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CHAPTER NINE
ANIMATION
CHAPTER HIGHLIGHTS
• Animation basics
• Traditional animation
techniques
• 2-D animation
techniques:
– Keyframe
– Tween
– Programmed.
• 3-D animation:
– Motion capture
– Kinematics
– Animating with physics.
• Guidelines for animation in
multimedia
2
PINNACLE OF MODERN MULTIMEDIA
• Animation draws inspiration from each of the
other media.
• Computer is a partner in creative expression.
– It lowered costs and increased ease of creating
animation.
– It supports creative expression through:
• Interactivity
• 3-D sensory experience
• Embodiment and implementation of rules of behavior.
3
ANIMATION BASICS
• Animation: rapidly displayed sequence of
individual, still images.
• Made possible by "persistence of vision."
– Images formed on the retina persist for a short period
of time after stimulus has disappeared.
– This physical memory of the retina produces the
illusion of motion.
• Early animating devices:
– Thaumatrope
– Zoetrope.
4
View sample Thaumatrope
ANIMATION BASICS
• Flipbook technique
– Still images showing a different stage of motion
are created on each page.
• Pages are "flipped" in rapid succession to view the
motion.
Animation basics used in flipbook:
• Quality of motion is based on rate of display.
• Speed is based on differences between images.
• Onionskinning: a technique used to draw new image
based on the previous image.
• Registration: physically aligns images with one another.
5
View a sample FlipBook
TRADITIONAL ANIMATION
• Film based process
– Images are photographed and recorded as separate
frames on long strip of transparent film.
– Film passed in front of light source and animation
appeared on a screen.
• Film enhanced possibilities of animation.
– Multiple reels allowed longer animations.
– Projectors displayed images at reliable frame rates.
– Animators could add sound to the motion.
6
CHALLENGES OF TRADITIONAL
ANIMATION
• Number of images to create.
– 24 frames per second requires 1,440 individual
still images for each minute of animation.
– Methods to generate images include:
• Shooting on twos cuts number of images in half.
• Cycle of images can be reused to extend repetitive
motion.
• Holds produce sequence of identical drawings to
extend a particular state or action.
7
CHALLENGES OF TRADITIONAL
ANIMATION
• Artistic strategies to create realistic world
require:
– Awareness of how things move in the world.
• Ease-in and ease-out address the physics of motion.
• Overshooting a resting point addresses kinetic energy of
motion.
• Different components of objects move independently of
one another (overlapping motion).
– Exaggerate motion for dramatic effect using:
• Variations in speed
• Stretch and squash.
8
Animation principle explained.
Traditional Techniques
• Strategies for achieving motion have been
applied to:
– Paper cut-outs
– Clay figurines
– Puppets
– Natural objects photographed, reposed and re-
photographed.
9
CEL ANIMATION
• Perfected and made popular by Disney
studios.
– Cel: drawings of individual frames made on sheets
of celluloid.
– Drawings were then photographed to produce the
animated film.
• Technique that directly influenced
development of digital animation.
10
CEL ANIMATION
• Advantages:
– Artists saved drawing time.
• Fixed components of a scene were drawn once and
layered on the bottom of a stack of celluloid sheets.
• Moving components were drawn separately and placed
on top of the fixed scene components.
– Gave precise control over elements.
• Individual cel layers could reproduce interdependent,
complex motions.
11
CEL ANIMATION
• Advantages, cont.
– Encouraged division of labor and promoted high
artistic standards.
• Master artists drew key frames or extremes.
• Assistants drew the tweens.
• Inkers transferred drawings from paper to celluloid.
• Opaquers applied colors to the celluloid.
• Additional specialists included:
– Producers
– Directors
– Script writers
– Audio specialists
– Camera operators
– Checkers.
12
PRODUCING CEL ANIMATION
• Cost and complexity of creating animation
required a carefully defined process.
– Storyboard: sequence of drawings that sketch out
content of major scenes in the production.
– Pencil test: series of simple sketches that are
photographed and projected to test the design of
the animated sequences.
– Scratch track: draft of animation’s audio track.
– Leica reel: working draft
of the complete animation.
13
View IT
"Animation 101" from
Dreamworks illustrates the
production process for
digital animation.
PRODUCING CEL ANIMATION
• Uses specialized equipment in production
process.
– Specialized paints to convey proper hue.
