commit 4e2ad344b7d1db8f730e2016882f964f58df5111
parent bd262378c80666c63bace8f4d391bd9ad3e619c5
Author: Andrew <andrewlaack1@gmail.com>
Date: Sun, 28 Apr 2024 21:01:42 -0500
W13 cs331 done
Diffstat:
10 files changed, 93 insertions(+), 5 deletions(-)
diff --git a/Animation.md b/Animation.md
@@ -0,0 +1,22 @@
+:blender: :cs331: :unity:
+# Animation
+
+CG W13 L3
+
+## Notes
+
+**Definition:** Animation is the process of making still images appear as continuous movement.
+
+Unity uses [[Clip.md]] for simple animations. These are pre-defined and repetitive in nature. Think of repeated falling animations and not rigidbody falling animations which would not be predefined.
+
+These clips can now be stored as a 3d model with parameters that are adjusted instead of images or anything of the sort.
+
+Unity uses the [[Animation.md]] class as well as [[AnimationController.md]] to control animations.
+
+Unity Class:
+
+There is also a unity class which is a component named animation. This class describes a specific animation. This is called by the [[AnimationController.md]]
+
+Blender Stuff:
+
+See [[KeyframeAnimation.md]] for animating in blender.
diff --git a/AnimationController.md b/AnimationController.md
@@ -0,0 +1,13 @@
+:cs331: :unity:
+# Animation Controller
+
+CG W13 L3
+
+## Notes
+
+**Definition:** An animation controller is a finite state machine that can be represented as a graph where the verticies are states and the edges are transitions between states. Note that this is a directed graph.
+
+
+See [[Animation.md]] for individual animation class.
+
+This is an observer architecture where it observes things and calls secondary actions namely animation classes.
diff --git a/Blender.md b/Blender.md
@@ -12,3 +12,9 @@ The default file format is FBX (Filmbox) which can be imported into [[Unity.md]]
[[Mesh.md]]
[[Pole.md]]
[[UVMaps.md]]
+[[Animation.md]]
+[[KeyframeAnimation.md]]
+
+## To Do
+
+[[Seam.md]]
diff --git a/Clip.md b/Clip.md
@@ -0,0 +1,12 @@
+:blender: :cs331:
+# Clip
+
+CG W13 L3
+
+## Notes
+
+**Definition:** Prerecorded set of frames representing an object in motion.
+
+This can be thought of in a similar way to tiling where the start and end should be the same and then repeated over and over again.
+
+See [[Animation.md]] for more.
diff --git a/GaussianIntegers.md b/GaussianIntegers.md
@@ -0,0 +1,8 @@
+:math310:
+# Gaussian Integers
+
+AM W13 L1
+
+## Notes
+
+**Definition:** This is the set of all numbers of the form a + bi such that a and b are integers and i^2 is -1.
diff --git a/KeyframeAnimation.md b/KeyframeAnimation.md
@@ -0,0 +1,26 @@
+:cs331: :blender:
+# Keyframe animation
+
+CG W13 L3
+
+## Notes
+
+**Definition:** Keyframe animation is the process of animation used in blender where you specify keyframes and positions of objects at said times.
+
+### Motion / Objects:
+
+We call these objects that are animated marionettes. These are the dolls with wires and strings instead of a hand.
+
+They also have joints which allow for rotation about a point.
+
+Controllers are the strings that can be pulled that control each section.
+
+When these strings are pulled, the attached part of the marionette moves, and attached parts are also moved to ensure joints don't become disjoint. This is how motion of a marionette is transmitted.
+
+### Keyframes:
+
+Animators used to draw just a few "key" frames hence the term. The goals is to have enough of these to make motion seem seamless.
+
+Now, this is a bit different because of interpolation which makes it so we simply need to ensure correct motion between the keyframes instead of ensuring each position at each time.
+
+See [[Animation.md]] which is related to this topic.
diff --git a/Math310.md b/Math310.md
@@ -16,4 +16,4 @@ This is the index for my main Math 310 notes.
[[CartesianProduct.md]]
[[ProveSetEquality.md]]
[[PerfectNumbers.md]]
-
+[[GaussianIntegers.md]]
diff --git a/Pole.md b/Pole.md
@@ -5,7 +5,7 @@ CG W13 L2
# Notes
-**Definition:** A [[Vertex.md]] of [[Degree.md]] 3,4,5,6,7,8,... This means no isolated verticies are allowed.
+**Definition:** A [[Vertex.md]] of [[Degree.md]] 3,5,6,7,8,... This means no isolated verticies are allowed.
Yes, that is a crap definition. Here is the real one not being taught by a moron:
@@ -13,6 +13,4 @@ These are vertecies that don't connect with the correct number of other verticie
Why do they matter?
-They matter because they can lead to unnatural or hard to conrol parts of our mesh. Think about the top of a globe where all longitude lines meet together at the top.
-
-These unnatural situations are issues that arise when rendering animations with poles contained in the scene. The animation makes the 'flex' (subdivide,interpolate,scale) appear unnatural. This is because subdividing a square is quite easy while still maintaining direction, but do the same with a triangle... well, yeah.
+Poles matter because they cause issues with subdividing surfaces.
diff --git a/Seam.md b/Seam.md
@@ -0,0 +1 @@
+:todo:
diff --git a/Unity.md b/Unity.md
@@ -28,6 +28,8 @@ Unity is a popular game engine, no duh.
[[MeshFilter.md]]
[[MeshRenderer.md]]
[[Script.md]]
+[[Animation.md]]
+[[AnimationController.md]]
### Other Unity Specifics