Creation of basic bouncing ball Creation of an individual animation Storyboard DrawingsDigital frames Export 3 Moving pictures Animationmaking objects that appear to move on the screenis done by displaying a series of still pictures one after the other in rapid succession ID: 642259
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Slide1
2D ANIMATIONSlide2
Project Requirements
Creation of basic bouncing ball
Creation of an individual animation
Storyboard
Drawings/Digital frames
ExportSlide3
3
Moving pictures
Animation—making objects that appear to move on the screen—is done by displaying a series of still pictures, one after the other, in rapid succession
Generally you should try for at least 20 pictures/
secondSlide4
Principles of Animation
Animation is possible because of a a biological phenomenon known
as
persistence of visionAn object seen by the human eye remains chemically mapped on the eye’s retina for a brief time after viewing.Combined with the human mind’s need to conceptually complete a perceived action.
This makes it possible for a series of images that are changed very slightly and very rapidly, one after the other, seem like continuous motion .Slide5
Animation and Frame Rates
TV video builds 30 entire frames or pictures every second.
Movies are shot at a shutter rate of 24 frames per
second, but using projections tricks the flicker is increased to 48.On some projectors each frame is shown 3 times before the next frame, for a total of 72 flickers per second which helps eliminate the flicker effect.Cel Animation – plays at 24 frames per second.Slide6
Cel
Animation
Made famous by Disney
24 frames per second therefore a minute may require as many as 1,440 separate frames.Cel animation: is based on changes that occur from one frame to the next.Cel stands for celluloid which is a clear sheet with images drawn on them.The celluloid images are place on a background that is usually stationary.The background remain fixed as the images changes.Slide7
Path Animation
Moves an object along a predetermined path on the screen
The path can be a straight line or have a number of curves.
Starts with keyframes (the first and last frame of an action). The series of frames in between the keyframes are drawn in a process called tweening.
Tweening
requires calculating the number of frames between
keyframes
and the path the action takes, and then actually takes, and then sketches a series of progressively different outlines.Slide8
Computer Animation
Typically
employs
the same logic and procedural concepts as cel animationYou can usually set your own frame rate At 15 frames a second the animation may appear jerky and slow2-D animation can be an acceptable alternative to the expense of creating videoSlide9
Animation File Formats
Software
File FormatDirector .dir & .dcrAnimator Pro .fliStudio Max .maxSuperCard and Director .picsWindows Audio Video Interleaved .
avi
Macintosh .
qt
& .
mov
Motion Video .mpeg
CompuServe .gif
Flash .
swf
Shockwave .
dcrSlide10
Conventional Animation
Draw each frame of the animation
great control
tediousReduce burden with cel animationlayerkeyframeinbetweencel panoramasSlide11
Computer-Assisted Animation
Keyframing
automate the inbetweeninggood controlless tediouscreating a good animationstill requires considerable skilland talentSlide12
Computer-Assisted Animation
Physically Based Animation
Assign physical properties to objects
(masses, forces, inertial) Simulate physics by solving equationsRealistic but difficult to controlMotion CaptureCaptures style, subtle nuances and realismYou must observe someone do somethingSlide13
Keyframing
Describe motion of objects as a function of time from a set of key object positions. In short, compute the
inbetween
frames.Slide14
Interpolating Key Frames
Interpolation is not fool proof. The splines may undershoot and cause interpenetration. The animator must also keep an eye out for these types of side-effects.Slide15
Traditional Animation Principles
The in-
betweening
, was once a job for apprentice animators. We described the automatic interpolation techniques that accomplish these tasks automatically. However, the animator still has to draw the key frames. This is an art form and precisely why the experienced animators were spared the in-betweening work even before automatic techniques.The classical paper on animation by John Lasseter from Pixar surveys some the standard animation techniques: Slide16
Squash and stretch
Squash
: flatten an object or character by pressure or by its own power
Stretch: used to increase the sense of speed and emphasize the squash by contrastSlide17
Squash and Stretch Cont.
Can relieve the disturbing effect of strobing. Slide18
Timing
Timing affects weight:
Light object move quickly
Heavier objects move slowerTiming completely changes the interpretation of the motion. Because the timing is critical, the animators used the draw a time scale next to the keyframe to indicate how to generate the in-between frames.Slide19
Anticipation
An action
breaks to:
AnticipationActionReactionAnatomical motivation: a muscle must extend before it can contract. Prepares audience for action so they know what to expect. Directs audience’s attention. Amount of anticipation can affect perception of speed and weight.Slide20Slide21Slide22Slide23