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UNIT-1
Traditional cartoon animation is little more than a series of artwork cells, each
containing a slight positional variation of the animated subjects. When a large
number of these cells is displayed in sequence at a fast rate, the animated
figures appear to the human eye to move.
Animation file formats are only capable of storing still images and not actual
video information. It is possible, however, for most multimedia formats to
contain animation information, because animation is actually a much easier
type of data than video to store.
The image-compression schemes used in animation files are also usually much
simpler than most of those used in video compression. Most animation files
use a delta compression scheme, which is a form of Run-Length Encoding that
store and compresses only the information that is different between two
images (rather than compressing each image frame entirely).
Animations are not only for entertaining kids and adults. Animated sequences
are used by CAD programmers to rotate 3D objects to observedifferent
perspectives; mathematical data collected by an aircraft or satellite may be
rendered into an animated fly-by sequence. Movie special effects benefit
greatly by computer animation.
Types of animation techniques ANIMATION is nothing more than an optical
illusion – a way of tricking our eyes into thinking that lots of static pictures are
one moving image. Since the success of sites such as YouTube, simple shorts
can be attempted by anyone, and stop-motion animations with everyday
objects are some of the most popular and artistic videos.
An animation course will enable one to develop any simple animation with
more sophisticated materials. The basic processes and techniques are the
same for all animation, and because of the wide range of applications,
animation graduates are in high demand.
1. Traditional animation
2. 2. 2D animation
3. 3D animation
4. Typography Animation
5. Clay animation
6. Sand Animation
7. Flip book Animation
8. Stop-motion animation.
1) Traditional animation: Traditional animation involves animators drawing by
hand for each and every frame. If we love the feel of pencils on a paper, then
the traditional approach is very fascinating. Traditional animation is creating
the drawings one by one on the frame. 2D animation involves creating
numerous drawings then feeding into a plastic cell, hand painting them and
creates the animated sequence on a painted background image.
It is used by advertising companies to screen pre-production of advertisement
where several sequential images were drawn by hand and screen to create the
illusion of movement.
Simple animation is invented before films, there were early forms of animated
pictures. The zoetrope, for example, is a wheel with a number of static pictures
around the inside so that they appear to move when the wheel spins.
Flipbook animation is very similar, and places pictures on every page of a book
so that it creates an optical illusion when the pages are flipped quickly.
Both of these don’t need a camera, object animation and chuckimation
involves filming regular inanimate objects, such as Lego or action figures, and
animating them using stop-motion or offcamera hand-movement. Pixilation
uses people as stop-motion characters in a similar way.
The principles are based on the work of Disney animators from the 1930s
onwards, in their quest to produce more realistic animations. The main
purpose of these principles was to produce an illusion that cartoon characters
adhered to the basic laws of physics, but they also dealt with more abstract
issues, such as emotional timing and character appeal.
The book has been referred as the "Bible of animation", Though originally
intended to apply to traditional, hand-drawn animation, the principles still
have great relevance for computer animation as well.
1. Squash and stretch: The squash and stretch principle is considered the most
important of the 12 principles of animation. When applied, it gives animated
characters and objects the illusion of gravity, weight, mass and flexibility.
When a bouncing rubber ball is tossed into the air: the ball stretches when it
travels up and down and squishes when it hits the ground. When using squash
and stretch, it's important to keep the object's volume consistent. So, when we
stretch something, it needs to get thinner, and when we squash something, it
needs to get wider.
fig: Squash and stretch
4. straight ahead action and pose to pose: There are two ways to handle
drawing animation: straight ahead and pose to pose. Straight ahead action
involves drawing frame-by-frame from start to finish. If we are looking for
fluid, realistic movements, straight ahead action is our best bet. With the pose-
to-pose technique, we draw the beginning frame, the end frame, and a few key
frames in-between. Then we go back and complete the rest. This technique
gives us more control within the scene and allows you to increase the dramatic
effect of the motion.
5. Follow through and overlapping action: When objects come to a standstill
after being in motion, different parts of the object will stop at different rates.
Similarly, not everything on an object will move at the same rate. This forms
the essence of the fifth of Disney's principles of animation. If the character is
running across the scene, their arms and legs may be moving at a different rate
from their head. This is overlapping action. Likewise, when they stop running,
their hair will continue to move for a few frames before coming to rest – this is
follow through. These are important principles to understand if we want the
animation to flow realistically.
