Advanced animation techniques


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Advanced animation techniques

  1. 1. Advanced Animation Techniques Guilford County Sci Vis V204.02
  2. 2. Animation <ul><li>Animation is giving movement to drawings or objects. </li></ul><ul><li>Two Types of animation </li></ul><ul><ul><li>Student generated animation </li></ul></ul><ul><ul><li>Computer generated animation </li></ul></ul>
  3. 3. Animation <ul><li>Student generated animation </li></ul><ul><ul><li>Students can manually transform, move, and/or modify 3D objects. </li></ul></ul><ul><ul><li>Students can manually set animation parameters. </li></ul></ul>
  4. 4. Animation - Student Generated <ul><li>Manual animation changes will create key frames . Key frames are frames that demonstrate major action. A computer will fill in the frames between each key frame. These filled in frames are called tweens . This process sped up the animation industry greatly since all of the frames did not have to be hand drawn. </li></ul>tweens key frames
  5. 5. <ul><li>Example: </li></ul><ul><ul><li>Frame one is a key frame set by the student (teapot on a table.) </li></ul></ul><ul><ul><li>Frame 100 is a key frame set by the student (teapot on the floor.) </li></ul></ul><ul><ul><li>Frames 2-99 are filled in by the computer and are called tweens. </li></ul></ul>Animation - Student Generated
  6. 6. Animation - Student Generated Key Frame # 1 Key Frame # 100
  7. 7. Animation - Student Generated <ul><li>Students can insert and delete key frames in appropriate locations. </li></ul><ul><li>Students can move and copy key frames to appropriate locations. </li></ul><ul><li>Movements into and out of key frames can be controlled. Imagine a ball bouncing on the floor. The movement of the ball is not smooth since the ball slows as it nears the top of its path and speeds up as it bounces. This effect can be achieved by editing these movements in and out of the key frames. </li></ul>
  8. 8. <ul><li>Pivot points (axis origin) can be adjusted. </li></ul><ul><li>Example: A door hinge has a pivot point on the side of the door. The door’s pivot point needs to be moved from the default (center) to the edge. </li></ul>Animation - Student Generated Default pivot point New pivot point
  9. 9. Animation- Computer Generated <ul><li>Students can apply computer-generated transformations, movements, and/or modifications of 3D objects. </li></ul><ul><li>Students can apply computer-generated settings of animation parameters. </li></ul><ul><li>Morphing is changing an object’s geometry from one shape to another. </li></ul><ul><ul><li>Used for facial animation </li></ul></ul><ul><ul><li>Blends from one object into another object </li></ul></ul><ul><ul><li>Materials can also be morphed </li></ul></ul>
  10. 10. Animation- Computer Generated <ul><li>Controllers can add animation. An object can be made to follow a path in a path controller. </li></ul><ul><li>Animation can simulate environmental effects such as detonation, gravity, water movement and flag waving. </li></ul><ul><li>Particles can be rendered. Particles can include sprays, rain, or snow. </li></ul>
  11. 11. Animation- Computer Generated It’s raining teapots
  12. 12. Timeline for 3D Animation <ul><li>Frame rate is the number of frames used in an animation and how fast they will run. </li></ul><ul><li>Students can lengthen or shorten an animation by adding or subtracting frames. </li></ul><ul><li>Students can make adjustments to key frame for editing purposes. </li></ul>
  13. 13. Timeline for 3D Animation <ul><li>Students can set the frame rate and number of frames. </li></ul><ul><ul><li>24 frames per second is used for editing motion-picture film. </li></ul></ul><ul><ul><li>25 frames per second is used for editing PAL (European standard.) </li></ul></ul><ul><ul><li>30 (29.97) frames per second is used for editing NTSC (North American standard) video (television.) </li></ul></ul>
  14. 14. Timeline for 3D Animation <ul><li>Students will be able to calculate the number of frames and play rate in an animation. </li></ul><ul><ul><li>Using NTSC, a 120-frame animation will play for about 4 seconds. </li></ul></ul><ul><ul><li>120frames/30frames per second = 4 seconds </li></ul></ul><ul><ul><li>If a NSTC animation plays for 10 seconds, then there are 300 frames. </li></ul></ul><ul><li> 10 seconds = 300 frames/30 frames per sec </li></ul><ul><li>Loop animation -- animations can be looped many times. This is useful in repeating a needed movement such as a bouncing ball. </li></ul>
  15. 15. Animating Cameras <ul><li>Camera movement can add to your animations by allowing your audience to know more about the environment. The rate of movement helps the viewer understand distances within your scene. </li></ul><ul><ul><li>Architects use walkthroughs to show clients what the proposed structure will look like. The camera follows a defined path , which is a line of motion the viewer takes as they walk around or through the building. </li></ul></ul>
