GD320

Physics of Animation

[Onsite]

CREDIT HOURS: 4CONTACT HOURS: 50

(30 Theory, 20 Lab)

Prerequisite(s): CD340 Physical and Computer-Aided 3D Modeling or equivalent or IT209 3D Modeling or equivalent, IT309 Animation I or equivalent

©ITT Educational Services, Inc.1Physics of Animation

02/09/2006

Momentum and Collision – Handout

Reading

  • Beginning Math and Physics – Chapter 13: Momentum and Collisions
  • Physics in 3D Animation – Chapter 12: The Karma Physics Engine
  • Physics in 3D Animation – Chapter 11: Creating Particle Effects

Objectives

After completing this unit, the student will have the opportunity to:

  1. Create game using Collision.
  2. Create game using Momentum.
  3. Apply Karma Physics Engine in Unreal.
  4. Create Constraints using the Karma Physics Engine in Unreal.

SCANS Objectives

  1. Respond to written directions.
  2. Participate in conversation, discussion, and group demonstrations.
  3. Perform basic computations; use basic numerical concepts such as whole numbers and percentages in practical situations; make reasonable estimates of arithmetic results without a calculator, and use tables, graphs, diagrams, and charts to obtain or convey quantitative information.
  4. Explain meaning of unknown or technical vocabulary and judge the accuracy for designated audience.

Enabling Objectives

  1. Use Collision in game creation
  2. Use Momentum in game creation
  3. Model Collisions using Unreal
  4. Use Karma Physics Engine
  5. Use the Karma Physics Engine to create Constraints

References

Methodology

In this section, we will discuss the use of Momentum and Collisions in game creation. Using Karma Physics Engine, we can set up realistic environments, which simulate

real-world experiences, in Unreal.

In addition, page 387 contains a Visualization Experience. The file, named “Basement Billiards” is located on the CD-ROM.

Must Handle

  1. Collision with Stationary Objects
  2. Momentum and Impulse
  3. Modeling Collisions
  4. Karma Physics Engine
  5. Constraints using the Karma Physics Engine

Review Questions

Chapter 13

Page 371: Questions 1-3

Page 378: Questions 1-5

Page 386: Questions 1-3

Using the Karma Physics Engine in Unreal

Problem Statement:

The Karma Physics Engine allows you to create animations that are based on the laws of Physics. Follow the tutorials in chapter 11 to explore the use of the Karma Physics Engine in Unreal.

Use Unreal to complete and turn in your level design.

Learning Objectives:
  1. Create game using Energy.
  2. Create realistic animations using the Karma Physics Engine in Unreal.
  3. Use Constraints within the Karma Physics Engine in Unreal.

Lab Procedures:

  1. Open UnrealEd and follow the instructions to complete the tutorial on Pages 403, 412, 415, 419, 421, 422, 423, 428, 429, 432, and 433.
  2. Complete the level design using Unreal and the Karma Physics Engine inside Unreal and turn them in to the instructor.

Summary

This handout introduces momentum and collision as well as the Karma Physics Engine. Realistic recreation of Physics-based animation is the key to creating good games. Without the use of the Karma Physics Engine, it would be very difficult to create many of the animations we see in gaming today.

©ITT Educational Services, Inc.1Physics of Animation

02/09/2006