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ANIMATION

(2D & 3D)

DITM 2113 – Multimedia Systems


INTRODUCTION
 Animation is the creation
of the illusion of
movement by assembling
a sequence of still images
 These pictures are
composed of a series of
static images that affect
the eyes at the rate of 12
to 24 images per second
 The illusion of movement
is caused by a
physiological affect
known as 'persistence
of vision'
 Animation can be built in
2 or 3 dimension. 2
 The Computer Animation
Dictionary (1989) defines
animation as…

"producing the illusion of


movement in a film/video by
photographing, or otherwise
recording, a series of single
frames, each showing incremental
changes in the position of the
subject images which when shown
in sequence, at high speed, give
the illusion of movement.

 The individual frames can be produced by


a variety of techniques from computer
generated images, to hand-drawn cells." 3
DEFINITION OF ANIMATION
 The word animate comes from the Latin verb animare, meaning “to
make alive or to fill with breath.”
 Traditionally, animation can be defined as a process of producing
images that show a motion object and then we can play the image in a
fast mode. The result? We can see from the movement.
 Animation is an art of making things real.
 How to make it looks real can be done by multiple ways.
 It can be drawn like Snow White and The Seven Dwarft. You can
also make a model and move it like The Nightmare Before
Christmas and Chicken Run.
 You can install it into the computer, like Toy Story and Final
Fantasy.
 Have you ever watched South Park? It is produce by cutting out a
piece of paper and we move it piece by piece.
 You can also move people and shooting a picture frame by frame
so it can be moved without any motion (rotoscope), for instance 4
Beauty and the Beast. They are all form a different shape of
animation.
TRADITIONAL ANIMATION METHOD
 Before the advent of the
computer animation, all
frames in an animation
had to be drawn by hand.
 Considering that each
second of animation
contains 24 frames (film),
one can only imagine the
tremendous amount of
work that has to go into
creating even the shortest
of animated films.
 A couple of different
techniques were developed
for creating animation by 5
hand.
CELL ANIMATION
 The word 'cell' comes from
'celluloid', the material
which was used in early
motion pictures, and refers to
the transparent pieces of film
used in hand-drawn
animation
 Each character is drawn on a
separate piece of transparent
film.
 A background is also drawn
on a separate sheet of opaque
paper.
 Then, when it comes to
shooting the animation,
the different characters are
overlaid on top of the
background in each frame.
 The artists do not have to
draw in entire frames, but
rather just the parts that 6
need to change such as
individual characters.
KEY FRAMES

 The drawing or painting is usually done by more


than one person. After a storyboard has been laid
out, the senior artists go and draw the major
frames of the animation.

 These major frames are frames in which a lot of


change takes place. They are the key points of
the animation.

 Later, a bunch of junior artists draw in the frames


in between. This way, the workload is distributed
and controlled by the key frames.

 Work can be done simultaneously by many people,


thus cutting down on the time needed to get a
final product out. Key frames, in conjunction with
'tweening', are still used in many forms of 7
computer animation.
ROTASCOPING
 Involves using images
from moving video or film
as the basis for an
animation.
 Example:To animate a
frog jumping. It is a lot
easier to draw the motion
and shape of the frog in
the different parts of the
animation when you have
some reference, such as
video, as opposed to
imagining it in your head.
 With the help of
rotascoping, one can
animate some complex
scenes that would be very
hard to visualize. 8
FLIP BOOK ANIMATION
 This is also known as
'frame-based' animation
and is the simplest kind of
animation to visualize.

 It consisted of a series of
progressive drawings, one
on each page of a book,
through which the viewer
flipped thus creating the
illusion of movement.

