Chapter 9 - Animation
Chapter 9 - Animation
Principles
Chapter 9
Animation
TMH Chapter - 9 1
Animation
Introduction
“Animate” means “to give life to”. Animations are created from a
sequence of still images.
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Animation
Uses
Since animation involves the movement of still hand drawn
pictures, something that does not seem to occur naturally, it
increases the interest of the viewer and can create a lasting
impression.
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Animation
Uses
Nowadays animation is increasingly used in education as it
provides an excellent way to explain dynamic processes which
cannot be easily captured by video e.g. movement of the pistons
of an IC engine, movement of sub-atomic particles, movement of
planetary bodies etc.
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Animation
Keyframes
In traditional animation lead animators or experts draw the most
important frames or key frames, which define the frames where
the course of action changes.
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Animation
Keyframes
Animators have discovered that 18 increments of movement projected
at 24 frames per second give a lifelike result.
In earlier days all drawings were done by hand and then photographed
on film or tape.
On one hand this can save a lot of time and energy, make the drawings
more accurate and provide all the facilities of digital editing.
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Animation
Animation Types
A cel animation is a term from traditional animation. Cel comes
from the word celluloid, the material that made up early motion
picture film, and refers to the transparent piece of film that is
used in hand-drawn animation.
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Animation
Animation Types
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Animation
Animation Types
With the advent of computers for creating animation, we have
another class of animation called path animation that differs from
the traditional cel-based animation.
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Animation
Animation Types
The sprite moves along a motion path, typically curved, called
splines. The mathematical relations define how the movement of
the sprite takes place.
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Animation
Animation Types
2D animation programs does not take into consideration the
depth of objects and typically depict animated objects on flat
surfaces. These are drawn taking into account two coordinate
axes along X and Y directions.
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Animation
Animation Types
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Animation
Animation Types
Computer assisted animation is also based on the keyframe
concept. The great advantage of computer assisted animation is
that in-between frames are created by the animation program
itself, not by junior animators doing a lot of tedious work.
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Animation
Animation Types
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Animation
Principles
Traditional hand-drawn animation has a set of principle of its
own. These grew primarily out of work at the Walt Disney Studio
during the 1930s.
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Animation
Principles
Anticipation - If the audience is not prepared for a sudden
motion, the motion seems awkward and confusing. In life we
usually prepare to act before we act and the animation should
make this clear. For example, before running away a character
might brace its feet and look behind.
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Animation
Principles
Follow through and Overlapping action - Like anticipation, follow
through and overlapping action have to do with clarity.
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Animation
Principles
Slow-in and Slow-out - The bouncing ball is the classic
illustration of slow in and slow out. It is slowest at the top and
fastest after it begins to fall again.
Slow in and slow out means that there are more in-between
frames immediately before and after each pose, with fewer
frames for faster action in the middle of the transition.
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Animation
Principles
Arcs - Animated things rarely move in perfectly straight lines. Our
joints are hinges, and moving them describes an arc. The overall
movement of characters in an animation should follow an arc as
well. This is both more lifelike and more interesting visually.
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Animation
Principles
Timing - The speed of an action is an important way to show a
character’s intent. Rapid movement is for emergencies, while slow
movement implies deliberation.
Timing is also the most important way to indicate weight. The heavier an
object, the more inertia it has. A balloon is easy to move but soon slows
down from air resistance alone; a boulder is hard to get moving but even
harder to stop.
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Animation
Principles
Appeal - All the characters in an animation should have appeal.
Appeal is visual as well as psychological. Characters that are
visually intriguing are more likely to hold an audience’s attention
than characters whose appearance is mundane or predictable
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Animation
Techniques
Onion Skinning - Onion-Skinning is a drawing technique
borrowed from traditional cel animation that helps the animator
create the illusion of smooth motion.
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Animation
Techniques
Motion Cycling - Human and animal motion such as walking, running
and flying, is mainly a repetitive action that is best represented by a
cycle.
