Using conversational syntax for 3D modeled animation

dc.contributor.authorDarling, Glen Cameronen_US
dc.date.accessioned2024-08-13T20:15:41Z
dc.date.available2024-08-13T20:15:41Z
dc.date.copyright1995en_US
dc.date.issued1995
dc.degree.departmentDepartment of Computer Science
dc.degree.levelMaster of Applied Science M.A.Sc.en
dc.description.abstractCommercial 3D modeled computer animation systems tend to fall into zwo categories: easy-to-use but less capable direct manipulation systems and difficult-to-use but highly capable programmable systems. The former allow animators to directly manipulate visual images of their actors in strictly limited ways. The latter have greater flexibility but require knowledge of computer programming and matrix algebra in order to manipulate mathematical descriptions of the actors. This thesis presents a compromise system based on direct manipulation together with an English-like programming language and an integrated distributed rendering system. The Animaker system is suitable for use in any application area not requiring real-time response. Simple animations can be expressed concisely without using programming constructs such as decision or looping structures. Skilled programmers may also use the procedural and object-oriented Animaker language to encapsulate "clip animations" for later use by less skilled animators.
dc.format.extent169 pages
dc.identifier.urihttps://hdl.handle.net/1828/17597
dc.rightsAvailable to the World Wide Weben_US
dc.titleUsing conversational syntax for 3D modeled animationen_US
dc.typeThesisen_US

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