Exploring Animation Techniques: From 2D to 3D and Beyond
Dive into the fascinating world of animation with Dr. Vojislav B. Mišić as he explores various animation methods including cel animation, sprite animation, keyframes, and tweening. Understand the differences between 2D and 3D animation, and learn about character animation challenges, motion principles, and special effects. This guide also covers efficient image compression techniques and the evolution of animation technologies, including GIFs and Flash. Perfect for aspiring animators and enthusiasts eager to enhance their skills and knowledge in digital animation.
Exploring Animation Techniques: From 2D to 3D and Beyond
E N D
Presentation Transcript
Multimedia object types:animation ISMT multimediaDr Vojislav B Mišić
Animation • Technically, similar to video – a sequence of still images • Images created artificially, as opposed to video (which presents something happening in the real world, maybe retouched) • Why? Because it is a good (and sometimes less expensive) way to show/say some things
What we are going to talk about? • Cel (and flipbook) animation • Sprite, path, vector animation • Key frames and tweening • Character animation • 2D vs. 3D • … and other things
Flipbook animation • displaying a sequence of graphic files(e.g., a slide show) • problem: takes too much time (especially over the Internet) • solution: some form of compression (we will discuss this in more detail later) • compression techniques are usually proprietary (different type of images!)
Cel animation • animation created by a sequence of still images (as always) • different characters, objects, backgrounds overlaid to obtain the final image • final image is shot frame by frame • changes are made only to objects which move • multiplan camera (Disney): distance between layers in order to create an illusion of depth
Sprites and Paths • sprite: a part of the animation which moves independently of the rest • anything can be a sprite: ball, animal, human, … • a sprite can be attached to a path (or vice versa), so that successive sprite positions are located on a path • sprite can animate in-place, or move along a path, or both
Splines and Vectors • paths can be linear, but that is unrealistic • more often, paths follow a spline curve • watch for gravity! • example: mixed feelings • sprites can be describedas raster objects
Key frames • most important frames are drawn first:key frames • establish the main dramatic poses, • define the flow of actions, and • create the overall graphic style of the animation
Tweening • tweening:frames areinsertedbetweenthe key frames • computer can do much of the tedious work
Motion interpolation • Motion along an arbitrary line • Computer performs the interpolation • Special effects (rotation, resizing) can be specified along the line
Character animation • often the trickiest part – many simultaneous movements involved • faces are very difficult to animate • sometimescutouts areused forbody parts
Other design effects • ease-in and ease-out • velocity curves • line-of-action • secondary action and overlapping action • follow-through • hierarchical motion • exaggeration
Anticipation, action, reaction • Action/reaction is often anticipated before it actually happens • Sometimes aided by showing small movements immediately before the action • Reaction-recovery: small movements in the opposite direction immediately after the action • Fake: the action itself is not shown, only what happens before and immediately after
Kinematics • (in mechanical engineering) study of motion of rigid objects and structures • (in motion picture technology) study of motion of (rigid) objects and structures with joints • examples: men (objects) walking, running,falling down or apart • inverse kinematics: calculating the motion form predefined key positions, under the given set of constraints
Morphing • transformation of one image into another • very popular a few years ago • a number of key points is set on both images • actual transformation is calculated on the basis of transformation (in both position and color) of key points • more key points + more intermediate steps = smoother transformation
Animated GIFs • a sequence of still images (actually GIF images according to GIF89a standard), packed for the Internet • suitable for simple animations • small size = short loading time • several tools available (including one from Microsoft)
Macromedia Flash • Quickly becoming de facto standard • Compact export format, players • Ability to incorporate raster images as well as vector objects • Powerful 2D motion effects • Hotspots to support interactivity • More on Flash in the lab sessions …
2D vs. 3D • our perception of the world is three-dimensional • 3D effects improve visual appearance • 3D special effects can be added to 2D images (most drawing/painting programs can do it) • 3D images can be generated from appropriate scene setups • … but: sophisticated applications are required
3D effects • adding depth to 2D images • effects like • extruding • shadows • highlights • embossing • texturing • special lighting effects
Genuine 3D • genuine 3D worlds rendered into 2D images • tasks in creating 3D: a brief overview according to Pixar
Step 1: Creating Storyboards • detailed storyboard drawings are created as the blueprint for the action and dialog • there can be as many as 3 to 4 thousand such drawings for a feature-length movie (which comes to about onedrawing everytwo seconds or so) • they are revisedmany times duringthe creativedevelopment process
Step 2: Modeling • specialized animation software is used to create three-dimensional computer models of characters, props, and sets • computer models describe the shape of the object as well as themotion controls thatthe animators use tocreate movementand expressions
Step 3: Animation • specialized animation software allows animators to choreograph the motion in each scene by defining key frames or poses • computer automatically creates the "in-between" frames • animators neitherdraw, nor paint thescenes, as is requiredin traditionalanimation process
Step 4: • surface characteristics, including textures, finishes and colors, are added to every object in the scene • textures can simulate a wide variety of appearances • textures may be 2Dimages or proceduralalgorithms • additional properties:reflectivity,transparency …
Step 5: • Using "digital lights," every scene is lit in much the same manner as stage lighting • Key, fill and bounce lights and room ambience are all defined and used to enhance the mood and emotion of each scene
Lighting is the key • Key light – the brightest • Fill light – opposite the key light, reduces contrast and shadows • Back light – reduces shadows, separates the subject from the background • Powder your nose
Step 6: Rendering • rendering software (Pixar's proprietary RenderMan) "draws" the finished image by computing every pixel of the image from the model, animation, shading, and lighting information • once rendered, finalimages aretransferred to film,video, or CD-ROM
Summary • Animation is often the simplest way to accomplish motion • If you want to go beyond what Flash can offer, be ready for surprises …