Animation stuff: 

Particle Simulation

This is a particle simulation, created with Inventor.  Inspired by Karl Sims' Particle Dreams, I used 80,000 particles in this water simulation demonstating collisions with a surface, placement of particles on a polygon model, gravity, and a vortex.

Quicktime:
waterfall.mov [3.7 M]

OpenGL animation

In this animation, I created a cube with 6 squares, each with a front face towards the center of the cube. A ball is placed in the center of the cube with a random color and random initial velocity. There is no velocity and the collisions are perfectly elastic. The light source is fixed, and the camera rotates around the cube. I used back face culling to give the cool effect of sides disappearing as the camera changes position.

Quicktime:
ball.mov [2.2 M]

Dynamic Simulation

Given Inventor, SDfast, and collision detection code & models from the animation lab at GVU, we animated the alien. There was gravity acting on the model, and collision detection in the hands. We applied gains and desired values to produce simulated motion, rather than using key framing or motion capture methods.

Quicktime:
gameover.mov [3.7 M]

Collision detection and light movement

The Alien salutes. I am using the same model as the alien above, only this time it's wearing a greenish texture map. It raises its arms towards the head. When a contact is sensed, the hand stays there for a second, then drops with gravity. A point light source is rotating around the figure, casting shadows on the wall behind the creature. I used a point light source to emphasize the shadows.

Quicktime:
Salute2.mov [27 M]

Key Framing

In this project I animated a model of an alien creature using Alias Wavefront.  The motions of this alien running, then tripping over a rock are keyframed. 

This was my first attempt at key framing, so some of the running is jerky

Quicktime:
fall2.mov [2 M]

Motion Capture

Again, I got to animate our favorite alien character, this time using motion capture data.  I adjusted the motion curves to make the drumming look more realistic. I also wrote music to go with the drumming, but we only had 3.5 seconds of motion capture data.

Quicktime:
drum2.mov [2 M]







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