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Keyframing is a technique in animation that saves time for the animator by allowing explicit thought about timing and the use of intermediary frames. The differences between keyframing and straight-ahead animation, the role of inbetweeners and inkers, and the challenges of interpolating rotations using matrices and euler angles. It also introduces alternative methods like axis-angle representation and quaternions.
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animator −> inbetweener −> inkerSnow White:$100/week −> $35/week −> $25/week[vs. straightahead animation] simple interpolation !=intelligence/judgment of inbetweener
2 x(t)/dt
2 continuous
x(t) position of ballSplines for interpolation
Rotx(90) −>Rotx(−90)point in the middle is1 0 0 00 0 0 00 0 0 00 0 0 1
simple interpolation won’tpreserve that property: objectwon’t rotate rigidly
incremental changes in either x or zhave the same effect on the system.A degree of freedom has been "lost."
z x y Rotx(0)
z yx Roty(90)
z yx Rotz(0) x,y,z = (90,90−
∆,90)
will allow rotationby^ ∆^
about vertical axis.
angle and axis (x,y,z)[sin(
θ/2)(x,y,z), cos(
θ/2)]