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To Animation: George Boudman

The document discusses the history and techniques of animation including traditional, stop motion, and computer animation. It covers topics like 2D and 3D animation, vector graphics, character development, storyboarding, software tools, and the 12 principles of animation.

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Manoj Kumar K
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0% found this document useful (0 votes)
61 views

To Animation: George Boudman

The document discusses the history and techniques of animation including traditional, stop motion, and computer animation. It covers topics like 2D and 3D animation, vector graphics, character development, storyboarding, software tools, and the 12 principles of animation.

Uploaded by

Manoj Kumar K
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Introduction

to Animation
George Boudman
Animation Techniques
Animation has certainly come a long way in the
decades since its debut in the early 1900s. The
techniques used by animators to bring characters and
stories to life have improved immeasurably over the
years, yet there remains only three primary types of
animation:
Traditional
 stop-motion
 computer.
Traditional Animation
Traditional animation made its
debut in 1906 with a short film
featuring different facial expressions.
The genre allows for the illusion of animated
movement due to the frame-by-frame manipulation
of drawings and illustrations.
The release of Snow White and the Seven Dwarfs in
1937 marked the first time that traditionally animated
films began to be taken seriously by the Hollywood
community and audiences alike.
Stop Motion Animation
Stop-motion actually predates traditional, hand-
drawn animation: The first attempt, The Humpty
Dumpty Circus, was released in 1898.
There’s little doubt that the biggest hindrance to stop-
motion animation’s success is its time consuming
nature, as animators must move an object one frame at
a time to mimic movement.
K:\PV Animation\Dirpy\joe
mania stop motion animation _fantasy_.wmv
Just what is Computer Animation?
Computer animation is the process used for generating
animated images by using computer graphics. The more
general term computer generated imagery encompasses
both static scenes and dynamic images, while computer
animation only refers to moving images.

The term "computer animation" itself broadly covers a


wide variety of genres and applications, though the
simplest way to break it down is into the categories of 2D
and 3D animation.
Vector Animation (2D)
"2D", short for "two-dimensional", is sometimes also
called “vector animation", and is typically done in
programs like Macromedia Flash and Macromedia
Director.
 Vector graphics is the use of geometrical primitives such as
points, lines, curves, and shapes or polygon(s), which are all
based on mathematical equations, to represent images in
computer graphics.

The most familiar form of 2D animation can be found


just by turning on your TV on a Saturday morning:
traditional cartoons, which are progressing more and
more into the digital realm.
Vector Animation (2D)
You probably see simpler animations every day just
while surfing the web, in the form of advertisements,
E-cards, and cartoon shorts. Vector animation is also
useful in designing interactive interfaces for the web.
2D animation, true to its name, is rendered in a two-
dimensional space.
For Example:
3D Animation
3D animation, however, is rendered in a virtual three-
dimensional space, using polygons captured by various
virtual "cameras" to "film" the animation.
3D animation has a variety of applications, from video
games to animated films.
3D animation is also used to render many of the
special effects seen in live-action films, removing the
need for scale model sets or staged stunts.
Software like Rhino, 3D Studio Max or others are
required for 3D animation.
Aniboom.com
 K:\PV Animatio
n\
Dirpy
\Spaced out - F
unny Animatio
n.wmv
Where do we start with Animation
Sequence
A sequence is a series of individual events that are put in
a proper order. It is a road map of events or steps to
follow. Examples include:
Alphabetical and numerical order; a recipe, assembly
instructions, a table of contents, a class list, a production
flow chart, block diagram, and a story board.
Before any recipe, cartoon, commercial, or TV show is
made, the chef, cartoonist, or film maker needs to know
the proper sequence or what order to put things in.
Storyboards
A story board is special type of sequence. It provides a
visual description of the shots, in their proper order or
sequence, of your production.
Each scene should have its own story board, which
contains information on graphics, video, sound, text,
audience interaction, color, type fonts, type size, etc.
In other words, everything necessary for crew
members involved in the production to do their jobs.
Storyboards
Character Development
Six Basic Emotions
Fear – Perception of physical or psychological danger or threat
Anger – belief situation is not what it should be: the restraint,
interference or criticism is illegitimate
Disgust – getting rid or of getting away from a contaminated (bodily,
interpersonal and moral), deteriorated or spoiled object. Function of
disgust is rejection.
Sadness – Most negative, aversive emotion arises primarily through
separation or failure.
Joy – Desirable outcomes related to personal success and interpersonal
relatedness
Interest – Most prevalent in day to day functioning, ever-present, desire to
explore, investigate, seek out manipulate and extract information from
the objects that surround us.
Character Development
 K:\PV Animation\PV
Animation Videos\_C
hicken Joe_ - Charact
er Build & Developme
nt.wmv
Theater or Stage Design
 ..\PV Animation\PV Animation Videos\CAD Studio Architectural Animation Showreel
cadstudio.co.nz.wmv
Draw, Draw and Draw
Select Software and Begin
12 Principles of Animation
Squash and Stretch
Anticipation
Staging
Straight ahead action and pose to pose
Follow through and overlapping action
Slow in Slow out
Arcs
Secondary action
Timing
Exaggeration
Solid Drawing
Appeal
Audio
 ..\PV Animation\P
V Animation Vide
os\Monsters Inc. T
railer.wmv
Your Final Project…
..\PV Animation\Dirpy
\Prime Time - Funny Animation.wmv
References
Bancroft, Tom; Glen Keane (2006). Creating Characters with Personality: For Film, TV,
Animation, Video Games, and Graphic Novels. Watson-Guptill. 
Lasseter, John (1987-07). "Principles of Traditional Animation applied to 3D Computer
Animation". ACM Computer Graphics 21 (4): pp. 35–44.
http://www.siggraph.org/education/materials/HyperGraph/animation/character_anim
ation/principles/prin_trad_anim.htm. 
Mattesi, Mike (2002). Force: Dynamic Life Drawing for Animators, Second Edition. Focal
Press. http://www.amazon.com/gp/reader/0240808452/ref=sib_dp_pt#reader-link. 
Osipa, Jason (2005). Stop Staring: Facial Modeling and Animation Done Right (2nd ed.).
John Wiley & Sons.
http://www.amazon.co.uk/gp/reader/0471789208/ref=sib_dp_pt#reader-link. 
Whitaker, Harold; John Halas (2002). Timing for Animation. Focal Press.
http://www.amazon.com/gp/reader/0240517148/ref=sib_dp_pt#reader-link. 
White, Tony (1998). The Animator's Workbook: Step-By-Step Techniques of Drawn
Animation. Watson-Guptill.
http://www.amazon.com/gp/reader/0823002292/ref=sib_dp_pt#reader-link. 
Images and Graphics
 http://voblog.mx2solutions.com/3/animation-voice-acting-monsters-vs-aliens/
 http://www.prlog.org/11014583-asian-school-of-graphics-and-animation-works-for-global-film-festival.html
 http://rindolphus.wordpress.com/2009/01/05/building-character-is-not-the-same-as-character-development/
 http://fineartamerica.com/featured/character-development--rufffff-sketch--my-dog-chew--
copyright-2007-linda-carroll.html
 http://www.depicture.org/animation/three-dimensional-computer-animation-the-way-forward-for-film-making/
 http://www.storyboards-east.com/

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