Professional Documents
Culture Documents
Lecture1113 16473 Animation
Lecture1113 16473 Animation
INSTRUCTOR’S MATERIALS
PowerPoint Slides
Chapter - 7
Animation
PROPRIETARY MATERIAL. © 2013 The McGraw-Hill Companies, Inc. All rights reserved. No part of this PowerPoint slide may be displayed, reproduced or distributed in any form or by
any means, without the prior written permission of the publisher, or used beyond the limited distribution to teachers and educators permitted by McGraw-Hill for their
individual course preparation. If you are a student using this PowerPoint slide, you are using it without permission. 1
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
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
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
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
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
• 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
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
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
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
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