Animation Report
Animation Report
(AUTONOMOUS)
(Approved by A.I.C.T.E., New Delhi Affiliated to J.N.T.U. Anantapur, Ananthapuramu.)
(Accredited by NBA (EEE, ME, ECE & CSE) & NAAC with ‘A’ Grade)
Siddharth Nagar, Narayanavanam Road, Puttur-517583
Certificate
This is to certify that the report entitled
“Animation Design (20CS0547)” is being submitted by
NAME : MG UMASANKAR________________________
ANIMATION DESIGN
(20CS0547)
II B.TECH – II SEMESTER
SUBMITTED BY
MG UMA SANKAR
(ROLL NO)
224E1A05E8
2023-2024
COURSE OBJECTIVES
The objective of the course is
1. To enable the students to be multimedia literates, which will prepare them to actively
participate in various media related activities for strengthening their skills?
2. The Course will have scope for skill development in the field of Electronics and Print
Media Production, which in turn make them employable in the media industry.
COURSE OUTCOMES
Students will be able to
1. Understand fundamentals of animations and present a visual concept to a target
audience.
2. Design and implementation of animation projects.
3. Develop and execute believable animation sequences.
4. Create animation sequences that employ basic cinematography principles.
5. Apply performance theory to the creation of animation. Produce layouts and
backgrounds with attention to composition, perspective and color.
6. Describe computer skills and appropriate digital asset management techniques to
function effectively within a production pipeline.
CONTENTS
1. Introduction to Animation, Traditional Animation, Stop Motion Animation, 3D and 2D
Animation
2. Installation of Blender Software
3. Blender Interface, Working with Viewports (windows), Creating and Editing Objects
4. Blender Render Engines, Materials and Textures, Setting Up a World, Lighting and
Cameras, Render Settings
5. Ray-Tracing (mirror, transparency, shadows), Animation Basics, Adding 3D Text
6. NURBS and Meta Shape Basics, Modifiers, Particle Systems and Interactions
7. Child-Parent Relationships, Working With Constraints, Armatures (bones and skeletons)
Relative Vertex Keys (shape keys), Object Physics
8. Creating Springs, Screws, Gears and other Add-On Shapes
9. Video Motion Tracking, Game Engine Basics (real-time animation), Video Sequence
Editor
10. Production Pipeline, Pre-Production and Storyboarding.
PROCEDURE:
Introduction to Animation
Animation is the process of designing, drawing, making layouts and preparation of
photographic sequences which are integrated in the multimedia and gaming products.
Animation involves the exploitation and management of still images to generate the illusion of
movement. A person who creates animations is called animator. He / she use various computer
technologies to capture the still images and then to animate these in desired sequence.
1. Traditional Animation:
This is one of the oldest forms of animation in film. It’s sometimes called cel animation.
As mentioned above, in traditional animation, objects are drawn on celluloid transparent paper.
In order to create the animated sequence, the animator must draw every frame. It’s the same
mechanism as a flipbook, just on a grander scale.
Traditional is most often 2D animation. Aladdin, The Lion King, and other earlier cartoons are
the best examples of this. *Though, not all 2D is traditional. But we'll get to that in a minute.
3.3D Animation:
Today, 3D or computer animation is the most common type. But just because computers
have stepped in instead of actual drawings, it’s not necessarily easier. The computer is just
another tool, and 3D animation is still a long, intense process. In 3D animated movies, the
animator uses a program to move the character’s body parts around. They set their digital
frames when all of the parts of the character are in the right position. They do this for each
frame, and the computer calculates the motion from each frame.
Animators adjust and tweak the curvatures and movements their characters make throughout.
From Toy Story in 1995 to today’s Coco, 3D animation has become the dominant style in
animated films.
build the graphic. Shapes can be created to form a character or other image.
PROCEDURE:
Step 1:
Visit the official website using the URL https://www.blender.org/ with the help of any web
browser and click on Download Blender.
Step3: Now find the executable file in downloads in your system and open it.
Step5: The next screen will be of License Agreement, click on I Accept and click
on the next button.
Step 8: It will confirm that the software makes changes to your system, so click on
the yes button.
Step 9: When the installation process is completed Click on the Finish button.
AIM: To implement Blender Interface, working with Viewports (windows) creating and
editing objects.
PROCEDURE:
Blender Interface:
1. This is where 3D models are visible.
2. Blender always starts with a ―default cube, which most people will just select
and delete (by pressing X) right way
3. But in fact you can transform this cube into whatever you like. Outerliner is used this is
where we find all the objects here by default it will give.
