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Chapter 5 - Animation

This document discusses animation and its various types. It defines animation and describes techniques like cel animation and computer animation. It also covers animation space in 2D, 2.5D and 3D. File formats for animation and tips for making successful animations are provided.

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Nur Shuhada
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0% found this document useful (1 vote)
224 views

Chapter 5 - Animation

This document discusses animation and its various types. It defines animation and describes techniques like cel animation and computer animation. It also covers animation space in 2D, 2.5D and 3D. File formats for animation and tips for making successful animations are provided.

Uploaded by

Nur Shuhada
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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CHAPTER 5

Animation
OVERVIEW
 Introduction to animation.
 Computer-generated animation.

 File formats used in animation.

 Making successful animations.


INTRODUCTION TO ANIMATION
 Animation is defined as the act of making something
come alive.
 It is concerned with the visual or aesthetic aspect of the
project.
 Animation is an object moving across or into or out of
the screen.
 Animation is possible because of a biological
phenomenon known as persistence of vision and
psychological phenomenon called phi.
 In animation, a series of images are rapidly changed to
create an illusion of movement.
(CONT.) INTRODUCTION TO ANIMATION
 a car driving along a line

 a spinning globe of the earth


COMPUTER-GENERATED ANIMATION
 Animation space.
 2-D space
 2-1/2D space
 3-D space

 Animation techniques.
ANIMATION SPACE
 Animation can be rendered in:
 2-D space
 2-D animations are very simple and static, not changing position on
the screen.
 Occur on flat Cartesian x and y axes of the screen.

 Using authoring and presentation software (flash, PowerPoint)


(CONT.) ANIMATION SPACE
 Example 2 D animation
 Traditional (classic) animation is
the oldest and historically the most
popular form of animation.
 Specifically designed to teach
students fundamental skills.
 Students will develop their drawing
skills in terms of perspective, life
drawing, gesture, story-boarding,
and character development.
(CONT.) ANIMATION SPACE
 2-1/2D space
 An illusion of depth (the z axis) is created through shadowing,
highlighting, and forced perspective, though in reality the image
rests in two dimensions.
(CONT.) ANIMATION SPACE
 3-D space
 Complicated and realistic animations are done in 3-D space (x, y and
z).
 Allowing an image to created with front, back, sides, top, bottom,

etc.
 Using 3-D animation program such as NewTeks’s Lightwave or

Alias|Wavefront’s Maya.
ANIMATION TECHNIQUES
 Animation process.
 Cel animation.

 Computer animation.
ANIMATION PROCESS
 The steps to be followed in creating animation are:
 Organize the execution in a series of logical steps.
 Choose an animation tool best suited for the job.
 Build and tweak the sequences.
 Post-process the completed animation.
CEL ANIMATION
 The animation techniques a made famous by Disney
(plays at 24 frames per second).
 Means, one minutes require as 1440 separate frames.

 Cel animation is a technique in which a series of


progressively different graphics are used on each frame
of movie film.
 Cel animation begins with keyframes.

 The term "cel" is derived from the clear celluloid sheets


that were used for drawing each frame.
(CONT.) CEL ANIMATION
 Begin with keyframes
 Keyframes refer to the first and the last frame of an
action.
 The series of frames in between the keyframes are drawn
in the tweening process.
 Tweening depicts the action that takes place between
keyframes.
 Tweening is followed by the pencil test to check
smoothness, continuity and timing.
(CONT.) CEL ANIMATION
COMPUTER ANIMATION
 Computer animation is very similar to cel animation –
use terms such as layer, keyframe and tweening.
 The primary difference is in how much must be drawn
by the animator and how much is automatically
generated by the software.
 In computer animation, inks refer to special methods for
computing color values, providing edge detection and
layering.
(CONT.) COMPUTER ANIMATION
 Kinematics is the study of the movement and motion of
structures that have joints, such as walking man .
 Inverse kinematics is the process of linking objects, and
defining their relationship and limits.
 Morphing is an effect in which a still or moving image
is transformed into another.
MORPHING
 Morphing effect
 isthe process of transforming one image into another via a
series of frames
 this effect can transition not only between still images but
often between moving images as well
 morphing technique involves
 selecting sets of corresponding points on each of the images
 based in these sets of points, the morphing program rearranges the

pixels to transition the original image into another via a series of


intervening images
 Warping effect
 allows you to manipulate a single image
MORPHING
WARPING
KINEMATICS
 Kinematics effect
 kinematics is the study of the movement and motion of
structures that have joints, such as walking man
 kinematics technique involves
 calculate the position, rotation, velocity and acceleration of all
joints and articulated parts involved. e.g knees bend, hips flex,
shoulders swing and the head bobs
3D ANIMATION
 Compared to 2-D animation
 3-D animation takes entire experience of multimedia to
another level
 the user of a 3-D animation is participant, not a spectator

 Creating 3-D animation involves three steps: modeling,


animation and rendering
3D ANIMATION
 modeling
 is the process of creating 3-D objects and scenes
 animation
 involvesdefining the object’s motion and how the lighting
and views change during the animation
 rendering
 isthe final step in creating 3-D animation and involves giving
objects attributes such as colours, surface textures and
degrees of transparency
3D ANIMATION
FILE FORMATS USED IN ANIMATION
 .dir and .dcr - Director files.
 .fli and .flc - AnimatorPro files.

 .max - 3D Studio Max files.

 .pics - SuperCard and Director files.

 .fla and .swf - Flash files.


(CONT.) FILE FORMATS USED IN
ANIMATION
 GIF89a file format:
 Itis a version of the GIF image format.
 GIF89a allows multiple images to be put into a single file and
then be displayed as an animation in the Web browser.
 Applications like BoxTop Software's GIFmation or ULead's
GIF Animator are needed to create GIF89a animation.
MAKING SUCCESSFUL ANIMATION
 Use animation carefully and sparingly.
 High quality animations require superior display
platforms and hardware, as well as raw computing
horsepower.
 File compression is very important when preparing
animation files for the Web.
(CONT.) MAKING SUCCESSFUL
ANIMATION
 Some animation tools are:
 Macromedia's Flash.
 Kai's Power Tools' Spheroid Designer.
 Alias|Wavefront's Maya.
 NewTek's Lightwave.
SUMMARY
 Animation is visual change over time and adds great
power to multimedia.
 Cell animation uses a series of progressively different
graphics on each frame of movie film.
 Computer animation has eased the process of creating
animation.
 Many file formats are designed specifically to contain
animation.

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