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Blocking is an animation technique in which key poses are created to establish timing and placement of characters and props in a given scene or shot. [1] This technique is most commonly used in 3D computer animation, where it is sometimes referred to as Stepped animation.
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Computer animation is essentially a digital successor to stop motion techniques, but using 3D models, and traditional animation techniques using frame-by-frame animation of 2D illustrations. For 2D figure animations, separate objects (illustrations) and separate transparent layers are used with or without that virtual skeleton.
Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a polygonal or parametric mesh representation of the surface of the object, and a hierarchical set of interconnected parts (called joints or bones, and collectively forming the skeleton), a virtual ...
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A Block Matching Algorithm is a way of locating matching macroblocks in a sequence of digital video frames for the purposes of motion estimation.The underlying supposition behind motion estimation is that the patterns corresponding to objects and background in a frame of video sequence move within the frame to form corresponding objects on the subsequent frame.
2D animation; 3D animation; Categorization by speed of rendering and capabilities: Pre-rendered animation: Motion is developed in the software. There is a delay for the software to render the animation before it can be viewed. Talking avatar: The user provides or selects a picture of a character and provides a recording of a voice. The software ...
If multiple surfaces face towards the camera, then additional use of methods such as Z-buffering or the Painter's algorithm may be necessary to ensure the correct surface is rendered. Back-face culling is typically quite a cheap test, only requiring a dot product to be calculated, and so it is often used as a step in the graphical pipeline that ...