– Specialized camera and lighting to capture cels.
– Devices to:
• Track changes in paths of animated characters.
• Align and hold the cels for camera shots.
• Synchronize and edit the final film.
• Cel animation is complex, demanding, and
expensive animation.
– Computers dramatically improved the process.
14
DIGITAL ANIMATION
15
TWO DIFFERENT FORMS:
–2-D evolved from traditional animation
techniques.
–3-D exploited capabilities unique to the
computer.
2-D ANIMATION
• Produced by mimicking basic traditional
techniques such as:
• Flipbook technique
• Cutout animation technique
• Rotoscoping
• Cel animation.
• Paint/draw programs are used to create the
components.
• Animation software can sequence, set timing,
transitions, and produce the final animation.
16
DIGITAL CEL ANIMATION
• Animations are a series of individual frames.
– Synchronized to one or more sound tracks.
– Graphics arranged on layers.
– Major changes identified in keyframes.
– Illusion of motion produced as series of tweens.
17
ANIMATION SOFTWARE
• Elements of Flash organization.
– Timeline: horizontal row of frames.
– Frames: have multiple layers in columns.
• Layers have stacking order (background elements on lower
layers, changing elements on upper layers)
– Keyframes: define major changes in a frame.
– Tweens: frames created automatically by
software.
– Onionskinning: assists in drawing changes from
one frame to the next.
18
ANIMATION SOFTWARE
• Frame-by-frame animation: each frame is
manually drawn to reflect motion sequence.
– Gives detailed control of each motion.
– Time consuming process.
• Tween animation: computer generates in-
between frames based on two designated key
frames.
19
Motion tween
Path-based tween
Shape tween (morphing)
Size tween
Color tween
Transparency tween
ANIMATION SOFTWARE
• Provide tools to support animation process.
– Image-editing tools
– Alignment tools and grids to control placement
– Text tools
– Basic sound control
– Strategies to support interactivity.
20
FLASH DEVELOPMENT SCREEN
21
Development
Tools
Timeline
Layers contain
individual elements
arranged in a
stacking order of
background on the
bottom to sound on
the top layer.
Keyframes and
tweened sequence.
Frame one on
the timeline
PROGRAMMED ANIMATION
• Animators write commands and the computer
generates the animation.
– Requires knowledge of programming and
mathematical techniques to specify motion.
• Advantages:
– File sizes are smaller.
– Animations load and play faster.
– Reduces bandwidth and processor demands.
– Efficient creation of different versions of animated
sequence.
22
PROGRAMMED ANIMATION
• Supports complex forms of interactivity.
– Computer games take input from the user and
animate the objects "on the fly."
• Scripting languages frequently used to
generate programmed animations:
– Lingo
– Actionscript
– Javascript.
23
3-D ANIMATION
• Elements of 3-D animation set in motion
include:
– Objects
– Sounds
– Cameras
– Lights.
• Techniques are similar to 2-D animation:
– Key frame
– Tween motion.
• Complex motion may involve using models of
humans and animals.
24
MOTION CAPTURE
• Also called performance animation.
– Technique of recording motion of actual objects
and mapping these motions to a computer-
generated animated character.
– Performers have sensors to track the motion of
various body parts as they create the action
sequences.
• Used to capture complex natural
motions that are difficult
to create.
25
View IT
Demonstration of a
motion capture
animation rig from
YouTube.
FORWARD KINEMATICS
• Kinematics is study of motion of bodies or
systems of bodies.
– The motion of one part generates related motion
in others.
• Animator must adjust all motion in all related
parts of the body.
– Simple to implement.
– Models easily defined.
– Computer processing is minimal.
– Quality of motion depends on animator's skill.
– Animation is time consuming process.
26
View IT
Animation using forward
kinematics as displayed
on YouTube.
INVERSE KINEMATICS
• Motion of one body part produces related
motions in other body parts.
– Simplifies animator's work and ensures consistent,
realistic motion.
• Software embodies the knowledge of anatomical
motion.
– Requires innovative programming.
– Demands more processing power than forward
kinematics.
• Significantly reduces work of animator.
27
ANIMATING WITH PHYSICS
• Software can automatically generate motions
based on properties of object and laws of
physics.
• Will free animators from more tedious tasks of
3-D animation and produce more realistic
content.
– Animators can concentrate on developing stories
and characters.
