Reference Material
Tutorial for 3D Animation
WILFREDO OSPITIA GONZALEZ
Centro de Industria y La Construcción
Regional Tolima
Ibague-2021
Go to https://sparkar.facebook.com/ar-studio/learn/documentation/tutorials/animating-3D-
objects/and answer the questions below from the tutorial
1.What is baked frame animation?
Is the playback of an animation that is contained in a 3D object file.
2. What is the name of the app to animate any kind of object in procedural
animation?
The name of the animation app is Spark AR Studio.
3.What are the steps to create an animation playback controller?
To create an animation playback controller:
1. Click Add Asset at the bottom of the Assets panel.
2. Select Animation Playback Controller.
3. You'll see the animation playback controller listed in the Assets panel as
animationPlaybackController0.
4. Next you'll need to connect the animation itself to the animation playback
controller.
5. You can see the animation listed in the Assets panel under 3D Animations -
it's called Dance.
6. Select the animation playback controller in the Assets panel. You'll see its
properties have opened in the Inspector.
7. Click the dropdown next to Animation Clip, and select Dance.
Finally, to show the animation in the scene, we need to go back to the 3D object:
8. Select teddy in the Scene panel.
9. In the Inspector, click the dropdown next to Animation.
10. Select AnimationPlaybackController0.
If you make sure the animation playback controller is selected in Assets panel, you
can play with its speed.
Over in the Inspector, use the slider to edit the speed:
There are a couple of other options here too. You can:
11. Use the box next to Play on Start to control whether or not the animation
plays as soon as the effect is opened.
12. Clear the box next to Loop, to make the animation play once, and then stop.
4.What do you need to animate an object?
Using patches to animate an object
Before you start the next part this tutorial, delete the animation playback controller:
1. Select it in the Assets panel.
2. Press delete on your keyboard.
3. Instead of animating the teddy by playing the baked animation, you're going
to use patches to set the exact movement of the objects that make up the
teddy.
4. You'll do this by using the Loop Animation and Transition patches to control
the movement of these objects through their position and rotation properties.
5. For this effect you're going to animate joint objects, but you could use the
same technique to animate all kinds of objects in your scene.
6. If you expand the teddy object in the Scene panel, you'll see two objects
nested underneath it. Model group contains a series of mesh that define the
shape of the object.
7. The second object, skel_root, contains the joints. You're going to animate
four joints - to make the teddy wave and bounce up and down.
8. To find the joints you'll need, expand the skeleton in the Scene panel. The
joints you'll need to make the teddy wave are called arm_r and wrist_r:
9. Select them both at the same time by holding down command on your
keyboard.
10. Next create patches to represent their Rotation property. We're using the
rotation property so we can rotate the joints slightly, which will make the
teddy appear to wave.
5.What is the loop patch animation for?
This is because the looping animation patch controls the progress of an animation,
and the transition patch can be configured to control how and where the object
moves.
6.How many joints need to be animated to make the teddy wave and bounce
up and down?
2 transitions are needed where there is a beginning and an end.