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Presented By:-Amit Kapoor
MCA Deptt.MAIMT
Contents
Introduction to AnimationIntroduction to Animation
Why Do We See Images As Moving ?Why Do We See Images As Moving ?
Effects On Picture During AnimationEffects On Picture During Animation
Categories Of AnimationCategories Of Animation
Animation FunctionsAnimation Functions
Animation TechniquesAnimation Techniques
Uses Of AnimationUses Of Animation
Animation Software'sAnimation Software's
Animation File FormatsAnimation File Formats
Introduction to Animation
The word “animation” derives from “animate,” which
means “to bring to life”.
Thus when a multimedia developer wants to bring an
Image to life, animation is used.
“Animation is the process resulting time-varying
visual effects of motion, shape, color and so on.”
Why Do We See Images As Moving ?Why Do We See Images As Moving ?
The Persistence of Vision Theory
Our brain holds onto an image for a fraction of a second after the image has passed. If the eye sees a series of still images very quickly one picture after another, then the images will appear to move because our eyes cannot deal with fast-moving images.
Effects On Picture During AnimationEffects On Picture During Animation
In Animation, you get moving images when the
pictures change in some way. Here are some ways
in which pictures can change :-
Change in Size
Change in Position
Change in Angle
Change in Color
Change of Shape
Categories Of AnimationCategories Of Animation
Animation deals with graphics drawn by hand or by animation
software. Depending upon the techniques used to create and
manage the frame. There are two broad categories of
animation :-
1. Cell Animation
2. Computer Animation :-
a) Computer Assisted (two-dimensional) animation
b) Computer Generated (three dimensional ) animation
Animation FunctionsAnimation Functions
ZoomingZooming
Tilting Tilting
PanningPanning
TweeningTweening
MorphingMorphing
Zooming
If we fix the window on an object but reduce or increase its size, the object would appear bigger (zoom in) or smaller (zoom out), respectively.
Tilt (camera)
Tilting is a technique in which the camera is stationary and rotates in a vertical plane (or tilting plane). Tilting the camera results in a motion similar to someone nodding their head "yes" or to an aircraft performing a pitch rotation.
pitch rotation.
yaw rotation
A rotation in a horizontal plane is known as panning (yaw rotation). Tilting the camera results in a motion similar to someone nodding their head “no" or to an aircraft performing a yaw rotation.
Panning
Tweening
Traditional animation sequence is created by two types of artists :-1. the lead artists or experts who draw those frames where major changes take place within the sequence, called key frames.2. assistants draw a number of frames in between the frames, process is called tweening.
Morphing
Transformation of object shapes from one to another is called morphing.
Animation Techniques
There are four basic techniques used in animation. These are:-
1. Drawn Animation2. Cut-out Animation3. Model Animation4. Computer Animation
Drawn Animation
This covers any form where one drawing is replaced by another in a sequence. Each drawing is slightly different from one before.
Disadvantages:-It takes a very long time to film
from start to finish and is expensive needing many animators to complete the work.
Cut-out Animation
This covers any form where cut-out shapes are moved around or replaced by other cut-out. Flat objects like buttons, matchsticks and string can also be used in this form of animation.
Disadvantages:-It is difficult to have more than one
or two cut-outs moving at the same time.
Model Animation
This involves the filming of puppets or any form of three-dimensional models.
Disadvantages:-This type of animation needs
a lot of time and hard work. The makers of ‘James and the Giant Peach’ were only able to complete 45 seconds of model animation a week, 10 seconds a day. This was because each puppet had so many joint.
Computer Animation
This refers to drawing of three dimensional models and sets on the computer. Images can be scanned into the computer using digital photography or made within the computer itself.
11 Basic Principle of Animation
1. Squash and stretch2. Anticipation3. Staging4. Straight ahead action and pose to pose5. Follow through and overlapping action6. Slow in and slow out7. Arcs8. Secondary action9. Timing10. Exaggeration11. Appeal
1. Squash and Stretch
Defining the rigidity and mass of an object by distorting its shape during an action
2. Anticipation
Preparation for an action
Example:
Goofy prepares to hit a baseball.
3. Staging
Presenting an idea so that it is unmistakably clear
4. Straight Ahead Action and Pose-to-Pose Action
1. Straight AheadAnimator start from first drawing in the scene and draw all subsequent frames until the end of scene.
2. Pose-to-Pose
Animator plans actions, draws a sequence of poses, in between frames etc.
5. Follow Through and Overlapping Action
Example: Luxo Jr.’s hop with overlapping action on chord.
The termination of an action and establishing its relationship to the next action
6. Slow in and Out
7. Arcs
• Visual path of action for natural movement.• Makes animation much smoother and less
stiff than a straight line.
8. Secondary Action
Example:Body movement is the primary action, facial expression is the secondary action
The action of an object resulting from another action
9. Timing and Motion
Examples:1. Timing: tiny characters move quicker than larger ones.
2. Motion: can define weights of objects.
10. Exaggeration
Example: Luxo Jr. made smaller to give idea of a child.
Accentuating the essence of an idea via the design and the action
11. Appeal
Creating a design or an action that the audience enjoys watching
Animation File Formats
Software File Format
Director .dir & .dcr
Animator Pro .fliStudio Max .maxSuperCard and Director .picsWindows Audio Video Interleaved .aviMacintosh .qt
& .movMotion Video .mpegCompuServe .gifFlash .swfShockwave .dcr
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