Lect 5 - 2D Animation - General Information 2
Lect 5 - 2D Animation - General Information 2
General Information
Venus Samawi
Isra University
Content
• 2D animation : NO. of frames
• How to animate
• Kinematics in Two Dimensions
• Inverse Kinematics in Two Dimensions
• Character Animation
• Documentation using Xsheet
2
No. of Frames Need For Animation
• Animation shot on film and projected is played at 24 frames per second
• Animation for television in Europe, Africa, the Middle East and Australia is
played at 25 frames per second.
• In these countries PAL television system is used.
• It plays at 50 fields (frames)/second, and 25 frames/second is compatible
with this.
• If an animated film played at 24 frames per second on the television, you
would see a black bar rolling up the screen.
• NTSC, which runs at 60 fields/second. This means you should be animating
at 30 frames per second (60 is divisible by 2).
• For 1 minute (1*60 sec) film, using NTSC with frame size 256256 true
color image (3 byte)
• Total no. of frames = time in seconds * no. of frames /sec= 1*60*30=900 frame
“A man sits at a table with a glass of liquid on it. He picks up the glass and drinks from
it“
• Key number 1 – He looks at the glass.
• Key number 2 – He grasps the glass in his hand.
• Key number 3 – He raises the glass to his lips.
• Key number 4 – He tips the contents of the glass into his mouth
How to Animate : Straight Ahead
• Animating straight ahead
• This is when images in the sequence are drawn directly one after the other.
• It can produce a more vibrant form of animation with more energy and
exuberance.
Disadvantage:
• There is far less control with straight-ahead animation and distortion and
changes in size are more likely.
• It is also more difficult to work out the timing because you can only check the
animation with a line tester when it is all done and then it may be wrong and you
have to throw away a lot of drawings and redo
Kinematics in Two Dimensions
• Motion in two dimensions involves vector quantities:
• Displacement (x, y) : is a vector measure of the space between two positions
measured along the shortest path connecting them.
• Velocity (vx, vy) : is the rate of change of displacement with time.
• Acceleration (ax, ay): the rate of change of the velocity of an object with
respect to time.
• Also we need two scale values
• Distance . is a scalar measure of the space between two positions
measured along the actual path connecting them
• Speed is the rate of change of distance with time.
• The components of a 2-D problem could be separated by creating two
independent 1-D problems
• Kinematics problems in 2 D are essentially a synthetic geometry problems. To
solve them you should be able to…
• represent a kinematic event with a geometric diagram
• use geometry to determine unknown magnitudes (lengths) and directions
(angles)
• use these results to determine kinematic quantities
2D Inverse Kinematics (IK)
• 2D IK is applied to the bones, and Transforms of the characters’ animation
skeletons.
• 2D IK automatically calculates for the positions and rotations of a chain of bones
moving towards a target
. position.
• This makes it easier to
• pose and animate character limbs ()اطرافهfor animation, or
• to manipulate ()معالجهa skeleton in real-time,
(as manually keyframing the chain of bones is not required)
• Kinematics stands for movements, and IK refers to the fact that we don’t usually
control the arm itself. The controlled are:
• the motors that rotate each individual joint.
• Inverse kinematics is the task of deciding how to drive these motors to move the
arm to a certain point of position.
.
• Many types of joints
• Human model consists of Many types of joints. The position of
the joints lower in the hierarchy are affected by those above it.
• In Human model, each joints can have 1 to 6 degrees of
freedom (DOF)
• For rotational joints, usually it is 1, 2, or 3 (DOF)
• The “Root” of the body has 3 degrees of freedom for the 9
translation
Joints
The Degrees of Freedom (DOF) is defined for various joints.
There are several kinds of joints
• Translational joint (1,2,3 DOF):
• A sliding joint
• Hinge joints : A 1 DOF rotational joint
• Can be defined by the axis of rotation
• Ex: Knee, elbow
.
• X-sheets are also referred to as dope sheets or exposure sheets.
• Used by the animator to record all the necessary information relating to how
the animation should be shot.
• A standard x-sheet consists of
• Several columns that run from top to bottom
• sound column
• action column
• the frame numbers column
• the levels columns
• the camera column
• 100 rows that run from left to right.
• Each row represents one frame of animation.
• If the animation is to be played back at 25 frames per second,
• 100 frames will equal 4 seconds of animation (100/25)
Cont.
• Sound column:
• This contains the sounds that are relevant to the animation (the dialogue
spoken by the characters).
• Used to know that at a certain frame in a scene ,a particular sound is made.
• For animation the dialogue is recorded first
• It is then ‘broken down’ (go through tracks frame by frame) by the editor.
• Editors specify each word starts and ends and where each of the major
vowel and consonant sounds are
• These are then marked on the x-sheet in the sound column, frame by
frame.
• Action column (‘slugging out’.):
• This contains the instructions on when a given piece of animation will start
and end.
• An experienced animator (or director) will fill out this part of the x-sheet
before they start animating.
Cont.
• Frame numbers column
• This is where the number of each frame is
inserted
• Frames are numbered in 2 ways:
• By the drawing. This means that drawing
number one will be numbered 1, drawing
number two will be numbered 2,
• By the frame. This means that the drawing on
frame one will be numbered 1.
• Levels Columns
• When a sequence is animated, even if there is
only one character, the drawing for one frame
of animation may be on several levels of
paper.
• The Camera column
• Used to specify Viewport, camera position
camera information (how you want the scene
to be shot and pinpoints the area within the
artwork.
• Viewport, camera position (Top, left , etc )
Xsheet: Bouncing Ball