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Spohisticated animation terms and their meanings? Keyframes etc...

Started by April 10, 2007 05:42 AM
0 comments, last by hogarth 17 years, 9 months ago
Greetings! I a programmer and preparing a small project that should couple with animations. I can put it together but I would also like to have my coding blocks to be genuine. What I mean is the following: if I create a keyframe class what is it? Is a Keyframe a moment of time for all objects, or has each object his own keyframes etc? I can explain it better on 3DS MAX - Character Studio example. Take the Biped. You have several joints that are acctualy nodes. Good. So our skeleton has about 60 joints? I might be wrong but that is not the problem. Furthermore let us say we have a walking "animation". Is the animation the correct term? Or is it sequence? What do you do when you have an IDLE pose and a WALKING pose? Are that two animations or are that two sequences? Or even motions? Is an animation the sum of all sequences or is a sequence the sum of all animations? What is the correct term? Let us look at "Walking". Let us say it lasts 20 FRAMES. If 1 FRAME equal KeyFrame or is Keyframe something different? If the Walking squence is cut in 20 frames. 1 frame contains 60 joints in that moment? And the other thing. If we have 60 joints and 20 frames, what "term" describes the motion of just "pelvis" for example? Is this an animation track? Could someone please help me out?
It will take more than just an eplaination here for you to understand it.
I will sum it up though:
A game draws the screen each frame, 1 draw = 1 frame. The 3d animation going on is probably unaware of that, it will animate based on how much time has passed.
A keyframe in this case is when the 3d object gets to the next programmed position. It is sometimes between keyframes. Each object has unrelated keyframes. An example would be object 1 has keyframes on 10, 20, 30 and object 2 has them on 1, 3, 5, 7 etc.
It is possible for each bone to have keyframes, if there are bones involved.

Different programs call bits of animation by different names so that's not clear to me...

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