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Animation

Animation. LECTURE 7 Faraz Khan. TWO DIFFERENT FORMS: 2-D evolved from traditional animation techniques. 3-D exploited capabilities unique to the computer. DIGITAL ANIMATION . 2-D ANIMATION. Produced by mimicking basic traditional techniques such as: Flipbook technique

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Animation

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  1. Animation LECTURE 7 Faraz Khan

  2. TWO DIFFERENT FORMS: 2-D evolved from traditional animation techniques. 3-D exploited capabilities unique to the computer. DIGITAL ANIMATION

  3. 2-D ANIMATION • Produced by mimicking basic traditional techniques such as: • Flipbook technique • Cutout animation technique • Rotoscoping • Cel animation • Paint/draw programs are used to create the components. • Animation software can sequence, set timing, transitions, and produce the final animation.

  4. DIGITAL CEL ANIMATION • Animations are a series of individual frames. • Synchronized to one or more sound tracks. • Graphics arranged on layers. • Major changes identified in keyframes. • Illusion of motion produced as series of tweens.

  5. ANIMATION SOFTWARE • Elements of Flash organization. • Timeline: horizontal row of frames. • Frames: have multiple layers in columns. • Layers have stacking order (background elements on lower layers, changing elements on upper layers) • Keyframes: define major changes in a frame. • Tweens: frames created automatically by software. • Onionskinning: assists in drawing changes from one frame to the next.

  6. ANIMATION SOFTWARE • Frame-by-frame animation: each frame is manually drawn to reflect motion sequence. • Gives detailed control of each motion. • Time consuming process. • Tween animation: computer generates in-between frames based on two designated key frames.

  7. ANIMATION SOFTWARE • Provide tools to support animation process. • Image-editing tools • Alignment tools and grids to control placement • Text tools • Basic sound control • Strategies to support interactivity.

  8. Timeline Keyframes and tweened sequence. Frame one on the timeline Development Tools Layers contain individual elements arranged in a stacking order of background on the bottom to sound on the top layer. FLASH DEVELOPMENT SCREEN

  9. PROGRAMMED ANIMATION • Supports complex forms of interactivity. • Computer games take input from the user and animate the objects "on the fly." • Scripting languages frequently used to generate programmed animations: • Lingo • Actionscript • Javascript

  10. 3-D ANIMATION • Elements of 3-D animation set in motion include: • Objects • Sounds • Cameras • Lights. • Techniques are similar to 2-D animation: • Key frame • Tween motion. • Complex motion may involve using models of humans and animals.

  11. MOTION CAPTURE • Also called performance animation. • Technique of recording motion of actual objects and mapping these motions to a computer-generated animated character. • Performers have sensors to track the motion of various body parts as they create the action sequences. • Used to capture complex natural motions that are difficult to create. View IT Demonstration of a motion capture animation rig from YouTube.

  12. 12 Basic Principles of Animation • Timing • The basics are: more drawings between poses slow and smooth the action. Fewer drawings make the action faster and crisper. A variety of slow and fast timing within a scene adds texture and interest to the movement.

  13. 12 Basic Principles of Animation • Secondary Action • This action adds to and enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action.

  14. 12 Basic Principles of Animation • Follow Through and Overlapping Action • When the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a long tail (these follow the path of action). Nothing stops all at once

  15. 12 Basic Principles of Animation • Straight Ahead Action and Pose-To-Pose Action • Straight ahead animation starts at the first drawing and works drawing to drawing to the end of a scene. You can lose size, volume, and proportions with this method, but it does have spontaneity and freshness. Fast, wild action scenes are done this way.

  16. 12 Basic Principles of Animation • Straight Ahead Action and Pose-To-Pose Action • Pose to Pose is more planned out and charted with key drawings done at intervals throughout the scene. Size, volumes, and proportions are controlled better this way, as is the action.

  17. 12 Basic Principles of Animation • Staging • A pose or action should clearly communicate to the audience the attitude, mood, reaction or idea of the character as it relates to the story and continuity of the story line. The effective use of long, medium, or close up shots, as well as camera angles also helps in telling the story.

  18. 12 Basic Principles of Animation • Appeal • A live performer has charisma. An animated character has appeal. Appealing animation does not mean just being cute and cuddly. All characters have to have appeal whether they are heroic, villainous, comic or cute. • Appeal, as you will use it, includes an easy to read design, clear drawing, and personality development that will capture and involve the audience¹s interest.

  19. 12 Basic Principles of Animation • Solid Drawing • The basic principles of drawing form, weight, volume solidity and the illusion of three dimension apply to animation as it does to academic drawing. • Transform these into color and movement giving the characters the illusion of three-and four-dimensional life. Three dimensional is movement in space.

  20. 12 Basic Principles of Animation • Ease In and Out • As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose. • Fewer drawings make the action faster and more drawings make the action slower. Slow-ins and slow-outs soften the action, making it more life-like

  21. 12 Basic Principles of Animation • Arcs • All actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path. • This is especially true of the human figure and the action of animals. Arcs give animation a more natural action and better flow.

  22. 12 Basic Principles of Animation • Anticipation • This movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression. • A dancer does not just leap off the floor. A backwards motion occurs before the forward action is executed. The backward motion is the anticipation.

  23. 12 Basic Principles of Animation • Squash and Stretch • This action gives the illusion of weight and volume to a character as it moves. Also squash and stretch is useful in animating dialogue and doing facial expressions.

  24. 12 Basic Principles of Animation • Exaggeration • Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time. It’s like a caricature of facial features, expressions, poses, attitudes and actions. • Exaggeration in a walk or an eye movement or even a head turn will give your animation more appeal.

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