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3D Techniques for Animation - Coggle Diagram
3D Techniques for Animation
Polygon Modelling
This is a form of 3D modelling that uses different small shapes like triangles and polygons to create larger objects of various shapes and sizes.
Rigging
The making and situating of a collection and series of bones that are used to create a skeleton that can be used in the animation for that figure or object to make an animation with more certain poses.
Keyframe Animation
This is a basic form of animation that is performed using keyframes, these keyframes lie on a timeline that it will follow so when the timeline reaches a certain point with a new keyframe and position for the keyframed object a point in the animation will begin.
Posing (Key Poses)
Key Poses are important as they are what denotes key important movements in a character for an animation as it will allow the animation to be more smooth to allow it to be shown in a more clean state for it to be used in a final product.
Clean Up
This is done to make sure that all of the animations and the general look of the animation is correct enough to make sure that it looks clean enough for it to actually be openly usable.
Animation Principles
Anticipation
This shows that an object or being in the animation is getting ready to perform their main action creating the anticipation for the audience that would see this animation to understand what can then be done between the main action and the reaction after this point in the animation.
Secondary Motion
This is a sort of reaction that is being made after the primary motion has been made by the main focus being either an object or that of a character. This is a very useful technique as this amplifies the effects of motion by the character giving the character further element of the Illusion of Life made using this element in animation.
Staging
This is how your scene for the animation is going to be set up to fulfill the needed purpose, this is to ensure that the animation fits in with the purpose and therefore the location being an important element for this.
Pose-to-Pose Animation
This is the creation of several key or 'king' poses in an animation sequence that are then used in different points in time to allow a more streamlined animation to be possible.
Inverse Kinetics
This is what allows you to be able to take more control of your character by controlling the positioning and the orientation of the character or object using certain end points like their hands of feet to create more character during the animation.This is what allows the animation to become more natural and realistic to that of a humans standard movement.
Forward Kinetics
Due to the positions of certain parts of a model like a character or object at certain points in time, these movements and motions that are then made are then to be calculated by the positioning and the orientation of that model to create a more streamlined animation.