6. Slow in and slow out: The best way to understand slow in and slow out is to
think about how a car starts up and stops. It will start moving slowly, before
gaining momentum and speeding up. The reverse will happen when the car
brakes. In animation, this effect is achieved by adding more frames at the
beginning and end of an action sequence. Apply this principle to give the
objects more life.
7. Arc: When working in animation, it's best to stick with the laws of physics.
Most objects follow an arc or a path when they're moving, and our animations
should reflect that arc. For example, when we toss a ball into the air, it follows
a natural arc as the effects of the Earth's gravity act upon it.
8. Secondary action: Secondary actions are used to support the main action
going on within a scene. Adding secondary actions help add more dimension to
the characters and objects. For instance, the subtle movement of a character’s
hair as they walk, or perhaps a facial expression or a secondary object reacting
to the first. This secondary action should not distract from the primary one.
9. Timing: We apply what we see in the natural world to our animations. In this
case, the focus is on timing. If we move an object more quickly or slowly than it
would naturally move in the real world, the effect won't be believable. Using
the correct timing allows us to control the mood and the reaction of the
characters and objects.
10. Exaggeration: Too much realism can ruin an animation, making it appear
static and boring. Instead, add some exaggeration to our characters and
objects to make them more dynamic. Find ways to push the limits just beyond
what's possible, and our animations will pop.
11. Solid drawing: We need to understand the basics of drawing. This includes
knowing how to draw in three-dimensional space and understanding form and
anatomy, weight and volume, and lights and shadows. Whenwe can push the
limits, it's important to remain consistent. If our world has wonky doors and a
warped perspective, keep that perspective throughout the entire animation.
Otherwise, things will fall apart.
12. Appeal: Our characters, objects, and the world in which we live should
appeal to the viewer. This includes having an easy-to-read design, solid
drawing, and a personality. There is no formula for getting this right, but it
starts with strong character development and being able to tell our story
through the art of animation.
Problems and Limitations of Animation: Beyond the problem of split attention,
psychologists have identified four major challenges when people watch and
learn from animated graphics as compared to the static graphics of the same
data:
1. Attention: In any visually rich display, like an animated map where many
things can happen simultaneously, readers are often unsure of where to look
or what to do. Potential solutions include guided tours, short tutorials, and
voice over.
2. Disappearance: By its very nature animated maps changequite dramatically
from moment to moment. As a result, there is a possibility that the map reader
will miss important information or cues. Because of disappearance, many basic
map reading tasks can be very difficult, such as estimating the size of symbols
or areas, matching colours to a legend, comparing one symbol to another, or
reading text labels.
3.Complexity: With the astonishing level of computing and video processing
power available today in the basic desktop computer, coupled with the size
and complexity of digital databases, it is entirely possible to make an animated
map that simply overwhelms users with data and 'saturates' their visual
processing.
4. Confidence: Early testing has shown that even though people mostly like to
lookat animated maps, they are sometimes less confident of the knowledge
they acquire from the animation than from static graphics. In response to this
blanket concern, others have pointed out that people have far more exposure
and experience using static maps. Thus, there is naturally a learning curve to
animated maps that needs to be understood before we can conclude they do
not work.
Many cartographers will confess that they make animated maps because 'they
look cool' and, to their credit, the public seems to enjoy watching these maps.
Today, animated maps seem to be all around us, from the weather channel, to
NASA press releases about lost planetary probes, to nightly television news
stories that begin with an animated map that zooms in from space to some
foreign locale, thus, connoting an air of (1) currency, (2) powerful panoptical
surveillance, and (3) scientific authority to whatever may follow.
Animated maps suitability over static alternatives is unclear since both are
easier to make and ponder since they do not change.
'For what kind of map reading tasks animated maps are useful, and when they
should be avoided?' Like any form of representation, they have their strengths
and weaknesses that researchers are working to understand.
Animated maps should not be seen as replacementto static maps, but it acts as
complimentary. They broaden our representational possibilities.
While it’s unclear when and where animation first came to life, the concept of
storytelling has been around for centuries.
From shadow puppetry in about 200 A.D., to the magic lantern in the 1650s,
the first real image projector — telling a story through motion has been
happening forever.
But it was in 1832 when the Phénakisticope was invented by Joseph Plateau
that the first widespread animation device came into place. Using the
persistence of vision principle, it created a fluent illusion of motion. When
multiple images blend into a single moving image in the brain it’s called
persistence of vision.
These early feats of animated motion carved out the path for the animated
movies we know today.
In 1900, he is credited for creating the first-ever animated film called The
Enchanted Drawing.
