Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 30184
Implementation of Sprite Animation for Multimedia Application

Authors: Ms. Yi Mon Thant

Abstract:

Animation is simply defined as the sequencing of a series of static images to generate the illusion of movement. Most people believe that actual drawings or creation of the individual images is the animation, when in actuality it is the arrangement of those static images that conveys the motion. To become an animator, it is often assumed that needed the ability to quickly design masterpiece after masterpiece. Although some semblance of artistic skill is a necessity for the job, the real key to becoming a great animator is in the comprehension of timing. This paper will use a combination of sprite animation, frame animation, and some other techniques to cause a group of multi-colored static images to slither around in the bounded area. In addition to slithering, the images will also change the color of different parts of their body, much like the real world creatures that have this amazing ability to change the colors on their bodies do. This paper was implemented by using Java 2 Standard Edition (J2SE). It is both time-consuming and expensive to create animations, regardless if they are created by hand or by using motion-capture equipment. If the animators could reuse old animations and even blend different animations together, a lot of work would be saved in the process. The main objective of this paper is to examine a method for blending several animations together in real time. This paper presents and analyses a solution using Weighted Skeleton Animation (WSA) resulting in limited CPU time and memory waste as well as saving time for the animators. The idea presented is described in detail and implemented. In this paper, text animation, vertex animation, sprite part animation and whole sprite animation were tested. In this research paper, the resolution, smoothness and movement of animated images will be carried out from the parameters, which will be obtained from the experimental research of implementing this paper.

Keywords: Weighted Skeleton Animation

Digital Object Identifier (DOI): doi.org/10.5281/zenodo.1056639

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1387

References:


[1] http://docs.rinet.ru/JaTricks/ch13.htm
[2] George Maestri. 1996. "Digital Character Animation", New Riders Press.
[3] Daniel Jeppsson. 2000. "Realtime Character Animation Blending Using Weighted Skeleton Hierarchies"
[4] Addison - Wesley. 1995. "Advanced Animation and Rendering Techniques - Theory and practice--
[5] http://www.siggraph.org/education/materials/HyperGraph/animation/anim0. htm