28
COMPLETING THE ANIMATION
• Rendering creates the final animation frames
by applying:
– The modeling
– Surface definition
– Scene composition as specified by animator.
29
RENDERING OPTIONS
• Pre-render
– Requires enormous processing
resources and time for animated movies.
– Computer carries out complex calculations to
implement the object properties, lighting, camera
angles and motions.
• Render in real time
– Computer produces animation immediately.
– Used in video games and highly interactive 3-D
animations.
30
Shrek 1 in 2001 used
about 5 million CPU
render hours.
Shrek 2 in 2004 used 10
million CPU hours
Shrek3 in 2007 used 20
million CPU hours.
ANIMATION TIPS & GUIDELINES
• Prepare for a learning curve.
– Animation programs are more difficult to master.
• Design for delivery.
– Minimize file size if delivery is for Web.
• Consider clip animation to reduce costs.
• Consult the tradition in developing motion.
– Cycles, holds, shooting on twos, tweening, stretch
and squash, ease in & ease out, overshoot &
overlap motion are traditional techniques.
31
WRAP UP
• Digital animation based on:
– Rich animation tradition
– Powerful set of digital tools
– Creativity of new digital artists.
32
View IT
Finding Nemo
production process
illustrates the power of
digital animation to
create new worlds.
WRAP UP
• Potential of the "universal machine":
– An assistant in the animation process.
– A virtual partner in the creative process creating
worlds only possible in digital environments.
• Animation is the frontier of digital multimedia.
33
WRAP UP
• Traditional animation set the procedures and
techniques for computer animation.
• Types of computer animation.
– 2-Dimensional
• Based largely on traditional techniques.
• Computer provides efficiencies in the animation
development.
– 3-Dimensional
• Techniques include motion capture, kinematics,
animating with physics.
• Computer becomes a virtual partner to create and
animate objects.
34
KEY TERM CHECK UP
35
Alpha-tweening
Animation with physics
Cel
Cycle
Ease-in / Ease-out
Flipbook
Forward kinematics
Frame-by-frame
animation
Holds
Inverse kinematics
Key frame
Kinematics
Leica reel
Morphing
Motion capture
Motion tween
Onionskinning
Path-basedanimation
Pencil test
Persistence of vision
Programmed animation
Rendering
Rotoscoping
Scratch track
Shooting on twos
Size-tweening
Storyboard
Stretch / Squash
Timeline
Tween animation
Tweens

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Chapter Nine

  • 2. CHAPTER HIGHLIGHTS • Animation basics • Traditional animation techniques • 2-D animation techniques: – Keyframe – Tween – Programmed. • 3-D animation: – Motion capture – Kinematics – Animating with physics. • Guidelines for animation in multimedia 2
  • 3. PINNACLE OF MODERN MULTIMEDIA • Animation draws inspiration from each of the other media. • Computer is a partner in creative expression. – It lowered costs and increased ease of creating animation. – It supports creative expression through: • Interactivity • 3-D sensory experience • Embodiment and implementation of rules of behavior. 3
  • 4. ANIMATION BASICS • Animation: rapidly displayed sequence of individual, still images. • Made possible by "persistence of vision." – Images formed on the retina persist for a short period of time after stimulus has disappeared. – This physical memory of the retina produces the illusion of motion. • Early animating devices: – Thaumatrope – Zoetrope. 4 View sample Thaumatrope
  • 5. ANIMATION BASICS • Flipbook technique – Still images showing a different stage of motion are created on each page. • Pages are "flipped" in rapid succession to view the motion. Animation basics used in flipbook: • Quality of motion is based on rate of display. • Speed is based on differences between images. • Onionskinning: a technique used to draw new image based on the previous image. • Registration: physically aligns images with one another. 5 View a sample FlipBook
  • 6. TRADITIONAL ANIMATION • Film based process – Images are photographed and recorded as separate frames on long strip of transparent film. – Film passed in front of light source and animation appeared on a screen. • Film enhanced possibilities of animation. – Multiple reels allowed longer animations. – Projectors displayed images at reliable frame rates. – Animators could add sound to the motion. 6
  • 7. CHALLENGES OF TRADITIONAL ANIMATION • Number of images to create. – 24 frames per second requires 1,440 individual still images for each minute of animation. – Methods to generate images include: • Shooting on twos cuts number of images in half. • Cycle of images can be reused to extend repetitive motion. • Holds produce sequence of identical drawings to extend a particular state or action. 7
  • 8. CHALLENGES OF TRADITIONAL ANIMATION • Artistic strategies to create realistic world require: – Awareness of how things move in the world. • Ease-in and ease-out address the physics of motion. • Overshooting a resting point addresses kinetic energy of motion. • Different components of objects move independently of one another (overlapping motion). – Exaggerate motion for dramatic effect using: • Variations in speed • Stretch and squash. 8 Animation principle explained.
