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Learning Objectives
Learning Objectives
Raster Methods for Computer Animation Raster Methods for Computer Animation
Morphing Morphing
Animation Animation
Simulation Simulation
Real-time animation
Real-time animation
Each stage of the sequence is viewed as it is Each stage of the sequence is viewed as it is
created created
Frame-*y-frame animation
Frame-*y-frame animation
Each frame of the motion is separately Each frame of the motion is separately
generated and stored generated and stored
Define Character oses at Specific Time Steps Define Character oses at Specific Time Steps
Called +Keyframes, Called +Keyframes,
11
Keyframe Animation
Raster operations
Raster operations
lock transfers of rectangular arrays of pi!el lock transfers of rectangular arrays of pi!el
values values
# list of basic ideas for the action # list of basic ideas for the action
Movements to be performed by each character and Movements to be performed by each character and
object object
$etailed drawing of the scene at a certain time in the $etailed drawing of the scene at a certain time in the
animation sequence animation sequence
%ntermediate frames between the key frames %ntermediate frames between the key frames
Traditional Animation
Traditional Animation
Techniques
Techniques
Timing Timing
'low objects are simulated with more frames( 'low objects are simulated with more frames(
while faster moving objects are displayed with while faster moving objects are displayed with
fewer frames fewer frames
Traditional Animation
Traditional Animation
Techniques
Techniques
Generate in-*et&een frames from the user-specified Generate in-*et&een frames from the user-specified
3ey frames 5t&o or more6 3ey frames 5t&o or more6
Comple4 scenes separated into indi%idual Comple4 scenes separated into indi%idual
components called components called cels cels
0el Animation
Made amous by Disney Made amous by Disney
12 rames per second thereore a minute may 12 rames per second thereore a minute may
re3uire as many as 4!220 separate rames. re3uire as many as 4!220 separate rames.
0el animation5 is based on changes that occur 0el animation5 is based on changes that occur
rom one rame to the ne't. rom one rame to the ne't.
0el stands or celluloid "hich is a clear sheet 0el stands or celluloid "hich is a clear sheet
"ith images dra"n on them. "ith images dra"n on them.
The celluloid images are place on a background The celluloid images are place on a background
that is usually stationary. that is usually stationary.
The background remain ('ed as the images The background remain ('ed as the images
changes. changes.
)ath Animation
Mo%es an object along a predetermined path on the Mo%es an object along a predetermined path on the
screen screen
The path can be a straight line or ha%e a number o The path can be a straight line or ha%e a number o
cur%es. cur%es.
6tarts "ith 6tarts "ith keyframes keyframes 7the (rst and last rame o an 7the (rst and last rame o an
action8. action8.
The series o rames in bet"een the The series o rames in bet"een the keyframes keyframes are are
dra"n in a process called dra"n in a process called tweening tweening. .
T"eening T"eening re3uires calculating the number o rames re3uires calculating the number o rames
bet"een bet"een keyrames keyrames and the path the action takes! and the path the action takes!
and then actually takes! and then sketches a and then actually takes! and then sketches a
series o progressi%ely di+erent outlines. series o progressi%ely di+erent outlines.
#ld animation cliche
*An animator is an actor
"ith a pencil*
:Animators should focus on the acting222ma3e the :Animators should focus on the acting222ma3e the
characters thin3 and act222start &ith the *ody characters thin3 and act222start &ith the *ody
first. ne4t focus on the eyes. and last focus on first. ne4t focus on the eyes. and last focus on
the mouth2 $hen re%ie&ing reels &e loo3 at the the mouth2 $hen re%ie&ing reels &e loo3 at the
acting first2: acting first2:
John Lasseter, November 4, 1996 John Lasseter, November 4, 1996
the chief creative officer the chief creative officer
at Pixar at Pixar Animation Studios Animation Studios and and
alt !isne" #eature Animation alt !isne" #eature Animation
Acting
Goog acting 9 Goog acting 9 ;elie%a*le acting ;elie%a*le acting
;elie%a*le acting means that the audience feels that ;elie%a*le acting means that the audience feels that
the character<s actions are the result of its o&n the character<s actions are the result of its o&n
inner moti%es inner moti%es2 2
+elie$a,le acting
Feel Feel
=feel= your character when you create =feel= your character when you create
animation animation/ /
Thin3 Thin3
l look for opportunities to show thinking ook for opportunities to show thinking
process( which leads to decision and action process( which leads to decision and action/ /
+elie$a,le acting
React
React
Every action must have a reason/ Make sure you Every action must have a reason/ Make sure you
know what your character is reacting to( and know what your character is reacting to( and
that the reaction is reasonable that the reaction is reasonable/ /
Consistency
Consistency
"etain a consistent attitude to your character>s "etain a consistent attitude to your character>s
reactions/ # shy character :small( timid reactions/ # shy character :small( timid
movements< that une!pectedly acts in an movements< that une!pectedly acts in an
e!troverted way with no clear reason( will su-er e!troverted way with no clear reason( will su-er
great damage to its credibility/ great damage to its credibility/
+elie$a,le acting
ersonality
ersonality
&he character>s personality dictates its &he character>s personality dictates its
reactions reactions( ( its acting/ &ry to get to know your its acting/ &ry to get to know your
character the way you know a family member character the way you know a family member
or someone you work with/ ;hat makes him or someone you work with/ ;hat makes him
tick? ;hat is he afraid of? ;hat are his tick? ;hat is he afraid of? ;hat are his
problems? problems?
