Motion Graphics
Motion Graphics
Introduction
• Motion graphics are graphics that use video and/or animation technology to
create the illusion of motion or a transforming appearance. Motion graphics
are generally short pieces of time-based visual media which combine the
languages of film and graphic design. This can be accomplished by
incorporating a number of different elements such as 2d and 3d animation,
video, film, typography, illustration, photography, and music. Common
applications of motion graphics are film title sequences, animated logos at
the end of commercials, lower-third elements, etc.
Some History
Sample: Vertigo
http://www.notcoming.com/saulbass/caps_vertigo.php
Computer Generated Motion Graphics
• Motion Design is the art of graphic design within the context of motion
graphics such as film, video or computer animation. Examples include
the typography and graphics you see as the titles for a film, or the
spinning, three-dimensional logo at the end of a TV commercial.
• Although this art form has been around for decades, the graphics, the
typography, and the visual effects within these mediums have become
much more elaborate and sophisticated. The dramatic elevation of this
art form is largely due to technology improvements.
• Layers have properties which you can manipulate such as position (x, y
and sometimes Z), scale, rotation, opacity, etc. Layers merge with each
other by using transparency information provided by the alpha channel
and blending modes, which change the way a layer affects the layers
below. Almost all the modifiable properties can be keyframed, which
means that its value can be stored at certain positions through time. And
this is one of the basic principles in computer animation, the use of the
computer to interpolate values between keyframes through time.
Getting Started with Motion Design
• Make sketches (with the mouse, by hand, by tearing out sheets from
fashion magazines, by photographing… whatever feels right)
• Shape is perhaps most affected by an object's actual motion, and it's easy
to understand why: both shape and position are spatial features, and
when we put the object in motion as a whole, it is only natural to expect
that parts of its contour will, to same extent, displace relative to each
other. When this is neglected in computer animation, the resulting "solid
body" motion may seem flat, rigid, mechanistic."Shaping motion" is not
always necessary or feasible, to prevent motion from looking monotone,
some methods can be used to modify the motion pattern itself.
Animation Aspects: Colour & Texture
• Disney movies, creative as they are in animating the shape of objects, are
mostly static (although admittedly very colorful) in the aspects of color
and texture.
• During motion, they can vary the brightness and, to a lesser extent,
saturation because of varying lighting conditions along the motion path
can turn a monotonous linear motion into an eye catcher.
Non-linear Animation
• Color and texture effects can, to some extent, mask the linearity of
a motion. Combined with a gradual darkening/lightening, transparency
variation, or a moving highlight such as that of Fig. 2, even an
absolutely monotonous progression may turn into an interesting
experience.
Non-linear Animation cont…
• With linear motions, try, at the very least, to make them as short as
possible; avoid frustrating the viewer by pushing an object too far in a
too monotonous manner. In addition, use a number of short linear
movements of different objects instead of a single object's complex
motion path. With a vector format such as Flash, you can use multiple
instances of the same object moving simultaneously in different points
and directions to create an impressive "swarming" effect with
minimum bandwidth. Generally, always attempt to compress your
movie's timespan by partially overlapping consecutive animation
stages so that the entire clip looks more dynamic and the possible
deficiencies of each single object's behavior are less noticeable.
Dynamic Design
Fig. 1: Dynamic simplicity (the figure on the left is more dynamic than
that on the right)
Abstract Dynamism cont…
• Now, imagine that all of the features listed above do not apply, and what
we have is a simple, perfectly symmetric shape without any slant,
rotation, or blur. Even in this case some traces of dynamism are present
in the object, and it's easy to see that its inclination to move mostly
depends on the object's proportions (Fig. 6) - in other words, on whether
its height is close to its width, or the dimensions differ considerably.
Simply put, a stretched rectangle is more likely to imply some dynamism
than a square.
• The dynamic component of a straight line mostly depends on its ends are
formed. An unconnected line (Fig. 7, a) not only has no direction of its
own. Only a small fragment of the line near the middle can serve as a
guideline for the eye, while at the ends, any movement tends to slow
down - we just don't see any reason to keep running along the line as
soon as we note that the end of the path has nothing to offer to our
perception.
Abstract Dynamism cont…
• Our eye will more naturally slip from one object to the other, whereas
"ascending" back will require some force of concentration. We tend to
easily glide from less distinctive, less expressive, less complex objects to
those more eye-catching and information-packed.
Eyeflow- Direction cont…
• The habits of reading text (from left to right) and watching objects fall
(from top to bottom) make these two directions more natural for the
visual perception in general and eye movements in particular. This results
in the "gravity field" with vaguely diagonal direction (from top left to
bottom right) that overlays the page and makes some of the contrast links
much easier to follow than others.
Fig. 8: The two most common logo templates suggest the most natural
directions for eye flows from images to text