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A programming approach for complex animations. part I. methodology

机译:一种用于复杂动画的编程方法。第一部分方法

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This paper gives a general methodology for symbolic programming of complex 3D scenes and animations. It also introduces a minimal set of animation primitives for the functional geometric language PLaSM. The symbolic approach to animation design and implementation given in this paper goes beyond the traditional two-steps approach to animation, where a modeler is coupled, more or less loosely, with a separate animation system. In fact both geometry and motion design are performed in a unified programming framework. The representation of the animation storyboard with discrete action networks is also introduced in this paper. Such a network description seems well suited for easy animation analysis, maintenance and updating. It is also used as the computational basis for scheduling and timing actions in complex scenes.
机译:本文为复杂的3D场景和动画的符号编程提供了一种通用方法。它还为功能几何语言PLaSM引入了最少的动画原语集。本文给出的动画设计和实现的符号方法超出了传统的两步动画方法,在传统的两步动画方法中,建模者或多或少地与单独的动画系统耦合。实际上,几何和运动设计都是在统一的编程框架中执行的。本文还介绍了具有离散动作网络的动画情节提要板的表示。这样的网络描述似乎非常适合轻松进行动画分析,维护和更新。它也用作复杂场景中计划和定时动作的计算基础。

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