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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill Education

INSTRUCTOR’S MATERIALS
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Chapter - 7

Animation

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill Education

Contents
• Introduction
• Traditional Animation
• Principles of Animation
• Computer based Animation
• Animation on the Web
• 3D Animation
• Rendering Algorithms
• Animation File Formats
• Animation Software

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill Education

Introduction
• Animation
– Animate means give life to
– Animation is created from a sequence of synthetically drawn still images
– When displayed rapidly in succession, the human eye fuses them in together
– This is due to persistence of vision, producing an illusion of motion, similar to video

• Uses
– Computer games
– Education
– Simulation and visualization
– Films and movies

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata
McGraw-Hill Education

Traditional Animation
• Keyframes and Tweening
– Lead animators or experts draw the major frames called key-frames
– Intermediate frames are drawn by assistant animators
– Process is called ‘tweening’ derived from ‘in between’
– Key frames depict the initial and final states of a course of action
– Tweened frames depict intermediate states
– Number of intermediate frames determine smoothness (quality) of
animation
– Together with frame rate, number of frames also determine duration of
animation
– Persistence of vision merges together individual frames to create
illusion of motion
– In general about 18 frames are drawn between keyframes and played
back at 24 fps
– Sometimes to save time and cost double framing is used i.e. 9 frames
with each shown twice

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata
McGraw-Hill Education

Traditional Animation
• Cel Animation
– Cel comes from word ‘celluloid’, a transparent material
– Cel animation uses a set of cels layered on top of each other to depict a frame
– Layering enables the animator to isolate and draw only parts of a frame that change over time

• Flip Book Animation


– A flipbook is a book with a series of pictures varying gradually over each page
– When the pages are turned rapidly the pictures seem to animate

CONTENTS INSTRUCTOR'S MATERIALS Chapter – 7 : 5


RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata
McGraw-Hill Education

Traditional Animation
• Rotoscoping
– Enabled animators to trace contour of an object and create a silhouette called a matte
– The traced contour is then replaced with something else to create a visual effect
– Similar to blue-screening used to shoot action against an even colored background
– Subsequently the background is changed to some other image during editing

• Stop Motion Animation


– A physical object is manipulated by small increments in each frame
– Creates an illusion that object is moving on its own when frames are displayed as a sequence
– A popular variant is clay-motion where clay figures are animated

• Motion Cycling
– Used to depict repetitive movements like walking, flying, running
– A set of 8 to 12 frames are used to depict different stages of the cycle
– The frames are repeated to depict continuous motion

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata
McGraw-Hill Education

Principles of Animation
• Squash and Stretch
– A bouncing ball flattens as it strikes the ground and regains original shape as it rebounds

• Anticipation
– Preparing the audience for a sudden action e.g. a figure might brace its feet before running

• Staging
– To arrange objects in a frame so that the action is clear and easy to see

• Follow through
– Continuity of action after the main event is completed e.g. arm continues to move after throwing
something

• Overlapping
– An action can start before the previous event has come to a complete stop

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata
McGraw-Hill Education

Principles of Animation
• Slow-in and Slow-out
– A moving object must slow down before it stops, a still object begins to move slowly at first

• Arc
– Most objects move in arcs rather than in straight line e.g. movement of hands and legs

• Secondary action
– Each part of a character might not move at the same speed e.g. a robe might trail behind a runner

• Timing
– Timing of action indicates intent, rapid movement for emergencies, slow movement for deliberation

• Exaggeration
– Exaggerating important elements makes them stand out

• Appeal
– Characters which are visually intriguing hold audience’s attention more

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013
Tata McGraw-Hill Education

Computer based Animation


• Frame based Animation
– Computer software can be used to create tweened frames through interpolation
– Animated object is placed on a timeline and a playback head simulates flow of time
– Keyframes are created by lead animators at specific frames on the timeline
– Time varying parameters such as position, size, color, shape etc. are subsequently tweened

• Path based Animation


– Path based animation differs from frame based animation, as paths are represented by vectors
– Splines are mathematical entities which are used to represent curves
– An object can be moved along a path if its mathematical properties are known

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-Hill Education

Rendering
• Introduction
– A rendering algorithm converts vector objects stored internally to pixel values for display devices
– Wireframe rendering : represents objects as edges without surfaces
– Output is called a wire-frame model
– Advantage : low overheads allows real-time manipulation of objects
– Disadvantage : surfaces cannot be represented, ambiguity in depth sorting
– Hidden-line rendering : assumes object has surfaces
– Surfaces can also hide edges behind them
– Provides some idea as to which surfaces and edges are in front and back
– However does not provide any knowledge about properties of surfaces
– Shaded rendering : provides idea about surface properties, lighting and shading
– Large computational overheads , requires more time in rendering

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RANJAN PAREKH Principles of MULTIMEDIA, 2E © 2013 Tata McGraw-
Hill Education

Animation Software
• 2D Animation
– Shape tweening
– Motion tweening
– Path animation
– Masking
– Changing color and transparency
– Onion skinning
– Buttons
– Programming language

• 3D Animation
– Key frame based animation
– Path animation
– Particle systems
– Space warps
– Surface texture
– Rendering

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