Now, what are we animating
how do we articulate
- re-create geometry at every frame (like drawings)
- manipulate vertices / control points
- transformations
- linear for later
- non-linear transformations
- global deformations (Barr bendy-twisties)
- FFDs
- lattice-deformers
- cages / arbitrary polygons
- more deformations in the future
- hierarchies of deformations
- shape interpolation (blend-shapes)
- why? (artist friendliness)
- specify how things move by specifying geometry / sculpting
- problems to deal with:
- correspondence
- motion
- why? (artist friendliness)
Rotations, Rigid Transformations, Linear Transforms
- Why? (what is a rigid transform)
- What is a rotation?
- Sets and topology
- Rotations vs. Orientations
- Challenge of parameterization
- 2D concepts