In the remainder of the first half (frames 3 – 4) the legs trade position.
So do the arms – but when the left leg is forward, the right arm is
forward, and vice versa.
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Animation
Techniques
Masking - Artists who use airbrushes use cutouts of a red plastic
called rubylith to protect parts of their work from the application
of paint.
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Animation
Techniques
Adding Sound - Sound is an important enhancement to moving
images. Background music can evoke emotions. Sounds that
arise from the actions being viewed can clarify what is happening
and create an effect of realism.
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Animation
Techniques
Bluescreening - Bluescreening is a technique for shooting live
action against a even colored blue background and then
replacing the background by another image.
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Animation
Techniques
Morphing - Morphing is the process of smoothly interpolating
between two different images. When played back it appears that
the first image gradually and seamlessly changes into the
second image. Examples include an individual’s face gradually
transforming into the face of another person or even an animal.
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Animation
Web Animation
The World Wide Web was developed in the early 1990s was initially
created to serve hypertext documents but later on animated graphics
files were added to it.
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Animation
Web Animation
As the animation plays the rest of the file is downloaded in the
background. Another problem with Web animation is that once
the animation has been delivered to the user, the user must have
the proper helper application or plug-in to display the animation.
To create Shockwave animations for the Web you will need the
Director authoring program for Windows. Shockwave animations
created on either Windows or Mac can play back in any browser
that supports the Shockwave Plug-in
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Animation
Web Animation
Macromedia Flash animation sequences can be saved in the
Shockwave format which uses the SWF extension and played
back on a Shockwave player. The Shockwave player can either
be a standalone player program or integrated into the browser as
a plug-in
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Animation
Web Animation
Server-push - Server-push animation requires a CGI (Common
Gateway Interface) script that tells the server when to
automatically serve a new document or image.
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Animation
3D Animation
Creating 3D animation involves a number of steps.
Rendering produces the final output file and needs specifying the
file type, frame size, frame rate etc.
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Animation
Camera
When you create a computer rendering of a three-dimensional
scee, you first define the point of view from which the scene is to
be observed. A point of view consists of two factors : where you
are standing and where you are looking.
The first factor – where you are standing – usually is called the
camera location. The location of the camera is a point in space
and specified as a triplet of XYZ coordinate values.
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Animation
Camera
The second factor is called the center of interest (COI) and is
also specified as a triplet of XYZ coordinate values.
If both the camera location and the center of interest are moved
in or out - that is along the Z axis - the movement is called a
dolly.
Pitch is the rotation of the camera around the X axis, yaw is the
rotation of the camera around the Y axis, and roll is a rotation
around the Z axis.
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Animation
Camera
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Animation
Camera
The human field of view can be thought as a cone shaped area
called the cone of vision. Objects that lie within the cone of vision
are visible, objects that lie outside the cone are not visible.
When you view a scene some objects appear in focus and some
appear out of focus. Some rendering programs reproduce this
effect through a parameter called depth of field.
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Animation
Camera
Depth of field is specified by two numbers : the first represents
the nearest distance at which objects will be in focus, and the
second represents the farthest distance at which they will be in
focus.
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Animation
Camera
The graphics program also includes an invisible vertical plane
called the far clipping plane, beyond which nothing is renderable.
Objects farther away than the far clipping plane are clipped.
Similarly a near clipping plane prevents objects closer than it
from being rendered.
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Animation
Camera
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Animation
Special Effects
Some 3D animation software packages offer techniques for
creating atmospheric effects such as fog and haze. These permit
you to define various atmospheric parameters interactively from
a menu window. The program includes these parameters in the
color calculations when it renders the final frame.
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Animation
Special Effects
Some systems also allow you to define an atmospheric fog that
obscures objects along the vertical or Y axis. This effect can be useful
for example in rendering mountains. The procedure here is similar to the
procedure for defining fog along the Z axis.
