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Key Frame Systems and Morphing

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24 views

Key Frame Systems and Morphing

Uploaded by

jenc22024.cd
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Key Frame Systems:

A key-frame in animation is a drawing that defines the starting and ending points of any smooth
transition. The drawings are called "frames" because their position in time is measured in frames on a
strip of film. 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. With complex object transformations, the shapes of
objects may change over time. Examples are clothes, facial features, magnified detail, evolving shapes,
exploding or disintegrating objects, and transforming one object into another object. If all surfaces are
described with polygon meshes, then the number of edges per polygon can change from one frame to
the next. Thus, the total number of line segments can be different in different frames.
MORPHING

Transformation of object shapes from one form to another is called morphing. We


generate set of in-betweens from the specification of two or more key frames. Given
the animation paths we can interpolate the positions of individual objects between any
two times or key frames. With complex object transformations the shapes of the object
may change over time. If all surfaces are described with polygon meshes then the
number of edges per polygon can change from one frame to the next. Thus the total
number of line segments can be different in different frames.

Transformation of object shapes from one form to another is called morphing.


Morphing methods can be applied to any motion or transition involving a change of
shape.

Given two key frames for an object transformation we first adjust the object
specification in one if the frames so that the number of polygon edges (or the number
of vertices) is the same for the two frames. This is illustrated below

A straight-line segment in key frame k is transformed into two line segments in key frame
k+1. Since key frame k+1 has an extra vertex, we add a vertex between 1 and 2 in key
frame K to balance the number of vertices and edges in the two key frames. Using linear
interpolation to generate the in betweens we transition the added vertex in key frame k
into vertex 3’ along the straight-line path as shown.We can state general preprocessing
rules for equalizing key frames in terms of either the number of edges or the number of
vertices to be added to a key frame.

Case 1: Equalizing edge count.

Let the parameters Lk and Lk+1 denote the number of line segments in two consecutive
frames. We then define
Lmax = max(Lk,
Lk+1) Lmin =
min(Lk, Lk+1) Ne
= Lmax mod
Lmin Ns =
int(Lmax/ Lmin)
Then the preprocessing is accomplished by
1. Dividing the Ne edges of keyframemin into Ns sections.
2. Dividing the remaining lines of keyframemin into Nssections

For example, if Lk = 15 and Lk+1 = 11, we divide 4 lines of keyframek+1 into

2 sections each. The remaining lines of keyframek+1 are left intact.


Case 2: Equalizing vertex count

Let the parameters be Vk and Vk+1 denote the number of vertices in the two consecutive
frames. We define

Vmax = max(Vk,
Vk+1) Vmin = min(Vk,
Vk+1)
Nls = (Vmax-1) mod (Vmin-
1) Np = int ((Vmax-1) /
(Vmin-1))

Preprocessing using vertex count is performed by


1. Adding Np points to Nls line sections of keyframemin Adding Np-1 points to the
remaining edges of keyframemin
For the triangle-to quadrilateral example, Vk = 3 and Vk+1 = 4. Both Nls and Np are 1, so we
would add one point to one edge of key-framek No points would be added to the remaining
lines of keyframek+1 .

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