4. Using the Properties tab we can add materials to the object, manipulate them with
―modifiers and choose your render output path.
5. The Timeline when you press the Spacebar notice that the blue playhead starts to move
from left to right. If there was any animation in your scene, you would start to see it
now. Press the Spacebar again to stop playback.
RESULT: Hence the blender interface, creating objects and editing objects implemented
successfully.
AIM: To implement Blender Render Engines, Materials and Textures, Setting up a world,
Lighting and cameras, Render Settings.
PROCEDURE:
Blender Render Engines:
As you make your 3D models in Blender, your goal will probably be to generate (render)
an image or a movie as a final result. The software that determines how your scene will look is
the render engine. The render engine will need to know how to handle materials on your
objects, how the lighting in your scene should react with reflections, refraction, bounced
ambient lighting, shadows, etc. While there are several 3rd party engines out there that can work
with Blender, there are actually two engines built into the program: the classic internal renderer
and the newer cycles renderer. Some render engines will take a lot longer to generate an image
than others. Cycles handles lighting much better than the internal renderer, providing more
realistic results.
Material Settings
1. To add a material, first select the object you want to work with, then go to the
Materials panel in the Properties window.
2. Click the ―New button (unless you are working with the initial cube- that has a material
on it by default).
3. You will see more options open up. Right now, we are only interested in changing color
and glossiness.
Setting up a world
Preview Window: Sample of your world settings
Mapping Options: You can flatten (Paper), Blend (Horizon/Zenith colors), or Real Sky (gives
true horizon)
Colour Settings: Horizon (bottom), Zenith (top), and Ambient (reflected light).Ambient
supplies global illumination.
Ambient Occlusion: Another way to simulate ambient lighting.
Environmental Lighting: Global lighting settings.
Indirect Lighting: Used to simulate light bouncing off objects. More accurate lighting effects.
Gather: Raytrace or Approximate. Approx. will allow for indirect lighting effects.
Mist: 3D fog settings
The different types of lamps available for you to use are as follows:
Point- Basic Blender Lamp- shines all directions.
Sun- Provides even angle of light, regardless of placement from objects.
Spot- Shines a direct angle of light.
Hemi- A wider light, much like area lights.
Area- Provides large area lighting (like a classroom) can be scaled.
Cameras:
1. By default, your scene already has one camera and that is usually all you need, but on
occasion you may wish to add more cameras.
2. You add more cameras by hitting ―ShiftA, like creating all other objects discussed up
until now.
3. To change which camera is active, you need to select that camera and press ―Ctrl and
number pad ―0.
4. This changes the active camera. Like all other objects in Blender, you can adjust the
camera settings as well. With the camera selected, click on the Camera button
Camera
Render settings
1. The render window is where you set up the output for your scene. Do you want a JPEG
picture image or a movie? What size do you want the output to be?
2. Do you want shadows or Ray-tracing effects? How about Motion Blur? If you’re doing a
movie, how many frames-per-second do you want the movie to run?
3. All of these issues are addressed in the Render Settings. Obviously, the higher the
quality of the output, the slower it will render and the larger the file size will be when
finished.
PROCEDURE:
Ray-Tracing:
1. To create a mirror, or reflective surface on an object, select that object and add a
material.
2. You can also add textures to an object and have a mirror surface. In the Material
buttons, you will find a panel called ―Mirror. All of the ray-mirror features are found in
that panel.
3. Check the ―Mirror button and experiment with the reflection settings. The Reflect
slider controls the amount of mirror. A full slider would be a perfect mirror.
4. For Transparency, press the ―Transparency button to activate it, select Raytrace.
5. Two main adjustments are IOR (Index of Refraction) is used to create the Lens effect
and bends light. Fresnel is used to control the amount of transparency.
Animation:
There is a simple way to view your animation without having to render out a movie.
Take the current frame number to the place where you want to start viewing the animation.
Place your cursor in the 3D window you wish to view your animation and press the ―Alt and
―A keys together. The animation will play .You can also see your animation by pressing the
―play button in the Timeline window. You can also play backwards.
Animation is difficult to do without some basic knowledge of the Graph Editor and Dope Sheet.
As mentioned earlier, these used to be called the IPO (interpolation) and Action Editor
windows. The best way to access these windows is to change your screen layout from ―Default
to ―Animation.
AIM: To implement NURBS and Meta Shape Basics, Modifiers, Particle Systems and
Interactions
PROCEDURE:
NURBS:
1. We can do a lot with NURBS and there are several tutorials online describing them, but
for now, we will just work with a NURBS Circle to create an interesting looking tunnel.