You can also control the movement of the particles. Most often 3D
systems packages offer, rather than a generic particle system function,
several different particle system functions each of which mimics a
specific natural phenomenon, and each of these have a different set of
parameters.
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Animation
Special Effects
The most common of these functions is an explosion in which
each surface is broken into many small surfaces which expand
outward in an exploding pattern.
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Animation
Creating Animations
Animation involves the production of a series of still images that
when played back in quick succession, appear as continuously
moving.
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Animation
Creating Animations
A key-frame-based software system creates the in-between
frames of an animation by interpolating the transformation values
from one keyframe to the next.
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Animation
Creating Animations
If instead of a constant rate it needs to change over the range of
frames, a third keyframe is required in between, say at frame 30.
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Animation
Creating Animations
If your requirement is that the cube should move smoothly
through various positions without any abrupt changes, then the
solution is a spline interpolation.
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Animation
Creating Animations
The interpolation between frames can involve an ease-in when
the value changes very slowly at first and then gradually
increases towards the second keyframe.
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Animation
Creating Animations
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Animation
Creating Animations
In a keyframe based animation system the most common way to
define the movement and timing of an object is to transform the
object manually (e.g. drag to scale by mouse or enter scale
parameters) until it looks right visually and then save each set of
transformations as a keyframe.
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Animation
Creating Animations
The underlying concept of this approach is that any change
made to the graph of some parameter causes a corresponding
change in the animation.
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Animation
Creating Animations
Doing so immediately changes the height of the cone at that
frame. It is also possible to push or pull a control point
horizontally in the direction of time. This controls when the
change takes place.
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Animation
Creating Animations
Most systems also allow you to select the type of interpolation
used between any two control points. Any combination of
interpolation types may be used between frames.
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Animation
Creating Animations
Many models are more complex than a simple one-piece object.
They may consist of several parts which you need to organize
into a hierarchical structure in order to gain more control over the
transformations you apply to different elements of the model.
To produce the desired result all the parts of the table must
transform about a single origin. The solution is to organize your
model into a hierarchical structure.
The whole table is at the top level of the structure and the
separate elements are at the lower levels. The whole system can
have a collective pivot point (larger cross) about which it rotates
as a whole.
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Animation
Creating Animations
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Animation
Creating Animations
The transformation of the Table object propagate downward to
the lower level objects, which are however always relative to the
local origin of the Table.
Consider the simple arm model in one position and think about
moving that model to another position.
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Animation
Creating Animations
Thus the position of the hand determines the position of the arm
joints, because all the parts of the arm are connected and remain
so as the arm moves.
If the hand moves the lower arm must follow; if the lower arm
moves the upper arm must follow.
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Animation
Creating Animations
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Animation
Creating Animations
The concept of motion paths allows you to define a path that an
object moves along.
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Animation
Creating Animations
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Animation
Creating Animations
By editing and changing the timing curve you change the rate of
movement of the object along the path.
For example, say you change the linear interpolation of the curve
to an ease-in interpolation. The cube still follows exactly the
same motion path but it does so now at a different rate of speed,
moving in slowly at first and then picking up speed covering a
great distance in the final frames of the animation.
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Animation
Creating Animations
Another issue of importance that must be considered when
animating an object along a motion path is the orientation of the
object relative to the path.
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Animation
Creating Animations
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Animation
Creating Animations
With a spline-based model, simple animations are not difficult,
but complex animations might require a great deal of very careful
selecting and moving of control points.
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Animation
Creating Animations
In one technique called lattice animation you define a rectangular box or
lattice of points to exist around the object you want to animate.
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Animation
Creating Animations
Apart from animating objects over time, it is possible to animate
rendering parameters, such as point of view from which the scene is
observed, over time. This is called camera animation
Most systems treat the camera as an object and allow you to manipulate
it like translating or rotating. The settings of the camera are then saved
as keyframe.
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Animation
Creating Animations
Lights can be defined and placed in a virtual scene just like
normal objects.
