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Blocking (animation)
Blocking is an animation technique in which key poses are created to establish timing and placement of characters and props in a given scene or shot. This technique is most commonly used in 3D computer animation, where it is sometimes referred to as ''Stepped animation''. Blocking is often the first step in the pose-to-pose style of animating, as opposed to the straight-ahead style of animation (though it sometimes plays a role in straight-ahead as well). Blocking poses are not necessarily exclusively keyframes. Blocked-in poses may also include important in-betweens, extremes, and breakdowns necessary to establishing the flow and timing of a particular shot. In 3D, the animation curves of a blocked shot are often created using "stepped" or "square" tangencies, which provides no interpolation between animation poses. This allows the animator to see the poses of the animation without any strange and/or unintentional automatic interpolation. While this is sometimes problematic ...
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Animation
Animation is a filmmaking technique whereby still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Animation has been recognised as an artistic medium, specifically within the entertainment industry. Many animations are either traditional animations or computer animations made with computer-generated imagery (CGI). Stop motion animation, in particular claymation, has continued to exist alongside these other forms. Animation is contrasted with live action, although the two do not exist in isolation. Many moviemakers have produced films that are a hybrid of the two. As CGI increasingly approximates photographic imagery, filmmakers can easily composite 3D animations into their film rather than using practical effects for showy visual effects (VFX). General overview Computer animation can be very detailed 3D animation, while 2D c ...
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Pose (computer Vision)
In the fields of computing and computer vision, pose (or spatial pose) represents the position and the orientation of an object, each usually in three dimensions. Poses are often stored internally as transformation matrices. The term “pose” is largely synonymous with the term “transform”, but a transform may often include scale, whereas pose does not. In computer vision, the pose of an object is often estimated from camera input by the process of '' pose estimation''. This information can then be used, for example, to allow a robot to manipulate an object or to avoid moving into the object based on its perceived position and orientation in the environment. Other applications include skeletal action recognition. Pose estimation The specific task of determining the pose of an object in an image (or stereo images, image sequence) is referred to as ''pose estimation''. Pose estimation problems can be solved in different ways depending on the image sensor configuration, an ...
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Theatrical Property
A prop, formally known as a (theatrical) property, is an object actors use on stage or screen during a performance or screen production. In practical terms, a prop is considered to be anything movable or portable on a stage or a set, distinct from the actors, scenery, costumes, and electrical equipment. This includes handheld items such as books, cups, weapons, and tools that actors interact with during a performance. Props help to create a realistic setting, convey information, or add to the storytelling by showing details about the characters or the environment. Term The earliest known use of the term "properties" in English to refer to stage accessories is in the 1425 CE morality play, '' The Castle of Perseverance''. During the Renaissance in Europe, small acting troupes functioned as cooperatives, pooling resources and dividing any income. Many performers provided their own costumes and small objects needed for performance, hence the term "property" suggesting these ite ...
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3D Computer Graphics
3D computer graphics, sometimes called Computer-generated imagery, CGI, 3D-CGI or three-dimensional Computer-generated imagery, computer graphics, are graphics that use a three-dimensional representation of geometric data (often Cartesian coordinate system#Cartesian coordinates in three dimensions, Cartesian) that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later (possibly as an Computer animation, animation) or displayed in Real-time computer graphics, real time. 3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays. Unlike 3D film and similar techniques, the result is two-dimensional, without visual depth perception, depth. More often, 3D graphics are being displayed on 3D displays, like in virtual reality systems. 3D graphics stand in contrast to 2D computer graphics which t ...
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Computer Animation
Computer animation is the process used for digitally generating Film, moving images. The more general term computer-generated imagery (CGI) encompasses both still images and moving images, while computer animation refers to moving images. Virtual cinematography, Modern computer animation usually uses 3D computer graphics. Computer animation is a digital successor to stop motion and traditional animation. Instead of a physical model or illustration, a digital equivalent is manipulated frame-by-frame. Also, computer-generated animations allow a single graphic artist to produce such content without using actors, expensive set pieces, or Theatrical property, props. To create the illusion of movement, an image is displayed on the computer monitor and repeatedly replaced by a new similar image but advanced slightly in time (usually at a rate of 24, 25, or 30 frames/second). This technique is identical to how the illusion of movement is achieved with television and Film, motion pictur ...