2. Creating a Lofted Tunnel This process will take several profiles of a NURBS Circle and
connect them together.
3. First thing you need to do is create a NURBS Circle. To do this, press ―Shift-A, select
―Surface and ―NURBS Circle.
4. In Edit Mode, select the points and shape the circle a bit. After shaping, exit edit mode.
RESULT: Hence NURBS and Meta Shape Basics, Modifiers, Particle Systems and
Interactions are implemented successfully.
PROCEDURE:
Child-Parent Relationships
1. We need to hold down the ―Shift key to select multiple objects.
2. Select the child object FIRST, then select the PARENT object. The child object is
always selected first.
3. If you have a string of objects that need to be child-parented together (like the arm
example), you can only do 2 parts at a time so start at the end of the chain and do the
hand and forearm first, then forearm to upper arm and so on.
4. After selecting the 2 objects, press ―Ctrl-P and select ―Object to make parent.
You will see a dashed line drawn between the pivot points of the 2 objects.
PROCEDURE:
Creating Screws and Springs:
1. In order to make these items, you need a closed shape for the profile (ex. circle or
triangle) and a 2-vertex line that controls the spacing from one coil to the next.
2. We'll make a screw form for our first example. Start by adding a Plane.
3. In Edit mode, select the 2 right side vertices and scale them down to make a triangle
form that will represent the triangle thread.
4. Move the 3D cursor to the left side and place it where you want the center of the screw
to be.
5. Now add another plane (while still in edit mode), delete the 2 right side vertices so that
all you have is a line, and place those 2 vertices on the 3D cursor.
6. These 2 vertices control the distance between the coils and must be part of the 1st mesh.
If they are not joined together, use ―Ctrl-J to join them.
Result: Hence, Springs, Screws, Gears and other Add-On Shapes Created successfully.
PROCEDURE:
Video Motion Tracking:
1. The first step is to film the scene you wish to use with your 3D models. Obtain the
highest quality video possible for the best results.
2. Think ahead and plan for lighting, foreground/background elements, and smooth camera
motion. The video will need several high-contrast points (markers) in the scene that will
be used to create the Blender camera path.
3. After you have your video, open a new Blender file and change the ―3D View window
to the ―Movie Clip Editor window.Open your video.
4. It should now display in the window. Adjust your End Frame to match the video length.
In order to play the video, hit ―Alt-A or the bottom ―Play button.
5. In order to adjust the cache, go to the ―File menu and select ―User Preferences.
In User Preferences, go to the ―System tab and find the Memory Cache Limit
setting under Sequencer at the bottom of the display.
6. By pressing ―Alt-A or the ―Play button at the bottom of the screen should now display
the entire bar light blue. It is now time to start the tracking process.
7. By clicking the small triangle in the ―Tracking Settings box, you will see a few setting
you may need to adjust as you add markers.
8. Markers are used to track the camera motion and can be difficult to adjust. Here are
some of the basics to use when placing markers:
9. Add Markers- Use this to place a marker on a high-contrast area.
10. Delete Track- Deletes a marker
11. Tracking Settings- Adjust the marker settings. Discussed in the next section.
12. Track- Use the play arrow to create a track of the marker. The Clear button can be used
to clear a track to try again.
13. Pattern Window-Shows the pattern size of the selected marker.
14. Pattern & Search-Check these boxes to display the Pattern and Search areas of screen
15. Marker- A marker that is displaying the Pattern box (the contrast area to track) and the
Search box (the area to search for the pattern while playing through frames).
PROCEDURE:
Production Pipeline:
A production pipeline is an animation industry term referring to a detailed production plan
followed to efficiently convert ideas and concepts into a finished product. It also involves the
people, equipment, and software used in sequential order, starting from pre-production to post-
production.
Freelance animators and even those with major animation studios follow an animation
production pipeline in producing their animated videos and other animation materials. Doing so
will optimize the structure and strategies employed by your animation studio.
More specifically, it will help you manage your time and budget, improve team organization
especially in a big studio, and produce animations with the highest quality.
In this blog post, we’ll present the steps in making an animation production pipeline.
The 13 steps in the animation production pipeline are as follows:
1. Animation project strategizing
2. Story conceptualization
3. Animation scriptwriting
4. Art direction and character design
5. Storyboarding
6. Animatics
7. Key animation
8. Animation background layout
9. Animation Lighting
10. Sound design and dialogue recording
11. Animation color correction and color grading
12. Compositing and final revisions
13. Run-through and render the animated video