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History of Animation

History of Animation. Jehee Lee Seoul National University. What is Animation. Animation is about making things move (Merriam-Webster’s) A motion picture made by photographing successive positions of inanimate objects cf). Live action movie Computer allows more flexibility

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History of Animation

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  1. History of Animation Jehee Lee Seoul National University

  2. What is Animation • Animation is about making things move • (Merriam-Webster’s) A motion picture made by photographing successive positions of inanimate objects • cf). Live action movie • Computer allows more flexibility • Eg). Special effects, Interactive animation

  3. Early Animation Devices • Flipbooks • Stop motion (puppet, clay) • Cel animation • Chalk animation • Silhouette animation

  4. A Brief History of Animation • 1887: Goodwin invented nitrate celluloid film • 1892: Reynard invented the Praxinoscope • 1889: Reynaud invented Theatre Optique • 1893: Edison invented the Kinetscope • Only one viewer at a time • 1894: Lumiere invented the cinematograph • Camera + Projector + Printer

  5. A Brief History of Animation • 1900: THE ENCHANTED DRAWING • Live action films + replacement technique • 1906: HUMOROUS PHASES OF FUNNY FACES • The first animation recorded frame by frame A resource for early animation : http://memory.loc.gov/ammem/oahtml/oahome.html

  6. A Brief History of Animation • 1925: “The Adventures of Prince Achmed” • Lotte Reiniger, 1st feature animation • Silhouette animation [prince_1.avi] [prince_2.avi]

  7. A Brief History of Computer Aniamtion • 1885: CRT (Cathode Ray Tube) • 1960: William F. Boeing coins “Computer Graphics” • 1961: John Whitney, Intro to Alfred Hitchcock’s Vertigo [vertigo1.avi] • 1961: Spacewars, 1st video game • 1963: Ivan Sutherland, Sketchpad • 1974: z-buffer, Ed Catmull • 1975: Phong shading • 1980: Tron, 1st feature film by CG (tronBike.avi)(tronTransfer.avi) • 1986: Luxo Jr. nominated for Oscar (ljr_320.mov) • 1995: Toy Story, 1st full CG feature film Short films of Pixar : http://www.pixar.com/shorts/index.html

  8. How to Create Expressive Animation ?

  9. Principles of Animation • “The Illusion of Life”, by Thomas Johnson and Ollie Johnson • Principles of Traditional Animation Applied to 3D Computer Animation, John Lasseter, Siggraph 87.

  10. Twelve Principles • Squash and Stretch • Anticipation • Staging • (Pose to Pose) • Follow Through • Slow In, Show Out • Arcs • Secondary Action • Timing • Exaggeration • (Solid Drawing) • Appeal

  11. Squash and Stretch • Movement emphasizes rigidity • Preserve volume

  12. Timing • Timing, or the speed of an action gives meaning to movement • Weight, Scaling, Emotion

  13. Timing • Two keyframes of a head • No: hit by a tremendous force • ONE: hit by a frying pan • TWO: nervous tic • THREE: dodging a brick • FOUR: a crisp order “Move it !” • FIVE: friendly “Come on-hurry !” • SIX: tracing a good looking girl • … • TEN: stretch a sore muscle

  14. Anticipation • The preparation of an action • Revealing • Indicating Speed • Directing Attention

  15. Follow Through • The termination of an action • Weight and drag • Initiation • Overlapping

  16. Staging • Staging is the presentation of an idea so that it is completely and unmistakably clear. • Readability • Personality • Mood

  17. Slow In, Slow Out • The spacing of the inbetweens • Non-linear interpolation

  18. Arcs • The visual path of action from one extreme to another is always described by an arc

  19. Secondary Action • A secondary action is an action that results directly from another action

  20. Exaggeration • Exaggerate the essence of the action • Action, emotion, shape, color, sound, …

  21. Appeal • The animated character has appeal • A quality of charm • Pleasing design • Simplicity • It doesn’t mean that the character/animation should be realistic • Movie1.mov • Movie2.mov

  22. Example – Final Fantasy • FinalFantasySiggraph.avi

  23. Uncanny Valley • Human psycological reaction to animation • Coined by Japanese roboticist Masahiro Mori • Emotional response against similarity to human appearance and movement

  24. Computer Graphics for Animation • What can the computer do for the principles ? • Keyframing: Timing, Arc, Slow In & Out • Geometric deformation: Squash and Stretch • Physically based techniques: Secondary Action • Rendering: Staging

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