the gamedesigninitiative at cornell university Lecture 12 2D Animation
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1 Lecture 12 2D Animation
2 Animation Basics: The FilmStrip Animation is a sequence of hand-drawn frames Smoothly displays action when change quickly Also called flipbook animation Arrange animation in a sprite sheet (one texture) Software chooses which frame to use at any time So programmer is actually one doing animation 2
3 Anatomy of FilmStrip Class /** * Sets active frame as given index. * frame index to make active frame */ void FilmStrip::setFrame(int frame) { this->frame = frame; int x = (frame % cols)*rect.size.width; int y = (frame / cols)*rect.size.height; rect.origin.set(x,y); settexturerect(rect); } 3
4 Anatomy of FilmStrip Class /** * Sets active frame as given index. * frame index to make active frame */ void FilmStrip::setFrame(int frame) { this->frame = frame; int x = (frame % cols)*rect.size.width; int y = (frame / cols)*rect.size.height; } rect.origin.set(x,y); settexturerect(rect); Method in Sprite to set part of texture drawn. 4
5 Anatomy of FilmStrip Class /** * Sets active frame as given index. * frame index to make active frame */ void FilmStrip::setFrame(int Rectangles frame) are { this->frame = frame; defined by origin } int x = (frame % cols)*rect.size.width; and size fields. int y = (frame / cols)*rect.size.height; rect.origin.set(x,y); settexturerect(rect); Method in Sprite to set part of texture drawn. 5
6 Adjusting your Speed Do not want to go too fast 1 animation frame = 16 ms Walk cycle = 8/12 frames Completed in ms General solution: cooldowns Add an int timer to your object Go to next frame when it is 0 Reset it to > 0 at new frame Simple but tedious Have to do for each object Assumes animation is in a loop 6
7 Combining Animations Landing Animation Characters to a lot of things Run, jump, duck, slide Fire weapons, cast spells Fidget while player AFK Want animations for all Is loop appropriate for each? How do we transition? Idea: shared boundaries End of loop = start of anor Idling Animation Treat like advancing a frame 7
8 Combining Animations Landing Animation Characters to a lot of things Run, jump, duck, slide Fire weapons, cast spells Fidget while player AFK Not a Loop Want animations for all Is loop appropriate for each? How do we transition? Idea: shared boundaries End of loop = start of anor Idling Animation Treat like advancing a frame 8
9 Combining Animations Landing Animation Characters to a lot of things Run, jump, duck, slide Fire weapons, cast spells Transition Fidget while player AFK Want animations for all Is loop appropriate for each? How do we transition? Idea: shared boundaries End of loop = start of anor Idling Animation Treat like advancing a frame 9
10 Animation and State Machines Idea: Each sequence a state Do sequence while in state Transition when at end Only loop if loop in graph idle A graph edge means Boundaries match up Transition is allowable shoot Similar to data driven AI Created by designer Implemented by programmer Modern engines have tools walk 10
11 Animation and State Machines Idea: Each sequence a state Do sequence while in state Transition when at end Only loop if loop in graph A graph edge means Boundaries match up Transition is allowable Similar to data driven AI Created by designer Implemented by programmer Modern engines have tools idle One time action walk Continuing Action shoot 11
12 Complex Example: Jumping stand stand2crouch crouch hop takeoff float 12 land
13 Complex Example: Jumping stand Jump Press stand2crouch Jump Release crouch hop Jump Release takeoff float Near Ground 13 land
14 Complex Example: Jumping Transition state needed to align sequences stand stand2crouch crouch hop takeoff float 14 land
15 Aside: Sync Kills 15
16 The Responsiveness Issue Tightness of gameplay stand stand2crouch Additional delay preventing jump crouch hop takeoff float 16 land
17 Fast Transitions: Crossfade Blending A B t = 0.0 Linear interpolation on colors r c = tr a +(1 t)r b g c = tg a +(1 t)g b b c = tb a +(1 t)b b Note weights sum to
18 Fast Transitions: Crossfade Blending A B t = 0.3 Linear interpolation on colors r c = tr a +(1 t)r b g c = tg a +(1 t)g b b c = tb a +(1 t)b b Note weights sum to
19 Fast Transitions: Crossfade Blending A B t = 0.6 Linear interpolation on colors r c = tr a +(1 t)r b g c = tg a +(1 t)g b b c = tb a +(1 t)b b Note weights sum to
20 Fast Transitions: Crossfade Blending A B t = 0.8 Linear interpolation on colors r c = tr a +(1 t)r b g c = tg a +(1 t)g b b c = tb a +(1 t)b b Note weights sum to
21 Fast Transitions: Crossfade Blending A B t = 1.0 Linear interpolation on colors r c = tr a +(1 t)r b g c = tg a +(1 t)g b b c = tb a +(1 t)b b Note weights sum to
22 Combining With Animation A B Cycle filmstrip normally Cycle filmstrip normally Combine with alpha blending 22
23 Related Concept: Tweening A B Act of linear interpolating between animation frames Because we cycle filmstrip slower than framerate Implements a form of motion blur If animation designed right, makes it smoor 23
24 Tweening Works for Transforms Too A B Any transform is represented by a matrix Can linearly interpolate matrix components Gives a reasonable transform in-between Aside: This is a motivation for quaternions Gives smoor interpolation for rotation 24
25 Cocos2D Engine Support Recall: decoupled renderer Update pass modifies scene Render pass to SpriteBatch Draw pass sends to GPU Update Render pass can animate Switches frames if needed Tweens in-between frames Scene Graph Purpose of action API Give action with duration Can be new frame Also could be a transform Render 25