The Enchanted Drawing : In 1906, he goes in to create a silent film where
drawings on a blackboard are captured using film at 20 frames per second. He
called it, Humorous Phases of Funny Faces.
French cartoonist, Emile Cohl created what is considered the first fully
animated movie ever made. In 1908, Fantasmagorie premiered in Paris is
considered as “The Father of Animation”.
In 1914, Earl Hurd created cel animation, thereby becoming a kind of founder
of the traditional style. This would, of course, revolutionize the entire industry
for the majority of the 20th century.
That same year, way before Mickey Mouse came into fruition, the first
animated short to have a distinguishable character is made by cartoonist,
Winsor McCay. A dancing “Gertie the Dinosaur” comes to life on screen.
Walt Disney took animation to a new level. He was the first animator to add
sound to his movie cartoons with the premiere of Steamboat Willie in 1928. In
1937, he produced the first full length animated feature film, Snow White and
the Seven Dwarfs.
Traditionally most of the animation was done by hand. All the frames in an
animation had to be drawn by hand. Since each second of animation requires
24 frames of film, the amount of efforts required to create even the shortest
of movies can be tremendous.
Keyframing
In this technique, a storyboard is laid out and then the artists draw the major
frames of the animation. Prominent changes will take place in Major frames.
They are the key points of animation.
In Keyframing the animator specifies critical or key positions for the objects.
The computer then automatically fills in the missing frames by smoothly
interpolating between those positions.
Procedural
Behavioural
Unlike key framing and motion picture, simulation uses the laws of physics to
generate motion of pictures and other objects. Simulations can be easily used
to produce slightly different sequences while maintaining physical realism.
Secondly, real-time simulations allow a higher degree of interactivity where
the real person can maneuver the actions of the simulated character.
In contrast the applications based on key-framing and motion select and
modify motions form a pre-computed library of motions. One drawback that
simulation suffers from is the expertise and time required to handcraft the
appropriate controls systems.
Key Framing
The transformation of object shapes from one form to another form is called
morphing. It is one of the most complicated transformations.A morph looks as
if two images melt into each other with a very fluid motion. In technical terms,
two images are distorted and a fade occurs between them.
Additionally, it is important more so for the individuals who are doing digital
2D animation. It is important for a good professional animator to come up
with a drawing to enable us to quickly and easily figure out the key poses and
moves that we wish to develop.
ANIMATION DEFINITION
What is animation?
Traditional Animation
2D Animation
3D Animation
Motion Graphics
Stop Motion
There are many different types of animation but most of them fall into five
major categories. There are advantages and disadvantages to each of them
depending on how the artist prefers to create. Knowing the different kinds of
animation can help artists to choose their careers in animation.
Featured Programs
1. Traditional Animation
This is one of the oldest forms of animation in film. It’s sometimes called cel
animation. As mentioned above, in traditional animation, objects are drawn on
celluloid transparent paper. In order to create the animated sequence, the
animator must draw every frame. It’s the same mechanism as a flipbook, just
on a grander scale.
2. 2D Animation
2D animation can fall under traditional animation like most early Disney
movies — Pinocchio, Beauty and the Beast, etc. But there is something called
Vector-based animation that can be 2D without being traditional.
Images with familiar formats like JPG, GIF, BMP, are pixel images. These images
cannot be enlarged or shrunk without affecting image quality. Vector graphics
don’t need to worry about resolution. Vectors are characterized by pathways
with various start and end points, lines connecting these points to build the
graphic. Shapes can be created to form a character or other image.
Vector-based animation uses mathematical values to resize images, so motion
is smooth. They can re-use these creations so the animator doesn’t need to
keep drawing the same characters over and over again. You can move around
these vectors and animate that way.
3. 3D Animation
Today, 3D or computer animation is the most common type. But just because
computers have stepped in instead of actual drawings, it’s not necessarily
easier. The computer is just another tool, and 3D animation is still a long,
intense process.
Animators adjust and tweak the curvatures and movements their characters
make throughout. From Toy Story in 1995 to today’s Coco, 3D animation has
become the dominant style in animated films.
4. Motion Graphics
Motion Graphics are pieces are digital graphics that create the illusion of
motion usually for ads, title sequences in films, but ultimately exist to
communicate something to the viewer. They’re often combined with sound for
multimedia projects.
Unlike the previously mentioned types of animation, motion graphics are not
driven by characters or storylines. This art form focuses on the ability to move
graphic elements, shapes, and text. This process is commonly used for things
like television promotions, explainer videos, and animated logos. The skillset
necessary for the other types of animation doesn’t apply to motion graphics
because there’s no need to mimic body movement or facial expressions.
