Malleable Object Animation
Malleable object animation is the computationally expensive task of animating malleable objects. Malleable objects, which are like flexible objects, save that they do not return to their original form, have deformable meshes, and so their shape is frequently changing. Often a new bounding box must be computed for each frame of animation. Whilst not as expensive in clock cycles as parsing the nodes of a flexible object, this animation method, still has a significant impact on frame rates.
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3D scanners are considered the normal way to turn a physical object into a 3D construct in avirtual environment. Detailed, efficient, relatively fast - providing your object is roughly the same size as your scanner. If it is not, well, maybe a new paradigm is required...
All 3D scanners have had one thing in common: You place the object inside the scanner, which performs a scan either around the object or through the object. However, if the item is too big to be encapsulated in this fashion, and you still have to scan it, you need an entirely different type of scanner.
One of those rarest of rare books: An animation tome that is not tied down to a specific package. Instead, expect a hefty dose of mathematics, as the author leads you through a variety of animation techniques, both 2D and 3D, from a formulae and expression based perspective.
Timing for Animation by this pair of authors, is back in print. This book, over 20 years old, was and still is the definitive tome for animation. Whether drawn sculpted or CGI, making something move realistically is all about timing. Timing first, second, and last. When to move, when not to move, what to move, and how much to move.
There always seems to be an artificial disconnect between the skillset necessary to draw in 2D and that necessary to animate with CGI. Many books treat it as if you have to unlearn all you know from one, to learn the other, even when that is clearly not the case. This tome shows why it is not.
This tome is, as the4 title suggests, more of an overview for the subject than a detailed how-to. It covers everything from the very basics of computerised model animation, right through rigging and boning, on to timing and lighting ? but it does so without going into painstaking detail on any one topic.
This book is an animation expert's attempt to ?dump his kit? as the author puts it, and share with others the fundamentals of animation that are not generally taught outside of industry practice, and always were taught behind closed doors.
Much of the book is understandably dedicated to cinematography and animation using theatric props. However, even these sections provide insight on how to create an interactive 3D area that achieves dramatic effect almost effortlessly for those entering it, or different approaches to creating a winged avian, that the mind of a visitor will still process as a graceful bird.
For SIGGRAPH 2013, one joint research team presented a proof of concept method to solve the 3D printer problem - the ability of any 3D printer to theoretically counterfeit any physical object small enough for it to print. They demonstrate a terahertz-radiation 'watermark' that can be 3D printed inside a genuine object, is easy to scan for, and very difficult to duplicate from the scan data.
This report from Fort Hays State University in the US, is a refreshing look at how educational establishments are independently starting to make use of VR to bolster learning. In this case, via the creation of a virtual learning centre using the power of animation and simulation.
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Colour is normally thought of as a fundamental attribute of an object: a red Corvette, a blue lake, a pink flamingo. Yet despite this popular notion, new research suggests that our perception of colour is malleable, and relies heavily on bi...
As this BBC article shows, social virtual worlds like Second Life, and social gameworlds like Lineage 2 and World of Warcraft, dominated the Machinima Festi...
10 June 2009 - 10 June 2009
Facial animation is a broad and exciting area of research drawing on multiple disciplines: computer graphics and animation provide the means to render and display a face; com...
June 17th - 19th, 2009
CASA is the leading international conference in the field of computer animation and social agents. CASA 2009 will provide great opportunities to interact with leading expe...
Tools developed by European researchers bring cut-and-paste simplicity to gaming and animation. Users will be able to cut-and-paste complex elements like emotion, tone of voice and facial expression, making compelling new content, cheaply a...