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Pose To Pose Animation
Pose to pose is a term used in animation, for creating key poses for characters and then inbetweening them in intermediate frames to make the character appear to move from one pose to the next. Pose-to-pose is used in traditional animation Traditional animation (or classical animation, cel animation, or hand-drawn animation) is an animation technique in which each frame is drawing, drawn by hand. The technique was the dominant form of animation of the 20th century, until there wa ... as well as computer-based 3D animation. The opposite concept is straight ahead animation, where the poses of a scene are not planned, which results in more loose and free animation, though with less control over the animation's timing. See also * Blocking (animation) References Computer animation Computing terminology {{animation ...
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Straight Ahead Animation
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Keyframe
In animation and filmmaking, a key frame (or keyframe) is a drawing or shot that defines the starting and ending points of a smooth transition. These are called ''frames'' because their position in time is measured in frames on a strip of film or on a digital video editing timeline. A sequence of key frames defines which movement the viewer will see, whereas the position of the key frames on the film, video, or animation defines the timing of the movement. Because only two or three key frames over the span of a second do not create the illusion of movement, the remaining frames are filled with " inbetweens". Use of key frames as a means to change parameters In software packages that support animation, especially 3D graphics, there are many parameters that can be changed for any one object. One example of such an object is a light. In 3D graphics, lights function similarly to real-world lights. They cause illumination, cast shadows, and create specular highlights. Lights have ma ...
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Interpolation (computer Graphics)
In the context of live-action and computer animation, interpolation is inbetweening,{{Cite web, url=https://www.freecodecamp.org/news/understanding-linear-interpolation-in-ui-animations-74701eb9957c/, title=Understanding Linear Interpolation in UI Animation, date=2017-05-14, website=Developer News, language=en, access-date=2019-08-26 or filling in frames between the key frames. It typically calculates the in-between frames through use of (usually) piecewise polynomial interpolation to draw images semi-automatically. For all applications of this type, a set of "key points" is defined by the graphic artist. These are values that are rather widely separated in space or time, and represent the desired result, but only in very coarse steps. The computed interpolation process is then used to insert many new values in between these key points to give a "smoother" result. In its simplest form, this is the drawing of two-dimensional curves. The key points, placed by the artist, are ...
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Gimbal Lock
Gimbal lock is the loss of one degree of freedom (mechanics), degree of freedom in a multi-dimensional mechanism at certain alignments of the axes. In a three-dimensional three-gimbal mechanism, gimbal lock occurs when the axes of two of the gimbals are driven into a parallel configuration, "locking" the system into rotation in a degenerate two-dimensional space. The term can be misleading in the sense that none of the individual gimbals is actually restrained. All three gimbals can still rotate freely about their respective axes of suspension. Nevertheless, because of the parallel orientation of two of the gimbals' axes, there is no gimbal available to accommodate rotation about one axis, leaving the suspended object effectively locked (i.e. unable to rotate) around that axis. The problem can be generalized to other contexts, where a coordinate system loses definition of one of its variables at certain values of the other variables. Gimbals A gimbal is a ring that is suspen ...
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Software
Software consists of computer programs that instruct the Execution (computing), execution of a computer. Software also includes design documents and specifications. The history of software is closely tied to the development of digital computers in the mid-20th century. Early programs were written in the machine language specific to the hardware. The introduction of high-level programming languages in 1958 allowed for more human-readable instructions, making software development easier and more portable across different computer architectures. Software in a programming language is run through a compiler or Interpreter (computing), interpreter to execution (computing), execute on the architecture's hardware. Over time, software has become complex, owing to developments in Computer network, networking, operating systems, and databases. Software can generally be categorized into two main types: # operating systems, which manage hardware resources and provide services for applicat ...
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Into The Spider-Verse
''Spider-Man: Into the Spider-Verse'' is a 2018 American animated superhero film featuring the Marvel Comics character Miles Morales / Spider-Man, produced by Columbia Pictures and Sony Pictures Animation in association with Marvel Entertainment, and distributed by Sony Pictures Releasing. It is the first animated film in the ''Spider-Man'' franchise and the first film in the ''Spider-Verse'' franchise, which is set in a shared multiverse of alternate universes called the "Spider-Verse". Directed by Bob Persichetti, Peter Ramsey, and Rodney Rothman from a screenplay by Phil Lord and Rothman, it stars Shameik Moore as Morales, alongside the voices of Jake Johnson, Hailee Steinfeld, Mahershala Ali, Brian Tyree Henry, Lily Tomlin, Luna Lauren Vélez, John Mulaney, Kimiko Glenn, Nicolas Cage, and Liev Schreiber. The film's story follows Miles as he becomes the new Spider-Man and joins other Spider-People from various parallel universes who team up to save New York City from ...
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