Computer Animation Homepage
Paul Solt and Brian Renzenbrink
Assignment 1: Time Based Animation
Here’s a a first look of the basic assignment using time to animate a still object.
Assignment 2: Key Framed Animation
We built a key framing system that could take “key frames” and generate the in-between frames. Once all the frames are generated using interpolation of positions and rotations (quaternions) the frames are played back.
[youtube]ElSP-0ctnIE[/youtube]
You’ll notice that there’s an error with the qutaternion’s flipping 180 degrees and interpolating wrong at two points in the clip. We’re still working to fix the problem.
Unit Testing: A step towards Test Driven Development (TDD)
We’ve incorporated Boost’s Unit Testing framework and are using it to test the functionality of some of the core classes (Vector, Matrix3, Quaternion, Point). I’m trying to experiment with TDD, but it’s been a bit hard to figure out how to test some of the more complex portions of the framework.
AnimationFramework: An Object Oriented Approach to GLUT programming
As a step in refactoring the code and reusing code between assignments the GLUT setup code has been refactored into a framework that can be easily extended through inheritance to provide starting points for new projects. Static functions are passed to the GLUT callback functions, not member functions from the class. I plan on releasing the AnimationFramework as a simple starter for public use.
XML Object Loading
The project uses Boost and Serialization to create XML files that describe objects. However this is very verbose and contatains too much information regarding the structure of the objects. I’m interested in switching from Boost’s serialization framework to TinyXML/TinyXML++ (http://code.google.com/p/ticpp/) In order to deal with the verboseness I create a simple console application to get the needed fields for describing a animation, which is more work than I wanted.
Assignment 3: Pool Simulation with Physics
Here’s a video demonstrating basic Euler integration of the balls position over time.
[youtube]dYSQ2irGTjA[/youtube]
An initial force is applied to one ball in the first frame.
[youtube]vihyZiy97tE[/youtube]
Three balls in the physics scene.
[youtube]-1OiZKlutek[/youtube]
A more complex scene.
One Response to Comp. Animation
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Artwork Evolution
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@PaulSolt
- RT @flexibits: Happy 1st Birthday, Fantastical! http://t.co/bIcVDgbZ 2012/05/18
- @IAmReynolds thanks, I think it's the color choice that made it look good. Gradient colors similar to the line color. 2012/05/17
- @rwenderlich I'm interested if this is still an option. I did a text-based risk game back in high school. It could work for an iPad app. 2012/05/16
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animation App Store Artwork Evolution Boost Boot Camp C++ cross platform development Dual Monitors function pointers Gears of War 2 gestures git GLUT inheritance iOS iPad iPhone Macbook Pro Mac OS X MacPorts member functions Objective-C OCUnit OpenGL player/stage polymorphism presentation programming remote control RIT SCM slides static methods STL svn 1.6 tdd testable code testing unit testing version control Windows XP Xbox 360 Xcode xcode 3.1.2




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