose = keyframe Compress animations animation “walk” t = 0 keyframe A stored pose t = 1 0.75 A ---+ 0.25 B t = 2 0.50 A ---+ 0.50 B Inbetween pose, t = 3 0.25 A ---+ 0.75 B computed on the fly t = 4 keyframe B t = 5 0.50 B ---+ 0.50 C t = 6 keyframe C 122 Interpolation of poses (at runtime): transition between animations Eg: - 
												
												Tvpaint Animation 9 Pro Crack
Tvpaint Animation 9 Pro Crack Tvpaint Animation 9 Pro Crack 1 / 4 2 / 4 Houdini is a 3D animation software application developed by Toronto-based SideFX, who ... 4 Rendering; 5 TouchDesigner; 6 Production; 7 See also; 8 References; 9 ... Ajax Animator · Animator Pro · TupiTube · SWFTools · Synfig · OpenToonz ... (Anime Studio) · ParticleIllusion · CrazyTalk · Toon Boom · Toonz · TVPaint. To download serial from the mac app store, you need a mac. Lets go through the ... The bundle identifier for tvp animation 9 pro for mac is fr. Thanks dann petty ... tvpaint animation tvpaint animation, tvpaint animation 11 pro, tvpaint animation free download, tvpaint animation 11 pro free, tvpaint animation 11, tvpaint animation 11 pro free download, tvpaint animation 11 pro crack, tvpaint animation 10 pro free download, tvpaint animation 10 pro crack, tvpaint animation tutorial TVPaint Animation 11 Professional Edition is now available free download fully Cracked, Download TVPaint Animation 11 Pro Crack which lets you animate .... Free Crack Software Download: TVPaint Animation 10 Pro v Cracked ... Tvpaint Animation Pro 10 0 9 torrent download and emule Â Ð ÐµÐ¶Ð¸Ñ 7 1 1 crack · .... Feb 14, 2021 — TVPaint 11 Crack is pro software in digital sketching, drawing, and ... Animation 11.0 Professional Edition Cracked is window 7, 8, 9, 10, Win XP .... Apr 2, 2021 — If I click on "Later" I can use TVPaint.. Sep 9, TVPAINT ANIMATION PRO V9 5 3 BILANGUAGE CRACK FOR XP XFORCE Pro 10 For Mac trail .... TVPAiNT. ANiMATiON 11, 4723 records found, first 100 of them are:Tvpaint Animation Pro 9 5 3 serial key genTvpaint Animation 8. - 
												
												Buddy by Casey Lafalce a Thesis Submitted in Partial Fulfillment of the Requirements for the Franklin College Interdisciplinary
L a F a l c e | 1 Buddy By Casey LaFalce A thesis submitted in partial fulfillment of the requirements for the Franklin College Interdisciplinary Studies degree in: Animation & Illustration University of Georgia 2018 Grade Earned: Approved by: __________________________________________ Date:___________________ IDS Chair/Advisor IDS Committee Members: __________________________________________ Date:___________________ __________________________________________ Date:___________________ Dean: __________________________________________ Date:___________________ L a F a l c e | 2 Acknowledgements This thesis never would have come to fruition without the unstoppable love and support of my parents, Steve and Leigh LaFalce. Thank you for so patiently raising an art student. To my advisor and animation professor, Mike Hussey, you’ve been an incredible guide and cheerleader throughout this tough process. Thank you for all of your instruction and time. None of this would be as it is without my force-of-nature of a sister, Becca LaFalce, the Red Friend to my Blue Friend. Let’s go on an adventure! L a F a l c e | 3 Table of Contents Introduction ……………………………………………………………………………… 1 Concept …………………………………………………………………………… 2 Inspiration ………………………………………………………………… 4 Personality ………………………………………………………………… 4 Goals ……………………………………………………………………………… 5 Pre-Production …………………………………………………………………………… 6 Planning …………………………………………………………………………… 7 Aesthetic Inspiration …………………………………………………………… 8 Character Design ……………………………………………………………… 10 Storyboards ……………………………………………………………………… - 
												
												Principles of Computer Graphics Animation
Principles of computer graphics animation Christian Van Brussel – SPS ICTEAM/ELEN – February 2012 Overview 3D animation and 3D deformation tools Generating animations Combining animations Common animation problems Overview 3D animation and 3D deformation tools Generating animations Combining animations Common animation problems 3D Rendering Render one frame: illumination model Set of frames: motion model The Human Eye VS. the Motion 3D Meshes Defined by: Vertices Triangles Textures and texture coordinates Normals Shaders and other material properties Animating a 3D Mesh Three main categories of animation: Frame by frame Key frames + interpolation Procedural Two main tools for the deformation: Morphing Skeletal animation Morphing Pose of a mesh: 3 P= p0 ,... , pn, pi ∈ℝ Morph targets (a.k.a. blend shapes): MT j=P j−Pneutral Applying the morph targets: m P final=Pneutral∑ w j×MT j j=0 Skeletal Animation Tree of bones: B0 ,... , Bn Transform of a given bone (neutral): T Gi =T 0×...×T i−1 Transform of a given bone (posed): T Gi=T 0×P0×...×T i−1×Pi−1 Representation of the rotations Euler angles + understandable by humans - not composable - Gimbal lock Axis angle + understandable by humans - not composable Matrix + composable - not understandable by humans - quite costly in memory and computation Representation of the rotations Quaternion + composable + numerically stable + low memory + low computation costs - really not understandable by humans Skeletal Animation: Skinning Define bone influences - 
												