26 Action* action;" action = RotateBy::create(2.0f, 90.0f);" action->retain(); // Need it for later" sprite->runaction(action); Executing Actions: Transforms if (action->isdone()) {" action->release();" action = nullptr;" // Do or clean-up" } 26
27 Executing Actions: Transforms Action* action;" action = RotateBy::create(2.0f, 90.0f);" action->retain(); // Need it for later" sprite->runaction(action); if (action->isdone()) {" action->release();" action = nullptr;" // Do or clean-up" } How long to spend Tweens rotation 27
28 Action* action; Executing Actions: FilmStrips Vector<SpriteFrame*> Frames" auto f1 = SpriteFrame::create(im, rec1)" Frames->push_back(f1);" " auto f8 = SpriteFrame::create(im, rec8)" Frames->push_back(f8); Animation* seq = Animation::" createwithspriteframes(frames,0.1f);" action = Animate::create(seq);" action->retain(); sprite->runaction(action) // Clean up same as before 28
29 Action* action; Executing Actions: FilmStrips Vector<SpriteFrame*> Frames" auto f1 = SpriteFrame::create(im, rec1)" Frames->push_back(f1);" " auto f8 = SpriteFrame::create(im, rec8)" Frames->push_back(f8); Animation* seq = Animation::" createwithspriteframes(frames,0.1f);" action = Animate::create(seq);" action->retain(); sprite->runaction(action) // Clean up same as before Seconds per frame Does not tween 29
30 Action* action; Executing Actions: FilmStrips Vector<SpriteFrame*> Frames" auto f1 = SpriteFrame::create(im, rec1)" Frames->push_back(f1);" " auto f8 = SpriteFrame::create(im, rec8)" Frames->push_back(f8); Animation* seq = Animation::" createwithspriteframes(frames,0.1f);" action = Animate::create(seq);" action->retain(); sprite->runaction(action) // Clean up same as before This is why I made FilmStrip 30
31 Easing Function Basic approach to tweening Specify duration to animate Set t = 0 at beginning Normalize t = 1 at end Interpolate value with t How does t change? Usually done linearly Could be some or way t 1 0 start Duration end Easing: how to change t Used for bouncing effects Best used for transforms 31
32 Easing Function Basic approach to tweening Specify duration to animate Set t = 0 at beginning Normalize t = 1 at end Interpolate value with t How does t change? Usually done linearly Could be some or way Easing: how to change t Used for bouncing effects Best used for transforms 32 t t 1 0 start 1 0 start Duration Duration end end
33 Easing Functions in Cocos2D 33
34 Problem With Decoupled Animation Action* action;" action = RotateBy::create(2.0f, 90.0f);" action->retain(); // Need it for later" sprite->runaction(action); What if we change our mind before 2 seconds? 34
35 Problem With Decoupled Animation Action* action;" action = RotateBy::create(2.0f, 90.0f);" action->retain(); // Need it for later" sprite->runaction(action); Compatible: Combine Incompatible: Replace 35
36 Problem With Decoupled Animation Action* action;" action = RotateBy::create(2.0f, 90.0f);" action->retain(); // Need it for later" sprite->runaction(action); Compatible: Combine Incompatible: Replace But multiple actions can make clean-up a mess 36
37 Final Word on Cocos2D Tweening Transform Tweening Physical Animation Complete Disaster 37
38 Recall: Modular Animation Break asset into parts Natural for joints/bodies Animate each separately Cuts down on filmstrips Most steps are transforms Very natural for tweening Also better for physics Several tools to help you Example: Spriter Great for visualizing design 38
39 Recall: Modular Animation Break asset into parts Natural for joints/bodies Animate each separately Cuts down on filmstrips Most steps are transforms Very natural for tweening Also better for physics Several tools to help you Example: Spriter Great for visualizing design 39
40 Recall: Modular Animation Break asset into parts Natural for joints/bodies Animate each separately Cuts down on filmstrips Most steps are transforms Very natural for tweening Also better for physics Several tools to help you Example: Spriter Great for visualizing design 40
41 Recall: Modular Animation Break asset into parts Natural for joints/bodies Loose hit boxes Animate each separately Cuts down on filmstrips Most steps are transforms Very natural for tweening Also better for physics Several tools to help you Example: Spriter Great for visualizing design Inside hit box can safely Transform with duration Tween animations Manage multiple actions 41
42 Aside: Skinning 42
43 Aside: Skinning Way to get extra usage of hand-drawn frames 43
44 Spriter Demo 44
45 Basic Idea: Bones 45
46 Basic Idea: Bones 46
47 Basic Idea: Bones Orientation (y-axis) Sprite attached Pivot (origin) Creates implicit coordinate space 47
48 Bones are Heirarchical Child Parent 48
49 Bones are Heirarchical Transforms apply to children 49
50 Bones are Heirarchical Transforms do not affect parent 50
51 Recall: Scene Graph Hierarchy Bounded box inside Layer Device/ Screen Coordinates Node Node Node Node Node Node Node Node Node 51 Coords relative to parent box
52 Bones are a Scene Graph Visualization 52
53 Manage With Multiple State Machines legs idle arms idle legs walk arms shoot 53
54 Manage With Multiple State Machines legs idle arms idle Can be independent or coordinated legs walk arms shoot 54
55 Summary Standard 2D animation is flipbook style Create a sequence of frames in sprite sheet Switch between sequences with state machines Tweening supports interpolated transitions Helpful for motion blur, state transitions Transforms can be combined with easing functions Professional 2D animation uses modular sprites Scene graphs are a simplified form of model rigging State machine coordination can be very advanced 55
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