Multimedia Lecture Animation
Multimedia Lecture Animation
Definition
• Animation is a method by which still figures are manipulated to appear
as moving images. In traditional animation, images are drawn or painted by
hand on transparent celluloid sheets to be photographed and exhibited on film.
Today, many animations are made with computer-generated
imagery (CGI). Computer animation can be very detailed 3D animation, while
2D computer animation (which may have the look of traditional animation)
can be used for stylistic reasons, low bandwidth, or faster real-time renderings.
Other common animation methods apply a stop motion technique to two- and
three-dimensional objects like paper cutouts, puppets, or clay figures.
Principle of Animations.
There are 12 major principles for an effective and easy to communicate animation .
1. Squash and Stretch:
This principle works over the physical properties that are expected to change
in any process. Ensuring proper squash and stretch makes our animation
more convincing. For Example: When we drop a ball from height, there is a
change in its physical property. When the ball touches the surface, it bends
slightly which should be depicted in animation properly.
2.Anticipation:
Anticipation is used to prepare the audience for an action, and to make the
action appear more realistic. A dancer jumping off the floor has to bend the
knees first; a golfer making a swing has to swing the club back first. The
technique can also be used for less physical actions, such as a character
looking off-screen to anticipate someone's arrival, or attention focusing on
an object that a character is about to pick up
3. Staging
• Follow through and overlapping action is a general heading for two closely related techniques which help to render movement more
realistically, and help to give the impression that characters follow the laws of physics, including the principle of inertia. "Follow
through" means that loosely tied parts of a body should continue moving after the character has stopped and the parts should keep
moving beyond the point where the character stopped only to be subsequently "pulled back" towards the center of mass or exhibiting
various degrees of oscillation damping. "Overlapping action" is the tendency for parts of the body to move at different rates (an arm will
move on different timing of the head and so on). A third, related technique is "drag", where a character starts to move and parts of them
take a few frames to catch up.These parts can be inanimate objects like clothing or the antenna on a car, or parts of the body, such as
arms or hair. On the human body, the torso is the core, with arms, legs, head and hair appendices that normally follow the torso's
movement. Body parts with much tissue, such as large stomachs and breasts, or the loose skin on a dog, are more prone to independent
movement than bonier body parts. Again, exaggerated use of the technique can produce a comical effect, while more realistic animation
must time the actions exactly, to produce a convincing result.The "moving hold" animates between two very similar positions; even
characters sitting still, or hardly moving, can display some sort of movement, such as breathing, or very slightly changing position. This
• The movement of objects in the real world, such as the human body,
animals, vehicles, etc. needs time to accelerate and slow down. For this
reason, more pictures are drawn near the beginning and end of an action,
creating a slow in and slow out effect in order to achieve more realistic
movements. This concept emphasizes the object's extreme poses. Inversely,
fewer pictures are drawn within the middle of the animation to emphasize
faster action. This principle applies to characters moving between two
extreme poses, such as sitting down and standing up, but also for inanimate,
moving objects, like the bouncing ball in the above illustration
8. Arc
• Most natural action tends to follow an arched trajectory, and animation should adhere to this
principle by following implied "arcs" for greater realism. This technique can be applied to a
moving limb by rotating a joint, or a thrown object moving along a parabolic trajectory. The
exception is mechanical movement, which typically moves in straight lines.
• As an object's speed or momentum increases, arcs tend to flatten out in moving ahead and
broaden in turns. In baseball, a fastball would tend to move in a straighter line than other
pitches; while a figure skater moving at top speed would be unable to turn as sharply as a
slower skater, and would need to cover more ground to complete the turn.
• An object in motion that moves out of its natural arc for no apparent reason will appear
erratic rather than fluid. For example, when animating a pointing finger, the animator should
be certain that in all drawings in between the two extreme poses, the fingertip follows a
logical arc from one extreme to the next. Traditional animators tend to draw the arc in lightly
on the paper for reference, to be erased later.
9.Secondary action
• Adding secondary actions to the main action gives a scene more life, and can
help to support the main action. A person walking can simultaneously swing
their arms or keep them in their pockets, speak or whistle, or express emotions
through facial expressions. The important thing about secondary actions is that
they emphasize, rather than take attention away from the main action. If the
latter is the case, those actions are better left out. For example, during a
dramatic movement, facial expressions will often go unnoticed. In these cases,
it is better to include them at the beginning and the end of the movement, rather
than during
10.Timing
• animation is popular among kids and can also see traces of animation in
some educational videos as well. Nowadays by animation, the animator
creates such type of visualization which are not played in reality, also we
can create those scenes which are beyond thinking.
• it is important to discuss some techniques which were used by the people
when animation word was created and till now some techniques also built by
which anyone can animate and creates its own animation. People can also
• Now some of the important techniques which evolved from past till now
discuss below:
Traditional Animation or Classical 2D
Animation
• In this animation, every picture for a scene is created by hand if anyone
loves to paint then traditional animation is very interesting for those
people. In this animation, an individual draw painting in a sheet or paper
and also the pictures that create a scene will be created by the hand and
frame them together to create a proper scene.
Digital 2D Animation
• PNG or Portable Network Graphic was created two decades ago to support image files.
In the early 2000s, PNG started to support animation. PNG files have high bit depths,
and allow 1, 2, 4, 8, 16, 24 and 32-bit images. A license for PNG is free and open stand
as it was developed and it is still supported by World Wide Web Consortium. PNG
files allow full alpha channel transparency, which makes it possible to change the
background. Moreover, due to built-in gamma correction, a user can see a PNG file the
way it was intended to be seen by choosing the gamma level for the monitor.
• At the same time, PNG format is not good for large images as the large size will affect
the load speed of the page. Also, not all web browsers can support PNG format.
JPG
• JPG stands for Joint Photographic Experts Group. And this is the best
format for photos of high quality. JPG file is the most used graphic format
in the world. When dropping the size of a JPG file, the quality of an image
is not lost. That is why this format is often used in the design and the
photography industry.
• JPG files do not support transparency. It is also not the best format for
logos and icons as it can create a bigger file size for small resolution
images.
GIF
• GIF stands for Graphics Interchange Format. It was created in 1989, and
back then it was the first format for animations. GIF is suitable for logos
and icons with few colors. GIFs support transparency and are suitable for
tiny animations.
• The main disadvantage of this format is a big size file, that is usually
bigger than an SVG, a PNG or a JPEG one.
SVG Animation
If you ever need to make any changes in an SVG-animated image, you can
do it fast and easy. All you need to do is to change the properties of an image
in the code itself such as background, transparency, borders or any others.
Conclusion