												Automatic Expressive Deformations for Stylizing Motion
Automatic Expressive Deformations for Stylizing Motion Paul Noble* and Wen Tang† School of Computing, University of Teesside Figure 1: A run cycle. Above: before. Below: after expressive deformations have been applied. Abstract 3D computer animation often struggles to compete with the flexibility and expressiveness commonly found in traditional animation, particularly when rendered non-photorealistically. We present an animation tool that takes skeleton-driven 3D computer animations and generates expressive deformations to the character geometry. The technique is based upon the cartooning and animation concepts of ‘lines of action’ and ‘lines of motion’ and automatically infuses computer animations with some of the expressiveness displayed by traditional animation. Motion and pose-based expressive deformations are generated from the motion data and the character geometry is warped along each limb’s individual line of motion. The effect of this subtle, yet significant, warping is twofold: geometric inter-frame consistency is increased which helps create visually smoother animated sequences, and the warped geometry provides a novel solution to the problem of implied motion in non-photorealistic still images. CR Categories: I.3.7 [Computer Graphics]: Animation; I.3.5 [Computer Graphics]: Curve, surface, solid, and object representations Figure 2: Examples of expressive limb deformations in Keywords: expressive deformations, cartoon animation, non- cartoons. © Hart (top) [Hart 1997]. (Used with permission.) photorealistic rendering, stylizing motion and joints can be broken [Williams 2001] if it makes for a more 1 Introduction appealing image or dynamic motion. As a result, the limbs of hand-crafted animated characters (both pencil and computer- Traditional animators have always had a rather flexible view of generated) are often distorted to accentuate a motion or imply an bone structure. - 
												
												Human Skeleton System Animation Stephanie Cheng
UNIVERSITY OF ZAGREB FACULTY OF ELECTRICAL ENGINEERING AND COMPUTING MASTER THESIS no. 1538 Human Skeleton System Animation Stephanie Cheng Zagreb, June 2017 SVEUČILIŠTE U ZAGREBU FAKULTET ELEKTROTEHNIKE I RAČUNARSTVA DIPLOMSKI RAD br. 1538 Animacija skeletnog modela čovjeka Stephanie Cheng Zagreb, lipanj 2017 Table of Contents 1. Introduction .......................................................................................................... 1 2. Skeletal animation theory .................................................................................... 2 3. Used tools ............................................................................................................. 5 3.1. OpenGL ..................................................................................................................... 5 3.1.1 Libraries ................................................................................................................... 8 3.2. Assimp ...................................................................................................................... 8 3.2.1. Assimp Data Structure ..................................................................................... 8 3.3. Blender ................................................................................................................... 10 3.4. Library Linmath ...................................................................................................... 11 4. Implementation ................................................................................................. - 
												
												Human Body Animation March 2010
Computer Animation Aitor Rovira Human body animation March 2010 Based on slides by Marco Gillies Human Body Animation Skeletal Animation • Skeletal Animation (FK, IK) • Motion Capture • The fundamental aspect of human body • Motion Editing (retargeting, styles, content) motion is the motion of the skeleton. • Motion Graphs • Skinning • The motion of rigid bones linked by rotational joints. • Multi-layered Methods Typical Skeleton Forward Kinematics (FK) • Circles are rotational • The position of a link is calculated by joints lines are rigid concatenating rotations and offsets links (bones) • The red circle is the root (position and rotation offset from the origin) R0 • The character is P animated by rotating 2 joints and moving R1 and rotating the root O O0 1 O2 Forward Kinematics (FK) Joint Limits • Joints are generally represented as full • Pros: 3 degrees of freedom quaternion – Simple. rotations. – Used for the majority of real time animation • Human joints can’t handle that range. systems. • Either you build rotation limits into the animation system. • Cons: • Or you can rely on the methods – It can be fiddly to animate with in some generating joints angles to give cases, e.g. if you want to make sure that a hand is in contact with an object it can be reasonable values. difficult. Inverse Kinematics Inverse Kinematics • Given a desired position for a part of the body • Pros: (end effector) work out the required joint angles to get it there. – Very powerful tool. – Generally used in animation tools and for • In other words, given Pt what are R0 and R1? applying specific constraints. R 0 • Cons: Pt – Computationally intensive. - 
												
												The Animation Industry: Technological Changes, Production Challenges, and Global Shifts
THE ANIMATION INDUSTRY: TECHNOLOGICAL CHANGES, PRODUCTION CHALLENGES, AND GLOBAL SHIFTS DISSERTATION Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Hyejin Yoon, M.A. ***** The Ohio State University 2008 Dissertation Committee: Approved by Professor Edward J. Malecki, Adviser Professor Nancy Ettlinger Adviser Graduate Program in Geography Professor Darla K. Munroe ABSTRACT Animated films have grown in popularity as expanding markets (such as TV and video) and new technologies (notably computer graphics imagery) have broadened both the production and consumption of cartoons. As a consequence, more animated films are produced and watched in more places, as new “worlds of production” have emerged. The animation production system, specialized and distinct from film production, relies on different technologies and labor skills. Therefore, its globalization has taken place differently from live-action film production, although both are structured to a large degree by the global production networks (GPNs) of the media conglomerates. This research examines the structure and evolution of the animation industry at the global scale. In order to investigate these, 4,242 animation studios from the Animation Industry Database are used. The spatial patterns of animation production can be summarized as, 1) dispersion of the animation industry, 2) concentration in world cities, such as Los Angeles and New York, 3) emergence of specialized animation cities, such as Annecy and Angoulême in France, and 4) significant concentrations of animation studios in some Asian countries, such as India, South Korea and the Philippines. In order to understand global production networks (GPNs), networks of studios in 20 cities are analyzed.