Friday, 12 November 2010

Post 08 - Autodesk - Computerised key frame technology


Following on from stop start animation, I have been recently looking into several sources from Autodesk. Autodesk is a major software publishing company and have a large array of packages, from 3D Studio Max (which can be used to model, animate, composite and edit) to more task specific applications such as Motion Builder (more advanced motion and animation software) and Mudbox (digital sculpting software). Although there are many companies which provide animation and modelling technology, Autodesk seem to have a dominance in the industry, due to there ties with games developers such as Bungie (Maya), Ubisoft (Motion Builder) and Bioware (3D Studio Max). In addition, they provide excellent benefits to students as they supply most of their products for free, with a three year license.

3Ds Max is a favorite amongst many institutions as it offers several features mentioned above. From my personal experience of it so far, it seems to be very good and utilities what is known as key frame animation. This involves altering an object or model's position/state in a scene along a time-line. When a significant movement has been made, a key frame would be applied. The software would then calculate the movement in between the key frames to create a transition. This could be a character waving its arm, or a walk cycle.

I find that this is a very logical way of creating motion and it is one which has been in existence for a considerable amount of time. It is a direct descendant of 'stop start animation'. There are many benefits of key framing over stop start animation. Computerised key frame animation can be edited and finely tweaked at any point during the animating process. This reduces the amount of pre-production planning and as it uses virtual objects / models in a scene there are fewer complications which could occur with physical, real world objects. Key frame animation does reduce the amount of time it take to animate a scene. Stop start animation requires every scene to be created, but a great advantage of computerised key frame technology is that, as mentioned above the software calculates motion from each active key frame, allowing the animator to focus on the motion, rather than each and every frame.

In addition, many software packages, such as 3D Studio Max can be used to create an animation project from start to finish as they can offer modelling, animation and editing. This eliminates the need to use external technology such as cameras, and additional editing software.


However, with any form of key frame animation is the notion of keying in each and every frame. This way of working by nature is time consuming as a lot of animation packages, 3D Studio Max included, merely process the commands and is unaware of what could be regarded as incorrect. Not enough key frames in a scene could result in limbs of a character going through one another and not acting like a solid mass. This is quite a big issue as this behaviour would not happen in the real world, which is the only point of comparison the viewer has. A way around this is to add additional key frames so that objects do not pass through each other. Key frame animation packages such as 3D Studio Max are much more efficient to animate, compared to stop start animation, but still can be subject to software issues, as well as time and key frame concerns. However as it allows for editing retroactively, this method is much more suitable for demanding projects and industries as the industry is now almost completely digital.

Maya / Bungie interview: http://blog.nwjobs.com/careercenter/roberta_browne_lead_animator_bungie_studios.html 
Ubisoft / Motion Builder: http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=10243279 
Bioware/ 3Ds Max: http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=13611306 
Key Frame information: http://www.cadtutor.net/dd/bryce/anim/anim.html

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