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commit 4e2ad344b7d1db8f730e2016882f964f58df5111
parent bd262378c80666c63bace8f4d391bd9ad3e619c5
Author: Andrew <andrewlaack1@gmail.com>
Date:   Sun, 28 Apr 2024 21:01:42 -0500

W13 cs331 done

Diffstat:
AAnimation.md | 22++++++++++++++++++++++
AAnimationController.md | 13+++++++++++++
MBlender.md | 6++++++
AClip.md | 12++++++++++++
AGaussianIntegers.md | 8++++++++
AKeyframeAnimation.md | 26++++++++++++++++++++++++++
MMath310.md | 2+-
MPole.md | 6++----
ASeam.md | 1+
MUnity.md | 2++
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