1- What is an animation
2- Persistence of vision
3- Types of Animation
4- 2D animation pipeline
5- 3D animation pipeline
6- 2D and 3D animation difference
7- Animation principles
Persistence of vision
Persistence of vision
is an optical illusion
where the human eye
perceives the
continued presence of
an image after it has
disappeared from view.
Traditional
animation
Traditional animation is an
animation technique in which each
frame is drawn by hand.
The technique was the dominant
form of animation in cinema until
computer animation
Digital 2d
animation
2D, or two-dimensional animation,
is a combination of artistic
technique and media design that
creates the illusion of movement
in a two-dimensional environment.
By sequencing individual drawings
together over time, characters,
backgrounds, objects, and effects
look as if they are moving
Digital
3D animation
3D animation refers to the process
of taking digital objects and
making them come to life by
creating the illusion that they're
moving through a three-
dimensional space.
These computer-generated objects
appear on a two-dimensional
screen, but they're crafted to
mimic the principles of a 3D world
Stop motion
animation
3D animation refers to the process
of taking digital objects and
making them come to life by
creating the illusion that they're
moving through a three-
dimensional space.
These computer-generated objects
appear on a two-dimensional
screen, but they're crafted to
mimic the principles of a 3D world
Mechanical
animation
Mechanical animation is the
process of creating realistic 3D
renderings of diverse mechanical
goods and their components'
configurations, assemblies, and
modes of operation
Audio
Animatronics
Audio-Animatronics is the
registered trademark for a form of
robotics animation created by Walt
Disney Imagineering for shows and
attractions at Disney theme parks,
and subsequently expanded on
and used by other companies.
The robots move and make noise,
but are usually fixed to whatever
supports them.
Chuck animation
Chuckimation is a type of
animation where characters/props
are thrown, moving and flying with
unseen hands, similar to stop-
motion animation.
Puppetry
Puppetry is a form of theatre or
performance that involves the
manipulation of puppets – in
animate objects, often resembling
some type of human or animal
figure, that are animated or
manipulated by a human called
a puppeteer.
Cut out animation
Cutout animation is a form of stop-
motion animation using flat
characters, props and backgrounds
cut from materials such as paper,
card, stiff fabric or photographs.
The props would be cut out and
used as puppets for stop motion
Sand animation
Sand animation is the
manipulation of sand to create
animation. In performance art an
artist creates a series of images
using sand, a process which is
achieved by applying sand to a
surface and then rendering images
by drawing lines and figures in the
sand with one's hands
Kinetic
Typography
Kinetic typography or animated
typography, refers to any kind of
moving text, be that text that
moves slowly, expands, shrinks, or
morphs into something else.
Paint on Glass
Animation
Paint-on-glass animation is a
technique for making animated
films by manipulating slow-drying
oil paints on sheets of glass.
Gouache mixed with glycerin is
sometimes used instead.
Drawn on Film
Animation
Drawn-on-film animation, also
known as direct animation or
animation without camera, is an
animation technique where
footage is produced by creating
the images directly on film stock,
as opposed to any other form of
animation where the images or
objects are photographed frame
by frame with an animation
camera
Erasure animation
This is a style in which the author
uses white paper, a simple pencil,
and an eraser to create stories.
Erasure animation is a rather
original style that can become an
interesting addition to your video
marketing strategy.
Pin screen
animation
Pin screen animation makes use of
a screen filled with movable pins,
which can be moved in or out by
pressing an object onto the screen.
The screen is lit from the side so
that the pins cast shadows.
2D 3D
• 2D animation implies that the object is two dimensional. • 3D animation implies that the object
• 2D animation comprises of characters or objects only in
height and width.
• 3D animation comprises of objects in height, width, and
depth.
• 2D animation objects are created by traditional drawing
method. Each move of the character has to be created
frame by frame with hand-drawing, also called as a cell-
animation method.
• In 3D animation, everything is going to be done in available
computer software. The development consists of several
phases or steps such as modelling, texturing, lighting, rigging,
rendering etc.
• 2D animation is all about frames. • 3D animation is all about movements.
• 2D animation is widely implemented in advertisements,
films, cartoon shows, websites, e-learning courses,
engineering etcetera.
• 3D animation is widely used in gaming, movies, medical,
biotechnology, aerospace etc.
• Examples: The Jungle Book, The Simpsons, Snow White Examples: The Incredibles, Toy Story, and Transformers
1.Squash and
Strech
Squash and stretch is
debatably the most
fundamental principle.
Look at what happens
when a ball hits the
ground. The force of the
motion squashes the ball
flat, but because an object
needs to maintain its
volume, it also widens on
impact. This what’s called
squash and stretch.
2.Anticipation
Anticipation is the
preparation for the main
action.
Example:
The player striking the
soccer ball would be the
main action, and the
follow-through of the leg
is well… the follow
through.
3.Staging
Staging is one of the most
overlooked principles.
It directs/grab the
audience’s attention
toward the most
important elements in a
scene in a way that
effectively advances the
story.
4.Straight
Ahead Action
Straight ahead action is
less planned, and
therefore fresher and
more surprising.
The problem with it is that
it’s like running
blindfolded… you can’t
figure out where you’re
supposed to be at any one
time
4.Pose-to-Pose
Pose-to-pose gives you more
control over the action. You can
see early on where your
character is going to be at the
beginning and end instead of
hoping you’re getting the timing
right. By doing the main poses
first, it allows you to catch any
major mistakes early. The
problem with it is that
sometimes it’s too neat and
perfect.
5.Follow-Through
and Overlapping
Action
Follow-through is the idea
that certain appendages
and body parts might
continue to move even
after a motion is
completed.
Overlapping action is the
idea that different parts of
a body will move at
different rates.
6.Ease In, Ease
Out
That motion in Animation
is what is called Ease. The
movement that starts
slowly and accelerates is
called Ease in, while that
that states fast and then
slows down is what they
term as Ease out.
7.Arcs
Arcs operate along a
curved trajectory that
adds the illusion of life to
an animated object in
action. Without arcs, your
animation would be stiff and
mechanical.
8.Secondary
Action
Secondary actions are
gestures that support the
main action to add more
dimension to
the character/object
animation.
They can give more
personality and insight to
what the character is
doing or thinking.
9.Exaggeration
Exaggeration presents a
character’s features and
actions in an extreme form for
comedic or dramatic effect.
This can include distortions in
facial features, body types, and
expressions, but also the
character’s movement.
Exaggeration is a great way for
an animator to increase the
appeal of a character, and
enhance the storytelling
11.Appeal
People remember real,
interesting, and engaging
characters. Animated characters
should be pleasing to look at and
have a charismatic aspect to
them; this even applies to the
antagonists of the story.
Appeal can be hard to quantify
because everyone has a different
standard. That said, you can give
your character a better chance of
being appealing by making them
attractive to look at.
12.Time and
space
Time is everything.
Timing can be
implemented by applying
weight, scaling properties,
and emotion.
Spacing animation refers
to the spaces between
frames that show an
object's location.