  16. 16. Animating Cameras <ul><li>Look At tools automatically point a camera’s Z axis at a selected object’s axis origin and keeps the camera pointed at the object regardless of the path. </li></ul><ul><li>In some programs, the look at tool can be used to control not only cameras but also other tools such as a light. </li></ul>Look At Tool Camera
  17. 17. <ul><li>Attaching a camera to an object is a simple way of getting the camera into the action. </li></ul><ul><li>An example would a roller coaster ride where the camera is glued to a passenger car and set to look ahead as the objects in the scene pass. </li></ul><ul><li>Motion blur tools blur everything in the scene, which can add realism to the scene. </li></ul>Animating Cameras
  18. 18. Hierarchy and Linking <ul><li>To achieve realistic action, you must study movement. </li></ul><ul><li>Professional cinematographers expend significant resources mapping the motion of humans, animals, insects, and objects when trying to create realistic computer graphic scenes. </li></ul>
  19. 19. <ul><li>The motion of a bouncing ball is simple when compared to the multiple movements involved as the human leg is lifted, moved forward, and replanted on the walking surface. </li></ul><ul><li>Complex objects may be created from several parts (each with its own origins) that require individual movement or movement of all parts together as one unit. </li></ul>Hierarchy and Linking
  20. 20. Hierarchy and Linking <ul><li>A part of the solution to complex structures with different origins and X, Y, Z-axes is to organize the parts into a hierarchical structure. </li></ul><ul><li>Hierarchies allow the user to move the entire object and/or select and move individual components. </li></ul><ul><li>An example is the model of a truck, which consists of wheels and a body. The wheels need to rotate around their axes while moving forward with the body in a defined direction. </li></ul>
  21. 21. Hierarchy and Linking <ul><li>Hierarchical structures allow the individual parts to be moved, rotated, scaled, colored, or textured independently. </li></ul><ul><li>A complex object formed by parts that are unioned will only assume a single color or texture and allow only a single transformation of the entire structure. </li></ul>
  22. 22. Hierarchy and Linking <ul><li>Computer graphics programs allow the parts to be linked using different hierarchies, the most common being the Parent-Child and the Sibling . </li></ul><ul><ul><li>The highest element within the hierarchy is the parent or in our example, the entire truck. </li></ul></ul><ul><ul><li>The lower levels would be the children or in our truck example, the individual wheels. </li></ul></ul>
  23. 23. Hierarchy and Linking <ul><li>The child(ren) will follow the parent wherever the parent goes in a Parent-Child relationship. </li></ul><ul><li>Where the individual links are equal and do not contain a “highest level,” you have a sibling relationship. </li></ul>
  24. 24. Render and Output <ul><li>Rendering will allow an animation or scene to be used in other applications. Also, files can be rendered using different file formats and different compressions. </li></ul><ul><li>A scene can be rendered form any view including a camera. </li></ul>
  25. 25. Render and Output <ul><li>Output can include a single frame, an active time segment, and a range of frames. </li></ul><ul><li>Common output sizes include 320x240 through 800x600. The larger the output size, the longer the rendering time. </li></ul>
  26. 26. Render and Output <ul><li>Common single frame output formats include bitmap, JPEG, TARGA, and TIFF. </li></ul><ul><li>Common multi-image formats include AVI and MOV. </li></ul><ul><li>Rendered images can be compressed. Compression will reduce the size of the file. A CODEC is used to compress the file. </li></ul><ul><li>A common CODEC is Cinepak . Using different CODECs will depend on your subject matter and desired output. </li></ul>
  27. 27. Render and Output <ul><li>Basic post-production editing are effects that are added to a scene after the scene has been rendered. </li></ul><ul><ul><li>Lens Flare -- reality by recreating real camera lenses such as streaks of light and secondary flares. Glows, rings, and streaks </li></ul></ul>
  28. 28. <ul><li>Depth of field - Objects inside focal range can become blurred while main subject stays in focus. Depth of field is determined by the focal point and focal parameters. </li></ul><ul><li>Environmental mapping - adds a map to the environment. Add clouds or stars </li></ul><ul><li>Blurs - added to give the illusion of movement. </li></ul>Render and Output
  29. 29. Render and Output <ul><li>Atmospheric effects can also be added when rendering. Examples include fog, volume fog, combustion, and volume light. Adding fog to a scene can add realism. </li></ul><ul><li>Once files are created, they can be converted from one format to another depending on the software application. </li></ul><ul><ul><li>AVI </li></ul></ul><ul><ul><li>QuickTime </li></ul></ul><ul><ul><li>Real Player </li></ul></ul>