SMA 103: ANALYTICAL GEOMETRY
| Institution | KENYATTA UNIVERSITY |
| Course | BACHELOR OF MATHEMAT... |
| Year | 1st Year |
| Semester | Unknown |
| Posted By | stephen oyake rabilo |
| File Type | |
| Pages | 71 Pages |
| File Size | 1.45 MB |
| Views | 9129 |
| Downloads | 2 |
| Price: |
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Description
In this chapter, the Cartesian coordinate system is introduced. The distance between points, midpoints, perpendicular/parallel lines and angles between two lines are covered. The general and
point slope form of the equation of the straight line are also covered.
1.2 Lesson Learning Outcomes
By the end of this lesson, you should be able to;
1.2.1 Carry out operations on the Straight Line.
1.2.1 The Straight Line
In this work the geometrical problems considered are those that are presented on two
dimensional plane only and it is therefore important at this point to discuss the plane.
Consider any plane with a point denoted by O, which we call the point of reference or the origin.
Let line X be horizontal and pass through O and line Y be vertical and pass through O. The
horizontal line X is referred to as the x-axis and the vertical line Y is the y-axis. Distance
measured from the y-axis is referred to as an abscissa and it is positive if measured to the right
and negative if measured to the left. A vertical distance from the x-axis is called a y-ordinate and
it is positive if measured above the x-axis and negative if measured below the x-axis. Any point
on the plane can described by its abscissa and its ordinate as P(x, y), for any point P. The symbol
(x, y) represents the coordinates of the point, where x is the abscissa and y the ordinate and it is
also referred to as the Cartesian coordinates of P.
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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
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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
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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
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character or oblect the siolidity principle must be adhered to and the sence of
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