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Animator Help Session

Animator Help Session. May 21 st , 2003 12:30 May 22 nd , 2003 1:30. Agenda. Introduction Curve implementation - What are all those vectors? - Where should I put things? Particle System - What is it? - What should I implement? Animation - What should I do?. Introduction.

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Animator Help Session

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  1. Animator Help Session May 21st, 2003 12:30 May 22nd, 2003 1:30

  2. Agenda • Introduction • Curve implementation - What are all those vectors? - Where should I put things? • Particle System - What is it? - What should I implement? • Animation - What should I do?

  3. Introduction • How to integrate with my model? • Modeler View vs. Curves View • Graph Widget Interface

  4. Curve ImplementationWhat are all those vectors? In any specific curveEvaluator class • ptvCtrlPts: a collection of control points that you specify in the curve editor • ptvEvaluatedCurvePts: a collection of evaluated curve points that you return from the function calculated using the curve type’s formulas • fAniLength: maximum time that a curve is defined • bWrap: a flag indicating whether or not the curve should be wrapped

  5. Curve ImplementationWhere should I put things? • Create - Bezier - B-spline - Catmull-Rom • In GraphWidget class - Change the skeleton to call your new constructors in the GraphWidget class.

  6. Curve ImplementationSome more stuff Wrapping Curve This can be tricky sometimes, but here’s the basic idea. • You would like to have a full set of control points available for you to do calculations on. • If you are wrapping then you’ll need to reuse one or two points from the beginning of your curve. • How can we do this? Easy…make ghost points that are after your actual time window but have the same value as the first one or two points. • Now you can generate your curve the same way you normally would.

  7. Particle SystemWhat is it? • Particle Objects • Forces • An engine for simulating the effect of the forces

  8. Particle SystemWhat should I implement? • Constructor • Destructor • Simulation functions - drawParticles() - startSimulation() - computeForcesAndUpdateParticles() - stopSimulation() • Particle and force class… maybe?

  9. Particle SystemSome more stuff • World coordinate of particles?? - Model View Matrix - Inverse Camera Transformation - Generate global coordinate for (0,0) in the model view coordinates. • Euler Method • Hooking up your particle System

  10. Any Questions? jschoell@cs.washington.edu yeuhi@cs.washington.edu stevaroo@cs.washington.edu squinn@cs.washington.edu

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