Advertisements rely heavily on motion graphics and present plenty of career
opportunities.
5. Stop Motion
Stop Motion encompasses claymation, pixelation, object-motion, cutout
animation, and more. But the basic mechanics are similar to the traditional
style like a flipbook. However, instead of drawings, stop motion
adjusts physical objects in each frame.
This is the very basis of creating an animation feature. The modern animation
software can add multiple effects and additional substance along with simple
animation. Things such as stop-motion, motion capture and, augmented reality
have become a major feature in recent years. Animation software tools have
become a must for all movie and gaming studios nowadays as special effects
can help reduce production costs significantly.
Features of an Animation Software Tool
Simulationis basically a draft or a model which predicts how the process will
turn out. Simulation is a very important part of the animation process as it
helps to map and identify the needs and rectifications in the animated feature.
Simulation takes place with our frame creation simultaneously and the frame
prediction helps to create a seamless animation experience.
1. Blender
2. Synfig Studio
3. Pencil 2D
4. OpenToonz
5. MaeflorestaTupitube
6. GIMP
7. Krita
Blender: Features:
Rendering
Modelling
Animation
VFX
Simulation
Pipeline
Game Creation
Video Editing
Scripting
Customization
Blender is one of the most advanced animation software tools on the internet
and it is extremely popular among animators as it is completely free to use
along with being open source.
Blender has all the features and functions we would want in any animation
software and gives its paid and premium competitors a run for their money.
Blender can be used to create an array of animations and simulations for
anything from movies to games.
In short, Blender is probably one of the most complete animation software out
there and a must-have for any animator.
Vector Tweening
Layers and Filters
Bones
Animation
Bitmap Artwork
Advanced Controls
It’s completely based on a Bitmap Art frame which enables minor tweaking of
colour bits. Though it might appear quite basic from the offing but Synfig
Studio does have an array of advanced features as well making it a complete
package for 2D animators.
Pencil 2D:Features
Minimal Design
Raster and Vector workflows
Cross-platforms
Hand Drawn Animation
Bitmap Artwork
Pencil 2D is a very simplistic 2D animation software. The UI and design are very
minimal and convenient to use, making it simple from beginners to
professionals alike.
OpenToonz:Features
Scripting is another convenient feature added to its list. Particle Systems are
another of its added features which help in minute and intricate animation
tweaks.
MaeflorestaTupitube:Features
Rotoscoping
Stop Motion
Frame-by-frame Animation
Cut-Out Animation
Hand-Drawn Animation
Virtual Assist
It’s basically an amateur animation very popular among kids, students, and
teachers. Its simplistic design and UI is very easy to use for beginners. It is also
a virtual assist feature to help with the animation process.
GIMP is the acronym for GNU Image Manipulation Program which has all
features a software tool like Adobe Photoshop would and along with that, an
added feature of animating hand-drawn 2D figures and drawings.
Animation is very basic but it does provide frame-by-frame editing and
composition. If you are looking for a very basic animation software tool, GIMP
is all you need.
Krita: Features
Compact UI
Brush Stabilizers
Brush Engines
Resource Manager
Pop-up palette
Wrap-around mode
Drawing assistant
Mirroring tools
OpenGL Enhanced
Krita is an open-source painting and brushing software tool which is very useful
to create draft drawings and frames for virtual comics and cartoons. It is one of
the most advanced paintings and brushing software on the internet. It has
advanced tools such as brush stabilizing and wrap-around.
Krita is fully OpenGL enhanced which helps in drafting graphics for bigger
projects. It also has a drawing and virtual assistant for extra help to the
designer.
Krita is widely used in the East Asian animation industry for things such as
Anime and virtual comic books. We can always make our drafts extra colourful
and detailed with the help of Krita.
Animation software tools have become a must for each and every content
creator. For some visual content to look aesthetically pleasing, animation
software tools should be a visual content creator’s go-to software and skilled
animators are one of the most in-demand professionals in today’s world.
The animation software tools discussed in this blog are great additions to our
software collection, with an array of advanced features. The animation
industry is a gold mine at this point in time and these animation software tools
can help us seek that gold.
Adobe Animate lets users publish to multiple platforms. It has powerful toolset
for animation that lets users create apps, multimedia content, and ads. It
supports export to HTML5 Canvas, Flash/Adobe WebGL, SVG, and AIR.
Features:
Asset Sculpting: users can create new poses for vector using mesh
deformation.
Retain the audio effects when you split the audio, which is imported.