 Within the computer


environment, flip-book
animation means
displaying a sequence of 9
independent graphics files.
COMPUTER ANIMATION
 Computer animation is a term that
covers a wider area than cell or
keyframe animation. The computer can
fill various roles in animation:
 creating the basic images to be
animated (digitizing or created with
graphics editor) plus backgrounds
 adding motion to prefabricated images
by generating trajectory paths for whole
objects (in-betweening) or motion of
components of objects (e.g. a person's
hands) or otherwise transforming their
shape, color or brightness
 coloring the images to create a realistic
look
 synchronizing motion of the
graphics with sound
 controlling a physical movie camera
to record an animation sequence or
following a virtual camera program
 editing and synchronizing animated
film at the postproduction stage 10
FRAME-BASED ANIMATION

 A frame-based animation imitates the original


animation techniques of drawing each frame
carefully by hand.
 Improves the speed and ease with which each
frame is created.
 The final animation is assembled from a
sequence of frames (bitmaps) and is in a form of a
movie file (usually with .avi or .mov suffix).
 The software used to create the animation does is
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automatically upon your choice of "Create a
movie" or similar command.
CELL-BASED ANIMATION

 A cell-based animation evolved from frame-based


animation techniques as a way to speed up the production.
 The name derives from a technique of using celluloid
layers to overlay the active elements in an animation
frame on a static background.
 Often the process of creating such an animation is greatly
automated by computer - you just specify the two positions
of an object and the computer will create frames
approximating the movements of the object between these 12
positions (this is the case when you are working with
Adobe Director).
OBJECT ANIMATION
 An object animation
(also known as Sprite,
Path and Vector
Animation) is the simplest
of the three.
 Instead of creating
animation files that you
import to your
presentation, program or
title, you animate objects
within the title-building
software (such as
AfterEffects).
 Object animation usually
involves moving an
unchanging object along a
path. You might be able to
rotate, resize or add filters
to it as it moves. 13
PROCEDURAL ANIMATION
 Procedures are used that
define movement over
time.
 These might be
procedures that use the
laws of physics
(Physically - based
modeling) or animator
generated methods.
 An example is a motion
that is the result of some
other action (this is called
a "secondary action"), for
example throwing a ball
which hits another object
and causes the second 14

object to move.
REPRESENTATIONAL ANIMATION
 This technique allows an
object to change its shape
during the animation.

 There are three


subcategories to this:
 The first is the
animation of
articulated objects, i.e.,
complex objects composed
of connected rigid
segments.
 The second is soft object
animation used for
deforming and
animating the
deformation of objects,
e.g. skin over a body or
facial muscles.
 The third is morphing
which is the changing
of one shape into
another quite different
shape. This can be done in
two or three dimensions. 15
STOCHASTIC AND BEHAVIOURAL
 Stochastic
Animation uses
stochastic processes
to control groups of
objects, such as in
particle systems.
Examples are
fireworks, fire,
water falls, etc.

 Behavioural
Animation is about
Objects or "actors"
that are given rules
about how they
react to their
environment.
Examples are
schools of fish or
flocks of birds
where each
individual behaves
according to a set of
rules defined by the 16
animator.
3D ANIMATION

Consist of 5 categories:
1. Storyboarding – pre-production
2. Modeling
3. Animation production
4. Scene layout setup
 Materials, Texture Interfaces, Lighting & Shading
5. Rendering - post-production

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1. STORYBOARDING
 Storyboard is a
visual
interpretation of
the screenplay
and contains
many images and
production notes.

 Itconsists of a
series of panels
that contains in
visual form the
scenes and shots
specified in the
screenplay.
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3 CATEGORIES OF STORYBOARD
 Conceptual Storyboard
 Used to develop the basic
ideas(actions of characters,
camera positions, motions
& scenes transitions)
 Presentation Storyboard
 Used to show a detailed
visual summary of the
project to individuals with
decision making authority
(client-supervisor).Includes
important scenes.
 Production Storyboard
 Guides the production of
an animation project. The
document that everybody
involved in the production
process (very detailed & 19
precise)
2. MODELING PROCESS
 The modeling stage could
be described as shaping
individual objects that are
later used in the scene

 There exist a number of


modeling techniques,
including, but not limited
to the following:
Constructive solid
geometry (Boolean
operators to combine objects)
NURBS modeling(Non
Uniform Rational B-Spline )
Polygonal modeling
Subdivision surfaces (the
limit of an infinite
refinement process)
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 May also include
editing object
surface or material
properties (e.g.,
color, luminosity,
diffuse and
specular shading
components