  • 9. Traditional Techniques • Strategies for achieving motion have been applied to: – Paper cut-outs – Clay figurines – Puppets – Natural objects photographed, reposed and re- photographed. 9
  • 10. CEL ANIMATION • Perfected and made popular by Disney studios. – Cel: drawings of individual frames made on sheets of celluloid. – Drawings were then photographed to produce the animated film. • Technique that directly influenced development of digital animation. 10
  • 11. CEL ANIMATION • Advantages: – Artists saved drawing time. • Fixed components of a scene were drawn once and layered on the bottom of a stack of celluloid sheets. • Moving components were drawn separately and placed on top of the fixed scene components. – Gave precise control over elements. • Individual cel layers could reproduce interdependent, complex motions. 11
  • 12. CEL ANIMATION • Advantages, cont. – Encouraged division of labor and promoted high artistic standards. • Master artists drew key frames or extremes. • Assistants drew the tweens. • Inkers transferred drawings from paper to celluloid. • Opaquers applied colors to the celluloid. • Additional specialists included: – Producers – Directors – Script writers – Audio specialists – Camera operators – Checkers. 12
  • 13. PRODUCING CEL ANIMATION • Cost and complexity of creating animation required a carefully defined process. – Storyboard: sequence of drawings that sketch out content of major scenes in the production. – Pencil test: series of simple sketches that are photographed and projected to test the design of the animated sequences. – Scratch track: draft of animation’s audio track. – Leica reel: working draft of the complete animation. 13 View IT "Animation 101" from Dreamworks illustrates the production process for digital animation.
  • 14. PRODUCING CEL ANIMATION • Uses specialized equipment in production process. – Specialized paints to convey proper hue. – Specialized camera and lighting to capture cels. – Devices to: • Track changes in paths of animated characters. • Align and hold the cels for camera shots. • Synchronize and edit the final film. • Cel animation is complex, demanding, and expensive animation. – Computers dramatically improved the process. 14
  • 15. DIGITAL ANIMATION 15 TWO DIFFERENT FORMS: –2-D evolved from traditional animation techniques. –3-D exploited capabilities unique to the computer.
  • 16. 2-D ANIMATION • Produced by mimicking basic traditional techniques such as: • Flipbook technique • Cutout animation technique • Rotoscoping • Cel animation. • Paint/draw programs are used to create the components. • Animation software can sequence, set timing, transitions, and produce the final animation. 16
  • 17. DIGITAL CEL ANIMATION • Animations are a series of individual frames. – Synchronized to one or more sound tracks. – Graphics arranged on layers. – Major changes identified in keyframes. – Illusion of motion produced as series of tweens. 17
  • 18. ANIMATION SOFTWARE • Elements of Flash organization. – Timeline: horizontal row of frames. – Frames: have multiple layers in columns. • Layers have stacking order (background elements on lower layers, changing elements on upper layers) – Keyframes: define major changes in a frame. – Tweens: frames created automatically by software. – Onionskinning: assists in drawing changes from one frame to the next. 18
  • 19. ANIMATION SOFTWARE • Frame-by-frame animation: each frame is manually drawn to reflect motion sequence. – Gives detailed control of each motion. – Time consuming process. • Tween animation: computer generates in- between frames based on two designated key frames. 19 Motion tween Path-based tween Shape tween (morphing) Size tween Color tween Transparency tween
  • 20. ANIMATION SOFTWARE • Provide tools to support animation process. – Image-editing tools – Alignment tools and grids to control placement – Text tools – Basic sound control – Strategies to support interactivity. 20
  • 21. FLASH DEVELOPMENT SCREEN 21 Development Tools Timeline Layers contain individual elements arranged in a stacking order of background on the bottom to sound on the top layer. Keyframes and tweened sequence. Frame one on the timeline
  • 22. PROGRAMMED ANIMATION • Animators write commands and the computer generates the animation. – Requires knowledge of programming and mathematical techniques to specify motion. • Advantages: – File sizes are smaller. – Animations load and play faster. – Reduces bandwidth and processor demands. – Efficient creation of different versions of animated sequence. 22
  • 23. PROGRAMMED ANIMATION • Supports complex forms of interactivity. – Computer games take input from the user and animate the objects "on the fly." • Scripting languages frequently used to generate programmed animations: – Lingo – Actionscript – Javascript. 23
  • 24. 3-D ANIMATION • Elements of 3-D animation set in motion include: – Objects – Sounds – Cameras – Lights. • Techniques are similar to 2-D animation: – Key frame – Tween motion. • Complex motion may involve using models of humans and animals. 24
  • 25. MOTION CAPTURE • Also called performance animation. – Technique of recording motion of actual objects and mapping these motions to a computer- generated animated character. – Performers have sensors to track the motion of various body parts as they create the action sequences. • Used to capture complex natural motions that are difficult to create. 25 View IT Demonstration of a motion capture animation rig from YouTube.
