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History of AnimationComputer Animation
Lecture #2
Oh-young SongSejong University
Related Courses
■ Computer Graphics ●Handling the basics●Focusing on realism
■ Virtual Reality●Focusing on Immersion
■ Human Computer Interaction●Focusing on Interaction
Early Animation
■ Do you know this?
How about these?
Phenakistiscope - 1832 Zeotrope - 1834
Maybe you know this.
Kineograph (flipbook) - 1868
From Lasseter’s Paper
From Lasseter’s Paper
From Lasseter’s Paper
From Lasseter’s Paper
From Lasseter’s Paper
A History of Animation
■ 1887: Goodwin invented nitrate celluloid film (For cell animation)
A History of Animation
■ 1887: Goodwin invented nitrate celluloid film
■ 1892: Reynard invented Praxinoscope
A History of Animation
■ 1887: Goodwin invented nitrate celluloid film
■ 1892: Reynard invented Praxinoscope■ 1893: Edison invented the Kinetscope
●Only one viewer at a time■ 1894: Lumiere invented the
cinematograph●Camera + Project + Printer
A History of Animation
■ 1900: THE ENCHANTED DRAWING● Live action films + replacement
technique■ 1906: HUMOROUS PHASES OF FUNNY
FACES● The first animation recorded
frame by frame
http://memory.loc.gov/ammem/oahtml/oahome.html
A History of Animation
■ 1925: “The Adventures of Prince Achmed”● Lotte Reiniger, 1st feature animation● Silhouette animation
A History of Computer Animation
■ 1885: CRT (Cathode Ray Tube)■ 1960: William F. Boeing coins
“Computer Graphics”■ 1961: John Whitney, “Father of
Computer Graphics”
John Whitney
A History of Computer Animation
■ 1885: CRT (Cathode Ray Tube)■ 1960: William F. Boeing coins
“Computer Graphics”■ 1961: John Whitney, “Father of
Computer Graphics” ●w/ Saul Bass, Intro. to Alfred Hitchcock’s
Vertigo■ 1961: Spacewars, 1st video game■ 1963: Ivan Sutherland, Sketchpad
Sketchpad
■ Created by Ivan Sutherland (1963)●Sketchpad: A man-machine graphical
communication system
Sketchpad
■ Created by Ivan Sutherland■ First GUI
●Using lightpen●Icons●Copying
●Rubber-banding of lines●Zoom in-out●Line, Arc
A History of Computer Animation
■ 1974: z-buffer, Ed Catmull■ 1980: Tron, 1st feature film by CG
A History of Computer Animation
■ 1974: z-buffer, Ed Catmull■ 1980: Tron, 1st feature film by CG ■ 1986: Luxo Jr.
●1987: nominated for Academy Awards●1987: Silver Berlin Bear in Berlin
International Film Festival■ 1995: Toy Story, 1st full CG feature
film
Short films of Pixar
■ http://www.pixar.com/shorts/
How to Create Expressive Animation ?
■ Bill Tytla at the Walt Disney Studio, June 28, 1937.●"There is no particular mystery in
animation.., it's really very simple, it is about the hardest in the world to do"
Principles of Animation
■ “The Illusion of Life”, by Thomas Johnson and Ollie Johnson
Principles of Animation
■ “The Illusion of Life”, by Thomas Johnson and Ollie Johnson
■ Principles of Traditional Animation Applied to 3D Computer Animation, John Lasseter, Siggraph 87.
11 Principles■ Squash and Stretch■ Timing■ Anticipation■ Staging■ Follow Through
■ Pose to Pose■ Slow In, Show Out■ Arcs■ Exaggeration■ Secondary Action■ Appeal
Squash and Stretch
■ Movement emphasizes rigidity●Preserve volume
Squash and Stretch
Squash and Stretch
Squash and Stretch
Timing
■ Timing, or the speed of an action gives meaning to movement● Weight, Scaling, Emotion
Timing■ Two keyframes of a head
●No: hit by a tremendous force●ONE: hit by a frying pan●TWO: nervous tic●THREE: dodging a brick●FOUR: a crisp order “Move it!”●FIVE: friendly “Come on-hurry”●SIX: tracing a pretty girl●SEVEN: Getting a better look●EIGHT: Searching for the peanut butter●NINE: Considering thoughtfully ●TEN: stretch a sore muscle
Anticipation
■ The preparation of an action●Revealing●Indicating Speed, Weight●Directing Attention
Aniticipation
Anticipation
Anticipation
Staging
■ Staging is the presentation of an idea so that it is completely and unmistakably clear.●Readability●Personality●Mood
Follow Through
■ The termination of an action●Weight and drag●Initiation●Overlapping
Pose-to-Pose
■ Keyframes
Slow In, Slow Out
■ The spacing of the inbetweens●Non-linear interpolation
Slow In, Slow Out
■ The spacing of the inbetweens●Non-linear interpolation
Arcs
■ The visual path of action from one extreme to another is always described by an arc
Arcs
Exaggeration
■ Exaggerate the essence of the action●Action, emotion, shape, color, sound, …
Secondary Action
■ An action that results directly from another action
Secondary Action
Appeal
■ The animated character has appeal.●A quality of charm●Pleasing design●Simplicity
■ It doesn’t mean that the character/animation should be realistic.
Luxo Jr. vs Final Fantasy
Uncanny Valley
■ Human psychological reaction to animation●Coined by Japanese roboticist Masahiro
Mori●Emotional response against similarity to
human appearance and movement
Uncanny Valley
CG Techinques for Animation
■ What can CG do for the principles ?●Keyframing
◊ Timing, Arc, Slow In & Out
●Geometric deformation ◊ Squash and Stretch
●Rendering◊ Staging
●Physics based techniques◊ Secondary Action
Physics-based Techniques■ Rigid body ● 10-plank_test_withcontact_c.avi● 1000ring.avi● tank_straight_comp.avi
■ Deformable body ● buddha_gear.avi● warping.mov● hair.mov● movie1.avi● BreakingObjects.avi,Materials.avi
■ Fluid● Burning_Paper.avi● glass00.avi● melting_ice.avi● torus_cage.avi● pouring4.avi● water-curtain-front_new.avi● goop-et-web.avi● Derivative Particles.mov● vfx.mov, rnd.mov
Discussion
■ Are they all?
■ Personality●Story, Character >>> Technique