 May also include


various activities
related to
preparing a 3D
model for
animation 21
 3D Viewing
Top View Right View
Bottom View Front View
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Left View Perspective View
3. ANIMATION
 The 12 principles of
animation (1930s-Walt
Disney)

 Squash & stretch  Arcs


 Anticipation  Secondary action
 Staging  Timing
 Pose-to-pose action  Exaggeration
 Follow-through action  Solid modeling & rigging
 Slow-in & slow-out  Character personality

CLICK HERE
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4. SCENE LAYOUT SETUP
 Scenesetup involves arranging virtual
objects, lights, cameras and other
entities on a scene

 Color models
 RGB (red, green, blue)
 CYMK (cyan, yellow, magenta, black)
 HSL (hue, saturation, lightness)

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THE CAMERA
 Types of camera
shots
 Point of view shots
 Low angle & high
angle shots
 Reverse angle shots
 Close-up shots
 Medium & Wide
shots
 Waist shot & knee
shots(medium)
 Full bodies (wide)

 Long shots
25
LIGHTING & SHADING
 Types of
lights
sources
 Point light
 Spot light
 Infinite light
 Area light
 Linear light
 Ambient
light

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 Basic components of
the light source
 Position & orientation
 Color & intensity
 Beam angle
 Glow & cone light
 Shadows
 Umbra
 the portion of shadow that
blocks direct light altogether
 Penumbra
 the area in the edges of the
shadow that blends with other
lights in the environment
 Softness

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SURFACE TEXTURES
 Bump mapping
 a normal-perturbation
technique used to simulate
wrinkled surfaces.
 Textures mapping
 A technique for simulating
a large amount of surface
detail by mapping images
(textures) onto polygons.
 Displacement mapping
 2D Procedural Texture
mapping
 3D Procedural Texture
mapping
 Transparency mapping
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REFLECTION
Popular reflection rendering
techniques in 3D include:
 Cel shading: A technique used
to imitate the look of hand-
drawn animation.
 Flat shading: A technique that
shades each polygon of an object
based on the polygon's "normal"
and the position and intensity of
a light source.
 Gouraud shading: a fast and
resource-conscious vertex
shading technique used to
simulate smoothly shaded
surfaces.
 Phong shading: used to
simulate specular highlights 29
and smooth shaded surfaces.
5. RENDERING
(INTEGRATE,RUN & EXECUTE)
 The overall rendering process consists of 5 major
steps:
 Get model
 Place camera
 Define light sources
 Define surface characteristic
 Choose shading technique
 Render
 Save file & output

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STAGES OF ANIMATION
 PRE-PRODUCTION
 Pre-production stage, can also be known as planning
stage
 Director will evaluate story, storyboard, produced
soundtrack, layout and drawing background.
 Animation is a long and expensive process. Therefore
detail planning is crucial to meet the budget. This is
where animation process started.

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 PRODUCTION
 We need longer time at this stage.
 Animation is produced by three steps:
 i. Rough Draft – The time for key animation will be
set as well as scene for every action.
 ii. Assistant animator will draw in-between drawing;
a part of the drawing is the key animation.
 iii. Animation is clean up and ready to be colours.
 After every step, drawing will be shot.
 This line test enables animator to check the quality
of animation line while it is made.
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 POST-PRODUCTION
 Animator must edit the film, synchronize with the
music and send to the specific company to cut the
negative and printed photo.
 When the film is fully completed, the last preparation
that needs to be done is a packaging design, things to
be promoted and sales strategy.
 At this stage, animator will send the complete film to
the distributor or customer.

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Example of uses for animation in Multimedia
• Animation plays a huge role in entertainment (providing
action and realism) and education (providing visualization
and demonstration).

• Extremely effective learning medium


- Eg: animation provide a simulation and even dramatize to
visualize concept or process.

• To attract user attention


- Eg: 3D Rotating/Transforming objects

• To show design prototype


- Eg: House/machine design

• To build data model


- Model of Patient’s brain based on MRI (Magnetic Resonance
Image) data.
Advantages
 Present / visualize ideas / concept

effectively

Disadvantages

 Requires extensive memory and storage

 Requires special equipment

 Does not effectively illustrate the real situation


such as video or photograph

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