摘要:
A method for specifying an animatronics unit includes receiving a force-based software model for the animatronics unit, receiving a kinematics-based software model for the animatronics unit, receiving animation data for animating the kinematics-based software model, wherein the animation data comprises artistically determined motions for the kinematics-based software model by a user, determining a plurality of driving signals in response to the animation data, animating the force-based software model of the animatronics unit in response to the plurality of driving signals, displaying animation of the force-based software model determined in response to the plurality of driving signals, and determining a specification for construction of the animatronics unit in response to animation of the force-based software model.
摘要:
To assist users in identifying the contributions of specific computer graphics variable or animation variable knots to the timing, rhythm, and expression of complicated animations, an animation software interface includes a snapsheet mode for visualizing and authored poses of objects. The snapsheet mode presents a series of rendered still images corresponding with the authored poses of one or more selected entities. The snapsheet mode may use one or more computer graphics variables, one or more objects, or arbitrary frames or shot time values as selected entities. The snapsheet mode associates each still image with a portion of the shot time of the overall animation corresponding with the selected entity's influence in the animation. Users may modify animation data via the snapsheet mode using each image may act as a proxy for manipulating associated authored values of one or more computer graphics variables.
摘要:
Animation software enables the creation and manipulation of animation in terms of relationships between poses, as opposed to discrete values of computer graphics variable knots. Poses are automatically associated with animation structures that define object pose or poses over a time interval, rather than at a single discrete time. Animation structures may define and manipulate animation data defined over time intervals as a unit, as opposed to a set of unrelated computer graphics variable knots. Animation structures may be used to block out the general form, timing, and rhythm of animations. Optional transition animation structures, pose anticipations, and pose reactions may be automatically or manually defined between adjacent pose hold durations. General parameters of an animation structure may be applied to create or modify the animation data associated with the animation structure. Operations on animation structures can be applied to all of the animation data included in these animation structures.
摘要:
Asymmetric animation links control motion propagation through motion element graphs of models. Asymmetric animation links have direction attributes. When a motion element is moved, the influence of this motion propagates away from this motion element through the motion element graph. Upon reaching an asymmetric animation link, if the direction of motion propagation through the graph matches the forward direction of the asymmetric animation link, this motion will pass through the asymmetric animation link to potentially influence additional motion elements. If the motion propagates through the graph in the reverse direction of an asymmetric animation link, then the asymmetric animation link will block the motion from traveling past the asymmetric animation link. Asymmetric animation links can be added or removed from models and can connect two or more models. Additionally, the direction attribute of an asymmetric animation link may be reversed as needed to change the behavior of the motion element.
摘要:
Users may dynamically specify a “posing root” node in an animation hierarchy that is different than the model root node used to define the animation hierarchy. When a posing root node is specified, users specify the pose, including translations and rotations, of other nodes relative to the posing root node, rather than the model root node. Poses of nodes may be specified using animation variable values relative to the posing root node. Animation variable values specified relative to the posing root node are dynamically converted to equivalent animation variable values relative to the model root node, which then may be used to pose an associated model. Animation data may be presented to users relative to the current posing root node. If a posing root node is changed to a different location, the animation data is converted so that it is expressed relative to the new posing root node.
摘要:
An animation creator authors a transition between two different pre-authored motions of a degree of freedom of an object such as an animatronic or virtual character. The author selects an arbitrary position to begin the transition and the transition ends at the position where a subsequent state of a degree of freedom of the object begins. The selected position is arbitrary because an initial state of the degree of freedom of the object is not known until the complete motion of the object is determined. The transition is transformed to begin where the initial state ends and to end where the subsequent state begins. The transition is transformed to retain the general shape of the authored transition and to provide the same quality of motion as the pre-authored motions. The transformed transition may be scaled in time such that limits of velocity and/or acceleration for the object are not violated.
摘要:
An input device for controlling an object includes a joystick and a modal switch. A user may use the modal switch to select a subset of degrees of freedom of the object. The joystick may then be used to control a change over time of the selected subset, where the change over time is functionally depend on both a motion of the joystick and a state of the selected subset. A method for controlling an object via the input device is also provided. The method includes receiving inputs indicating a selection by the modal switch of a subset of degrees of freedom of the object, and a motion of the joystick. A configuration of the selected subset is then caused to be changed based on the motion of the joystick and a state of the selected subset.
摘要:
A stepmode animation visualization emphasizes authored values of computer graphics variables. Users select all or a portion of the computer graphics variables associated with objects in a scene to be included in the stepmode animation visualization. When users activate the stepmode animation visualization, the generated values of the selected computer graphics variables are overridden with authored values of the selected computer graphics variables. For example, the stepmode animation visualization overrides each generated value of a computer graphics variable with the nearest preceding authored value of that computer graphics variable. Users may repeatedly activate and deactivate the stepmode animation visualization without reselecting computer graphics variables. The selection of computer graphics variables affected by the stepmode animation visualization is maintained. All or a portion of the animation may be looped or repeated while the stepmode animation visualization is active.