ALLIANCE BOYS JUL/AUG MOCK 2024; CRE PP1 & PP2 Q&A
| Institution | SECONDARY |
| Course | KCSE |
| Year | 1st Year |
| Semester | Unknown |
| Posted By | Rose Oloo |
| File Type | |
| Pages | 14 Pages |
| File Size | 2.77 MB |
| Views | 7479 |
| Downloads | 1 |
| Price: |
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Description
Download a copy of the ALLIANCE BOYS MOCK 2024; CRE PP1 & PP2 Q&A Question Papers with well coordinated Marking Schemes attached. This is good revision material for your upcoming exams.
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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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