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Animation

The document discusses different types of 2D and 3D animation techniques. It describes cel animation and path animation as the two types of 2D animation. Cel animation involves placing drawn celluloid images on a background to create movement between frames, while path animation moves objects along predetermined paths. 3D animation involves three steps: modeling, animation, and rendering. The document also discusses morphing, key framing, rotoscoping, motion capture, and 11 fundamental principles of traditional animation.
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0% found this document useful (0 votes)
64 views

Animation

The document discusses different types of 2D and 3D animation techniques. It describes cel animation and path animation as the two types of 2D animation. Cel animation involves placing drawn celluloid images on a background to create movement between frames, while path animation moves objects along predetermined paths. 3D animation involves three steps: modeling, animation, and rendering. The document also discusses morphing, key framing, rotoscoping, motion capture, and 11 fundamental principles of traditional animation.
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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2-D Animation

Two types:

Cel animation

Path animation

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.

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.
 The series of frames in between the key frames are drawn in a
process called tweening.

3-D Animation

3-D Animation involves three steps: modeling, animation, and


rendering

Modeling – the process of creating objects and scenes


Animation – the process of defining the object’s motion

Rendering – the final step in creating 3-D animation.

Ques: Describe morphing


• Morphing can be defined as

- Transition from one object to another.


- Process of transforming one image into another.

Explanation: An animation technique that allows you to blend two still


images, creating a sequence of in – between pictures that when played
in Quick Time, metamorphoses the first image into the second.

HOW IS MORPHING DONE:

As the metamorphosis proceeds


- The first image is gradually distorted and is faded out.
- The second image starts out totally distorted
toward the first and is faded in.

Steps Involved:

• The morph process consists of :-


1) Warping two images so that they have the same
“shape’’.
2) Cross dissolving the resulting images .

Warping:
• A warp is a 2-D geometric transformation and generates a
distorted image when it is applied to an image.
• Warping an image means : apply a given deformation to it.

• Two ways to warp an image:-


 Forward mapping.
 Reverse mapping.

Animation Techniques:
Key Frames :

• In this technique a storyboard is laid out and then the artists draw the

major frames of the

• animation. These major frames are in which a lot of changes take

place. They are the key

• points of animation. Later a bunch of artists draw in the frames in

between.

• This technique is, of course, very time and effort intensive to animate.

Rotascoping:

• Rotascoping is a technique where images are copied from a moving


video into an animation.

• The animator draws the motion and shape of the object by referring
to the video as opposed to imagining in his head.

• With the help of the rotascoping one can animate some complex
scenes that would be hard to visualize otherwise.
• The disadvantage is that one will have to hunt for the exact video that
one wants to animate.

Motion Capture:

• Another technique is Motion Capture, in which magnetic or vision-


based sensors record the actions of a human or animal object in three
dimensions.

• A computer then uses these data to animate the object.

• This technology has enabled a number of famous athletes to supply


the actions for characters in sports video games.

• Motion capture is pretty popular with the animators mainly because


some of the commonplace human actions can be captured with relative
ease.

• However, there can be serious discrepancies between the shapes or


dimensions of the subject and the graphical character and this may lead
to problems of exact execution.

Simulation:

• Unlike key framing and motion picture, simulation uses the laws of
physics to generate motion of figures and other objects.

• Virtual humans are usually represented as a collection of rigid body


parts.

11 Fundamental principles of traditional animation techniques


1. Squash and Stretch
• Teaches basic mechanics of animation.
• Defines rigidity of material.
• Important in facial animation.
• Can relieve the disturbing effect of strobing

2. Timing and Motion

• Gives meaning to movement.


• Proper timing is critical to making ideas readable.

3. Anticipation
Preparation for an action
4. Staging:
A clear presentation of an idea.
5. Follow Through and Overlapping Action

Follow Through: Termination part of an action.

Overlapping Action: Starting a second action before the first has


completed

6. Straight Ahead Action and Pose-to-Pose Action


Straight Ahead

Animator start from first drawing in the scene and


draw all subsequent frames until the end of scene.

Pose-to-Pose

Animator plans actions, draws a sequence of poses, in


between frames etc.
7. Slow in and Out
Spacing of inbetween frames to achieve subtlety of timing and
movement
8. Arcs
• Visual path of action for natural movement.
• Makes animation much smoother and less stiff than a straight
line.
9. Exaggeration
• Making it noticeable the essence of an idea via the design and
the action.
• Needs to be used carefully.

10.Secondary Action

• Action that results directly from another action.

• Used to increase the complexity and interest of a scene.

11.Appeal

• Refers to what an audience would like to see.

• Character cannot be too simple (boring) or too complex.

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