COS 100: COMMUNICATION SKILLS 1
| Institution | MASINDE MULIRO UNIVERSITY |
| Course | Education and Social... |
| Year | 1st Year |
| Semester | Unknown |
| Posted By | Brian Mike |
| File Type | |
| Pages | 105 Pages |
| File Size | 909.96 KB |
| Views | 8678 |
| Downloads | 1 |
| Price: |
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Description
The need for a modular system of study in the University in general and in Communication Skills in particular has been necessitated by two issues. The first issue concerns the increased demand for higher education in Kenya that requires universities to broaden access and inclusion to a greater range of students. This is driven by the twin agendas of increasing economic competitiveness on the national and world economic stage and promoting greater social equality by extending access to students from under-represented groups. In addition, the increasing importance attached to the ‘knowledge economy’ and to ‘lifelong learning’ is encouraging more
mature-age, working students to return to formal education to enhance their professional
knowledge and skills. These changes in access have necessitated a move to more adaptable
curricular: modularity and flexibility in course structures and delivery. Thus, universities are having to actively implement systems and approaches in teaching and learning environments; for example, by means of electronic platforms and applications for course delivery, teaching and
learning support.
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Lesson 2 Computer Animation - Character Animation
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• Character Animation
• Posture representation
• Hierarchical structure of the body
Character animation is a specialized area of the animation process, which involves bringing animated characters to life. The role of a Character Animator
is analogous to that of a film or stage actor, and character animators are often
said to be "actors with a pencil" (or a mouse). Character animators breathe
life in their characters, creating the illusion of thought, emotion and personality. Character animation is often distinguished from creature animation, which
involves bringing photo-realistic animals and creatures to life.
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Lesson 3 Computer Animation - Skeletal Animation
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Skeletal animation is a technique in computer animation in which a character
is represented in two parts: a surface representation used to draw the character
(called skin or mesh) and a hierarchical set of interconnected bones (called
the skeleton or rig) used to animate (pose and keyframe) the mesh. While
this technique is often used to animate humans or more generally for organic
modeling, it only serves to make the animation process more intuitive and the
same technique can be used to control the deformation of any object — a door,
a spoon, a building, or a galaxy.
This technique is used in virtually all animation systems where simplified
user interfaces allows animators to control often complex algorithms and a huge
amount of geometry; most notably through inverse kinematics and other "goaloriented" techniques. In principle, however, the intention of the technique is never to imitate real anatomy or physical processes, but only to control the deformation of the mesh data.
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Lesson 4 Computer Animation - Joints
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A joint is a point at which parts of an artificial structure are joined. when
developing animated characters one needs to define the type of joints that will
be used to combine multiple segments of the character e.g hand to shoulder.
this is due to the fact that inorder to create a more realistic monevent of the
character or oblect the siolidity principle must be adhered to and the sence of
overlapping and irregular movements of the character must be avoided,
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Lesson 5 Computer Animation - Skinning
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Skinning is the process of attaching a renderable skin to an underlying articulated skeleton. There are several approaches to skinning with varying degrees
of realism and complexity. Our main focus will be on the smooth skinning
algorithm, which is both fast and reasonably effective, and has been used extensively in real time and pre-rendered animation. The smooth skinning algorithm
goes by many other names in the literature, such as blended skinning, multimatrix skinning, linear blend skinning, skeletal subspace deformation (SSD),
and sometimes just skinning.
This chapter will explain the smooth skinning algorithm in detail and provide
additional information about the offline creation and binding process. Binding
refers to the initial attachment of the skin to the underlying skeleton and assigning any necessary information to the vertices.
Smooth skinning, while fast and straightforward, does have its limitations,
and so alternative techniques are also briefly introduced and referenced, including a variety of deformation techniques and some more elaborate anatomically
based approaches that simulate muscle and skin deformations
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