Mood
Mood
Mood resembles personality + it( too( dictates Mood resembles personality + it( too( dictates
the character>s reactions + but unlike the character>s reactions + but unlike
personality( its e-ect is temporary/ personality( its e-ect is temporary/
Morphing
Morphing
Transformation of o*/ect shapes from one to Transformation of o*/ect shapes from one to
another another
Morphing
Morphing
;asic technique for animating people and ;asic technique for animating people and
animals animals
eriodic Motions
eriodic Motions
=a%e to *e sampled frequently enough 5>yquist =a%e to *e sampled frequently enough 5>yquist
frequency6 frequency6
Animation and &rame
9ates
T* %ideo builds :0 entire rames or pictures T* %ideo builds :0 entire rames or pictures
e%ery second. e%ery second.
Mo%ies are shot at a shutter rate o 12 rames Mo%ies are shot at a shutter rate o 12 rames
per second! but using projections tricks the per second! but using projections tricks the
;icker is increased to 2<. ;icker is increased to 2<.
=n some projectors each rame is sho"n : =n some projectors each rame is sho"n :
times beore the ne't rame! or a total o >1 times beore the ne't rame! or a total o >1
;ickers per second "hich helps eliminate the ;ickers per second "hich helps eliminate the
;icker e+ect. ;icker e+ect.
0el Animation ? plays at 12 rames per 0el Animation ? plays at 12 rames per
second. second.
Animation Techni3ues
0omputers ha%e taken a great deal
0omputers ha%e taken a great deal
o hand"ork out o the animation
o hand"ork out o the animation
and rendering process.
and rendering process.
And commercial (lms such as
And commercial (lms such as
Jurassic Park, Beauty and the
Jurassic Park, Beauty and the
Beast, Toy Story
Beast, Toy Story
! and
! and
Shrek
Shrek
ha%e
ha%e
utili,ed the po"er o the
utili,ed the po"er o the
computers.
computers.
Animation in #pen(.
Animation in #pen(.
Dou*le *uffering'
Dou*le *uffering'
glut-nitDisplayMode5G"?T@D!?;"06A glut-nitDisplayMode5G"?T@D!?;"06A
S&apping *uffers'
S&apping *uffers'
glutS≈uffers56A glutS≈uffers56A
Continuous animation'
Continuous animation'
glut-dleFunc5animationFcn6A glut-dleFunc5animationFcn6A
/D animation
/D animation
7D computer graphics 7D computer graphics is a is a three- three-
dimensional dimensional representation of representation of
geometric geometric data is data is stored in stored in the the
computer computer for the purposes of for the purposes of
p performing erforming calculations calculations
and rendering BD images2 and rendering BD images2
3D computer graphics rely on many of the same
algorithms as D computer graphics.
rinciples for /D
The original
The original
principles are
principles are
still
still
rele%ant
rele%ant
today
today
C
C
an *e applied to
an *e applied to
almost any type
almost any type
of animation
of animation
.
.
including 7D2
including 7D2
Artifacts due to "imited Temporal Resolution Artifacts due to "imited Temporal Resolution
'trobing 'trobing
*lickering *lickering
Temporal Ailasing
Artifacts due to "imited Temporal Resolution Artifacts due to "imited Temporal Resolution
'trobing 'trobing
*lickering *lickering
Temporal Ailasing
Artifacts due to "imited Temporal Resolution Artifacts due to "imited Temporal Resolution
'trobing 'trobing
*lickering *lickering
Temporal Ailasing
Artifacts due to "imited Temporal Resolution Artifacts due to "imited Temporal Resolution
'trobing 'trobing
*lickering *lickering
Motion +lur
Composite $eighted -mages of Ad/acent Frames Composite $eighted -mages of Ad/acent Frames
"emove parts of signal under+sampled in time "emove parts of signal under+sampled in time