  • 26. FORWARD KINEMATICS • Kinematics is study of motion of bodies or systems of bodies. – The motion of one part generates related motion in others. • Animator must adjust all motion in all related parts of the body. – Simple to implement. – Models easily defined. – Computer processing is minimal. – Quality of motion depends on animator's skill. – Animation is time consuming process. 26 View IT Animation using forward kinematics as displayed on YouTube.
  • 27. INVERSE KINEMATICS • Motion of one body part produces related motions in other body parts. – Simplifies animator's work and ensures consistent, realistic motion. • Software embodies the knowledge of anatomical motion. – Requires innovative programming. – Demands more processing power than forward kinematics. • Significantly reduces work of animator. 27
  • 28. ANIMATING WITH PHYSICS • Software can automatically generate motions based on properties of object and laws of physics. • Will free animators from more tedious tasks of 3-D animation and produce more realistic content. – Animators can concentrate on developing stories and characters. 28
  • 29. COMPLETING THE ANIMATION • Rendering creates the final animation frames by applying: – The modeling – Surface definition – Scene composition as specified by animator. 29
  • 30. RENDERING OPTIONS • Pre-render – Requires enormous processing resources and time for animated movies. – Computer carries out complex calculations to implement the object properties, lighting, camera angles and motions. • Render in real time – Computer produces animation immediately. – Used in video games and highly interactive 3-D animations. 30 Shrek 1 in 2001 used about 5 million CPU render hours. Shrek 2 in 2004 used 10 million CPU hours Shrek3 in 2007 used 20 million CPU hours.
  • 31. ANIMATION TIPS & GUIDELINES • Prepare for a learning curve. – Animation programs are more difficult to master. • Design for delivery. – Minimize file size if delivery is for Web. • Consider clip animation to reduce costs. • Consult the tradition in developing motion. – Cycles, holds, shooting on twos, tweening, stretch and squash, ease in & ease out, overshoot & overlap motion are traditional techniques. 31
  • 32. WRAP UP • Digital animation based on: – Rich animation tradition – Powerful set of digital tools – Creativity of new digital artists. 32 View IT Finding Nemo production process illustrates the power of digital animation to create new worlds.
  • 33. WRAP UP • Potential of the "universal machine": – An assistant in the animation process. – A virtual partner in the creative process creating worlds only possible in digital environments. • Animation is the frontier of digital multimedia. 33
  • 34. WRAP UP • Traditional animation set the procedures and techniques for computer animation. • Types of computer animation. – 2-Dimensional • Based largely on traditional techniques. • Computer provides efficiencies in the animation development. – 3-Dimensional • Techniques include motion capture, kinematics, animating with physics. • Computer becomes a virtual partner to create and animate objects. 34
  • 35. KEY TERM CHECK UP 35 Alpha-tweening Animation with physics Cel Cycle Ease-in / Ease-out Flipbook Forward kinematics Frame-by-frame animation Holds Inverse kinematics Key frame Kinematics Leica reel Morphing Motion capture Motion tween Onionskinning Path-basedanimation Pencil test Persistence of vision Programmed animation Rendering Rotoscoping Scratch track Shooting on twos Size-tweening Storyboard Stretch / Squash Timeline Tween animation Tweens