Overview For 3D computer animations, objects (models) are built on the computer monitor (modeled) and 3D figures are rigged with a
virtual skeleton. Then the limbs, eyes, mouth, clothes, etc. of the figure are moved by the animator on
key frames. Normally, the differences between key frames are drawn in a process known as
tweening. However, in 3D computer animation, this is done automatically, and is called
interpolation. Finally, the animation is
rendered and
composited. Before becoming a final product, 3D computer animations only exist as a series of moving shapes and systems within 3d software, and must be
rendered. This can happen as a separate process for animations developed for movies and short films, or it can be done in real-time when animated for videogames. After an animation is rendered, it can be
composited into a final product.
Animation attributes For 3D models, attributes can describe any characteristic of the object that can be animated. This includes transformation (movement from one point to another), scaling, rotation, and more complex attributes like blend shape progression (morphing from one shape to another). Each attribute gets a channel on which
keyframes can be set. These keyframes can be used in more complex ways such as animating in layers (combining multiple sets of key frame data), or keying control objects to deform or control other objects. For instance, a character's arms can have a skeleton applied, and the joints can have transformation and rotation keyframes set. The movement of the arm joints will then cause the arm shape to deform.
Interpolation 3D animation software interpolates between keyframes by generating a
spline between keys plotted on a graph which represents the animation. Additionally, these splines can follow
Bézier curves to control how the spline curves relative to the keyframes. Using interpolation allows 3D animators to dynamically change animations without having to redo all the
in-between animation. This also allows the creation of complex movements such as ellipses with only a few keyframes. Lastly, interpolation allows the animator to change the framerate, timing, and even scale of the movements at any point in the animation process.
Procedural and node-based animation Another way to automate 3D animation is to use procedural tools such as 4D
noise. Noise is any algorithm that plots
pseudo-random values within a dimensional space. 4D noise can be used to do things like move a swarm of bees around; the first three dimensions correspond to the position of the bees in space, and the fourth is used to change the bee's position over time. Noise can also be used as a cheap replacement for
simulation. For example, smoke and clouds can be animated using noise. Node-based animation is useful for animating organic and chaotic shapes. By using nodes, an animator can build up a complex set of animation rules that can be applied either to many objects at once, or one very complex object. A good example of this would be setting the movement of particles to match the beat of a song.
Disciplines of 3D animation There are many different disciplines of 3D animation, some of which include entirely separate artforms. For example, hair simulation for computer animated characters in and of itself is a career path which involves separate workflows, and different software and tools. The combination of all or some 3D computer animation disciplines is commonly referred to within the animation industry as the 3D animation pipeline. ==2D computer animation==