March 31, 2020
https://www.stalliongaming.com/blog/knowing-keyframe-animation-and-using-it-in-videos/

Keyframe animation of general shapes

Keyframe animation of general shapes is difficult on the pc . we offer an answer which will automatically construct physically plausible inbetween frames given implicit surface keyframes of arbitrary geometry. Implicit surfaces are a beautiful representation for general shapes which will undergo extreme deformation or topological changes during animation. There are many approaches to modeling objects with implicit surfaces, but there’s little work on animating them. Techniques for animating fixed topology triangle meshes, which don’t undergo large deformation, supported morphing are getting mature. the present state of morphing for keyframe animation implicit surfaces is relatively more primitive. Our strategy is to seek out a mapping between Cartesian grid points of adjacent implicit surface keyframes , then estimate as-rigid-as-possible trajectories of mapped points ,which are wont to create implicit surfaces for the in-between frames
The motion is then obtained by simply interpolating between these keyframe animation, typically with cubic splines. These cubic splines could also be controlled using kinematic [12], [2], [8] or dynamic constraints [9], [1] so as to possess more realistic inbetweenings. the disadvantage of this process is that it requires significant effort from the animator. Defining a movement often requires a high level of detail to make sure that the interpolation curves induce the specified motion. Hence recent work has been focused on high level functionalities like adapting reference movements between keyframes [11], [7], [14]. Because the animator’s creativity can’t be satisfied by only a group of gaits, specific movement still must be generated e.g. applications like computer aided choreographic design [4]. especially , the animator has got to specialise in avoiding collisions between the limbs of his or her articulated figure by adding irrelevant keyframe animation from the purpose of view of the creation, which appear to be necessary for realistic interpolation. the aim of our research work is to supply a replacement interpolation method producing autocollision-free paths so as to free the animator from interpolation considerations and to let him or her to consider what really matters. during this paper we first describe the way we model an articulated figure, then the principle of our method and eventually some experimental results.
Once the animator has specified the keyframes of the animation, interpolations are achieved to supply the animation using cubic splines [5]. The task to realize is to get collision-free motion of articulated figures during a moving environment. This problem may be a classical problem of robotics: basic motion planning. it’s been shown that an entire solution to the present problem is computationally very expensive [3] and [10]. Much progress has been made, however, in producing fast planners by considering schemes that aren’t complete, i.e., may fail to seek out a path when one exists. Because we wish to supply results at interactive speeds to permit the modification of the keyframe animation if the suggested interpolation doesn’t fit the animator’s desire, we propose a fast incomplete algorithm. It should generate automatically, at least, a number of the keyframes that the animator previously had to feature manually with a speed which might globally reduce the time the animator had to spend producing an animation, see section 2. The principle of our scheme is, at first, to compute a primary interpolation using any classical inbetweening method. Then, autocollisions are detected and corrected if necessary. At some collision times, autocollision-free sub-keyframes are automatically generated using geometric properties. Finally, these keyframe animation are used for a replacement classical interpolation.

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