Procedural Animation





Animation can also be defined procedurally.


Rules are established for a system and an initial state is defined for objects in the system.


Object locations or parameters for subsequent frames are computed by applying the forces or behaviors defined for the system to the conditions established in the previous frame.


Look, Ma, no keyframes!


Procedural animation can be very useful for generating much lifelike motion from relatively little input.


But, since the look of future frames is entirely dependent on conditions from previous frames, procedural approaches can suffer from lack of explicit control over the look of individual frames.







Particle systems determine multiple point locations for each frame (or time step) in a simulation according to generation and behavior rules for the particles (initial velocity, decay rates, lifespan, etc.), as well as forces in effect in the system (gravity, wind, etc.)


Typically, geometry is then instanced at each particle location to allow rendering of surfaces or atmospheric effects.


Particle systems often are used to simulate natural phenomena like clouds, running water, fire, etc.







Physical Dynamics approaches assign properties (mass, resilience, etc.) to objects in the scene, establish a dynamics environment (gravity, density of the ``air'', collision detection relationships, etc.), and determine an initial state for the simulation.


As with particle systems, each successive frame of the simulation is determined by applying these rules to the conditions that existed in the previous frame(s).


You could also pre-compute motion dynamics by running a numerical simulation and loading the resulting motion data into appropriate animation channels for the objects in question.




Return to seminar outline

This file was last modified on September 18, 2000.