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Animation Method 1:(Traditional Method) – An articulated figure in computer graphics involves specifying each particular part at certain key locations in space, and then using some interpolation technique to animate the in between frames for the motion in question. (key framing and the manual input of poses) Animation Method 2: inverse-kinematics: – Determines the position and orientation of all joints in the hierarchy given an end-effectors state. accelerations. It does allow for a more dynamic approach to character animation, however, since specific motions do not have to be predefined. forward-kinematics: – The process of explicitly specifying all joint motions in order to determine the position of the free end of a chain. Animation Method 3: (Popular technique) – Realistic motion is generated by capturing the motion of a real world actor, either by optically tracking special sensors attached to key points on the actor’s body or by tracking them magnetically. (motion capture) 3D Game Engine The Render Character Skeletal Animation Natural Physics Simulation 我国的3D网络游戏的现状 Natural Physics Simulation Natural Physics Simulation Why Physics? Games based on the real world should look realistic, meaning realistic action and reaction.It is easy to get it right, or at least approximately such as Newton’s Laws and Gravity but not easy Deformable bodies, Cloth and Fluid dynamics. Natural Physics Simulation Particles Rigid bodies Particles Kinematics of Particles – Position x – Velocity v = dx/dt – Acceleration a = dv/dt = d2x/dt2 Motion Under Uniform Acceleration – Acceleration a=a0 – Velocity – Position Particles Mass Momentum – Mass m – Momentum p = mv – Force f = dp/dt = m(dv/dt) = ma Gravity – Gravity near Earth’s surface is constant: f=mg (g = -9.8 m/s2) – Gravity for distant objects: f=Gm1m2/r2 (G=6.673×10-11 m3/kg·s2) Particles Newton’s La
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