Performance Based (Motion
Capture)
Another technique is Motion Capture, in which magnetic or
vision-based sensors record the actions of a human or animal object in three
dimensions. A computer then uses these data to animate the object.
This technology has enabled a number of famous athletes
to supply the actions for characters in sports video games. Motion capture is
pretty popular with the animators mainly because some of the commonplace human
actions can be captured with relative ease. However, there can be serious
discrepancies between the shapes or dimensions of the subject and the graphical
character and this may lead to problems of exact execution.
Physically Based (Dynamics)
Unlike key framing and motion picture, simulation uses
the laws of physics to generate motion of pictures and other objects.
Simulations can be easily used to produce slightly different sequences while
maintaining physical realism. Secondly, real-time simulations allow a higher
degree of interactivity where the real person can maneuver the actions of the
simulated character.
In contrast the applications based on key-framing and
motion select and modify motions form a pre-computed library of motions. One
drawback that simulation suffers from is the expertise and time required to
handcraft the appropriate controls systems.
Key Framing
A keyframe is a frame where we define changes in
animation. Every frame is a keyframe when we create frame by frame animation.
When someone creates a 3D animation on a computer, they usually don’t specify
the exact position of any given object on every single frame. They create
keyframes.
Keyframes are important frames during which an
object changes its size, direction, shape or other properties. The computer
then figures out all the in-between frames and saves an extreme amount of time
for the animator. The following illustrations depict the frames drawn by user
and the frames generated by computer
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