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Animation
Creating Animations
You can also animate various surface characteristics of objects
such as color, shininess, diffuseness, highlight color etc.
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Animation
Rendering Algorithms
The word algorithm means a well-thought-out, logical procedure for
doing something.
It allows you to see the pixels filling in one by one and line by line. To
determine what color a given pixel should be, one common approach is
a process called ray casting.
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Animation
Rendering Algorithms
From the view-point of the camera a ray is cast through the first pixel of
the first scan line, as if the eye were looking through a tiny, pixel-sized
window into the three-dimensional world.
The eye then follows the ray until the ray either hits an object or exits
from the viewable world.
If the ray hits an object the program calculates the color of the object at
the point where it has been hit.
This color becomes the color of the pixel through which the ray has
been cast. The algorithm steps through all the pixels of the image in the
same fashion, casting a ray through each one and calculating its color.
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Animation
Rendering Algorithms
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Animation
Rendering Algorithms
To actually calculate the color at a point, another algorithm called
a shading algorithm is used to calculate the shading of a surface.
Rendering each flat surface with only one color gives objects a
faceted look and therefore is called faceted shading.
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Animation
Rendering Algorithms
In order to calculate the color of a given surface any shading algorithm
must know whether the surface faces towards or away from light.
Accordingly the surface will appear lighter or darker.
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Animation
Rendering Algorithms
Although all points on a flat surface face in the same direction, a
curved surface is more complicated.
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Animation
Rendering Algorithms
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Animation
Rendering Algorithms
For rendering of scenes with multiple objects, one approach is to sort all
the objects by depth so that the rendering program can start rendering
those objects that are farthest away.
Once rendered each new object covers up distant objects that have
already been rendered.
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Animation
Rendering Algorithms
An alternative solution to this problem is known as the Z-buffer
algorithm. The Z-buffer is an area of memory which stores the
distance of each pixel from the observer
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Animation
Rendering Algorithms
Ray casting algorithm scan produce very sophisticated
renderings, but they have one fundamental limitation : they deal
with the shading of each object as if it existed in isolation and
that other objects do not have any effect to the object being
rendered.
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Animation
Rendering Algorithms
As with the ray-casting technique, a ray is projected from the eye
through the pixel and into the scene. The ray hits the first surface, which
has been defined as somewhat reflective.
The ray bounces off it and hits the second object, which has been
defined as partially reflective and partially transparent.
This contact generates two ray paths : one bounces off it and the other
passes through it and hits the third object.
In order to calculate the color of the pixel at the point where the ray first
hit it, you begin by calculating the color of the first object at the point
indicated, which is in turn by the color of the second object, which in turn
is influenced by the color of the third object.
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Animation
Rendering Algorithms
You also need to know the color of the space around the objects
since rays from the surrounding space also hit the cube.
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Animation
Rendering Algorithms
The process of converting curved surfaces to polygonal approximations
prior to rendering is known as polygon subdivision or sometimes
rendering subdivision.
This approach takes advantage of the fact that some sections of a patch
need far fewer polygons than do other sections. In relatively flat areas of
the patch, only a few polygons are necessary to produce a good
approximation.
For example, a truly curved surface may appear to be a jagged line. The
technique developed to handle this problem, anti-aliasing, consists of
selectively blurring certain pixels along the aliased edge of a rendered
surface.
Because the color patterns of the pixels change very gradually, rather
than abruptly, the eye perceives the edges as smooth.
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Animation
File Formats
Animated GIF - The GIF format has provisions for carrying multiple
images in a single file. This can be used to create animated displays.
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Animation
File Formats
3D Studio MAX is a 3 dimensional vector graphics and animation
software developed by Autodesk Media & Entertainment,
formerly known as Discrete and Kinetix.
The MAX file format is the internal editable vector format for 3D
MAX scenes and requires the application software to open.
They are quite compact in size and may be copied from one
machine using floppies.
MAX files are usually rendered as AVI files which can be played
back like video clips.
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