5 Types of Animation
5 Types of Animation
5 Types of Animation
1. 3D/CGI
A digital puppet drawing is used and rigged to create 3D characters. It is technically intensive
and requires many specialists to successfully implement.
2. Hand-drawn
Also called traditional animation. Drawn frame by frame manually. Drawn on cells and then
digitised.
3. 2D-Puppet
2D characters with bones and rigging, similar to both Hand drawn and 3D, having elements of
both.
4. Stop-Motion
Involves the use of real life objects and puppets. Each frame is photographed individually, with
characters moving slightly. Includes paper and Claymation.
5. Motion-Graphics
Focuses on dynamic animations involving both pictures and text.
Animation Techniques
Animation is the rapid display of a sequence of images of 2D of 3D artwork to create the optical illusion
of movement. The global standard for animation is 24 fps.
2D Animation
Cel Animation: Traditional form of animation used in the productions of cartoons or animated
movies, where each frame of the scene is drawn by hand. This allows more detailed animations
as each cell provides a different purpose.
o Cel animation allows for more complex, fluid movement as animators can draw or
recreate any scene that they want. However, the process is often, difficult, tedious and
time consuming.
Path Animation: Process in which a line is drawn for an image to follow during an animation. A
figure ‘follows’ the line within a certain time/frame rate.
Morphing and Tweening: Similar as they help the animation seem more fluid in movement and
seamless.
o Morphing is where an object seamlessly transitions into another
o Tweening is the process of adding additional frames in between two keyframes ti allow
for a fluid movement.
Frame Rate: The number of frames or images that are displayed per second. The higher the
framerate, the smoother the playback appears. A lower fps appears slow and choppy.
Transitions are the visual effects that are in between animation/ slides. You would have
experimented with transitions in video editing.
Looping is the repetition of a certain number of frames to save the animator from redrawing
every frame. It is used to save time but effectively depends on how well the beginning and end
frame link together.
3D Animation
Modelling Students will Learn to:
Wire Frame
1. Identify and discuss animation
Rendering
requirements
Warping
2. Evaluate the characteristics and
Morphing
features of a range of animation
Motion Capture
3D animation is a form of animation that makes use of 3D characters and environments. It requires
several processes to be completed including.
Modelling: The creation of character models based on conceptual sketches and ideas.
Wireframe: The creation of a wireframe model which outlines the physical edges of the
object/character. Allows for a model tat can be quickly rendered for previews.
Rendering: Used in both 2D and 3D computer animation. It is the process of getting the final
assembled animation scenes or pieces out of the computer in the format of a sequence of
individual frames. The aim of rendering is to generate a series of individual pixel-based frames
or a video clip.
Motion Capture: Form of animation where the movements of real-life actors are tracked and
used to make a rig that can be applied to a 3D character models based on the actor’s
movements thus allowing effective application of real-life physics.
Morphing is the process of gradual transformation between 3D bodies.
Warping is the process of digitally manipulating an image so that any shapes portrayed in the
image have been significantly distorted.
Even though there aren’t in the syllabus, these are definitely part of the 3D animation process. Research
each of these finding information on each of their purpose, example and how they are used.
Virtual Reality:
Virtual Reality uses technology to immerse an artificial environment. Probably made some
madlad. Perhaps it was made as the next step in human entertainment. The user is fully
immersed in the simulations.
Simulators: a machine/program designed to provide a realistic imitation of the controls and
operation of a complex system e.g. flight simulator. Usually very complex in terms of
interactivity.
Walkthroughs: a tour/demonstration of an area or task e.g. tours, maps. Usually very little
interactivity, though may have voice over.
Navigable scenes: gives user options such as in a game. Allows the user to have free reign on
where they can explore.