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Animation Ways to animate Keyframing What can you keyframe?

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Motion capture<br />

• Animating humanoid characters is difficult<br />

• even for artists, and with <strong>to</strong>ols such as inverse kinematics<br />

• humans are <strong>to</strong>o good in detecting which behavior looks real!<br />

• Solution: track a real person<br />

• facial features<br />

• limb joints<br />

• Apply the tracked<br />

motions <strong>to</strong> a CG<br />

model<br />

52438S Computer Graphics Winter 2004 33<br />

Kari Pulli<br />

Creating a sketch / plan / movie<br />

script<br />

• Always plan a bit first<br />

• think about a key idea<br />

• brains<strong>to</strong>rm with <strong>you</strong>r partner<br />

• first the s<strong>to</strong>ry,<br />

only then how <strong>to</strong> implement it<br />

• Write / draw a s<strong>to</strong>ryboard<br />

• <strong>What</strong> is the s<strong>to</strong>ry?<br />

• How will <strong>you</strong> break<br />

it <strong>to</strong> scenes?<br />

• Which camera angles are <strong>you</strong> going <strong>to</strong> use?<br />

a scene from Spiderman<br />

• Implement it with Blender<br />

• Which elements of Blender do <strong>you</strong> need <strong>to</strong> implement <strong>you</strong>r<br />

plan?<br />

Which tu<strong>to</strong>rials do <strong>you</strong> need <strong>to</strong> do?<br />

• <strong>What</strong> is the work flow?<br />

• How will <strong>you</strong> divide the tasks with <strong>you</strong>r partner?<br />

52438S Computer Graphics Winter 2004 34<br />

Kari Pulli

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