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CD 221: Fundamentals of
2D Animation
Lecture 1: History of
Animation
1
ANIMATION
What is it?
If you look up the verb “to animate” in the
dictionary, you find two definitions.
According to the Oxford dictionary,
2
ANIMATION
 To portray the mentioned “appearance of movement”, we need to
create a sequence of images -drawn, painted or produced by other
artistic methods- that slightly differ from one another.
 The chronological display of the previous images will produce the
illusion of shape change and motion.
3
ANIMATION
• The rapid display of a sequence of images of 2-D or 3-D artwork or model
positions in order to create an illusion of movement.
• Relies on persistence of vision to create the illusion of movement.
• Persistence of vision refers to the way our eyes retain images for a split
second longer than they actually appear, making a series of quick flashes
appear as one continuous picture.
• How has animation evolved over the years?
• Animation has progressed from hand-drawn images to computer-generated
animations.
4
HISTORY OF ANIMATION
 Over the years, animation techniques have changed and evolved;
going from simple devices that simulate movement with a couple of
frames to more sophisticated ones capable of creating complex 3D
animations.
5
Paleolithic (old stone age) cave paintings
 Animals depicted with multiple legs in superimposed positions to
convey the perception of motion
6
Thaumatrope
 A thaumatrope (invented by Paul Roget in
1828) is a simple mechanical toy which creates
the illusion of movement.
 Roget was the first person in history to create
such a device which produces the illusion of
movement.
 In order to enjoy this animation, one would only
need one small round piece of paper with
pictures on it and thin ropes fixed at both ends
of the shape.
7
Thaumatrope
8
Zoetrope
 As the cylinder spins, one looks through the
slits at the pictures
 One sees a rapid succession of images,
producing the illusion of motion
 The earliest known zoetrope was created in
China around 180CE (may have existed in
China even 300 or so years
9
Zoetrope
10
Phenakistoscope
 A spinning disc attached vertically to a handle
 A series of drawings around the disc's center
 A series of equally spaced radial slits
 The user spins the disc and looks through the
moving slits at the disc's reflection in a mirror
 Invented by a Belgian physicist Joseph
Plateau in 1841
11
Praxinoscope
 Improved on the zoetrope by replacing
slits with an inner circle of mirrors
 –Invented in France in 1877 by Charles-
ÉmileReynaud
 –In 1889, he invented an improved
version that allowed one to project the
images onto a screen
12
Persistence of Vision
 In the early 1800’s, the phenomenon known as persistence of vision
gave mankind the first glimpse into the modern world of animation.
 Persistence of vision refers to the way our eyes retain images for a
split second longer than they actually appear, making a series of quick
flashes appear as one continuous picture.
13
Persistence of Vision
 Using a flipbook, you can see the
persistence of vision effect in action.
 If you have a different sequential
drawing on each page of the flipbook
and you flip through the pages rapidly,
the drawings appear to move.
14
Flip book
 The first form of animation to
employ a linear sequence of
images, rather than a circular set
 –In 1868, John Barnes
Linnettpatented it under the name
kineograph("moving picture“)
http://www.youtube.com/watch?v=Uoc
F4ycBnYe
15
Flip book
16
The Birth of Cartoon Characters
 The creation of the first ever animated film also inspired many
animators to create their own animations. For instance, Winsor
McCay drew Gertie, the trained dinosaur (Figure 8). It was an
animated film astonishingly consisting of 10,000 drawings.
 Next in line was Felix the Cat . During the early 1920s, he became
the most famous animated character.
 Then who could forget Mickey Mouse? . Mickey Mouse was created
on November 18, 1928 and with his creation came the first
successful sound animated film.
17
18
METHODS OF ANIMATING
Morphing Animation
 What happens during the morphing effect?
The term morphing comes from the word metamorphosis,
which is the transformation of one thing into another.
 The beginning image is inserted.
 The ending image is inserted.
 The computer performs the tweening to generate a sequence of
images, each of which is slightly different from the one it follows
to gradually morph the two objects.
 For example, a photograph of one person might gradually
morph into a picture of another person.
19
Example of Morphing
 The top two images show the
beginning and ending images.
 The lower images show the older
man morphing into the young boy.
 In business, morphing can be
used for transitions between web
pages or images.
20
METHODS OF ANIMATING
Path Based Animation
 Also called vector animation.
 An object follows a path which is a line, or vector, inserted by the
animator.
 A motion path can include curves, loops, and angles.
 The computer calculates the correct position of the object as it moves
along the path and generates the frames to create the animation.
21
METHODS OF ANIMATING
Programming or Scripting-Based Animation
 Requires knowledge of a programming or scripting language.
 Example: Rollover or Mouseover
22
TYPES OF ANIMATION
 Traditional animation
 Stop motion animation
 Computer animation
23
Traditional animation
 Traditional animation (also known as hand-drawn animation, cel
animation or classical animation) is an animation technique where all
the frames used to create the illusion of motion are first drawn on paper
and, consequently, done by hand.
24
Traditional animation
 Begins with a storyboard.
 A preliminary soundtrack is recorded.
 Penciled drawings are made by lead animators of keyframes.
 Pencil tests are prepared.
 Artists called in-betweeners draw the frames between the keyframes.
 The drawings are traced onto cels and painted.
 Finally, they are photographed.
 Some popular traditionally animated films are Snow White and the
Seven Dwarfs (1937) and Pinocchio (1940).
25
Stop motion animation
 Stop motion animation -or stop frame animation- is a cinematic process
or technique used to make real-world objects appear as if they were
moving. Those objects are physically manipulated and photographed
every time after being moved between frames.
 When the sequence of images are displayed rapidly, the objects are
“brought to life”.
26
Stop motion animation
 This technique is very similar to the cel animation one, except that
instead of drawings it uses physical objects.
 There are many different types of stop motion animation and they are
usually named after the medium used to create the animation.
 For example claymation –or clay animation- is a form of stop motion that
uses figures made of clay, like Wallace & Gromit.
 Puppet animation is the one that uses still puppets, as in Coraline
(2009).
27
Computer animation
 Computer animation, also called CGI animation, is the technique used
by generating animated images with computer graphics. Computer
animation is broken down into two categories.
 Computer-assisted animation is when traditional animations are
computerized.
 On the other hand, computer-generated animation is the one designed
solely on the computer system using animation and 3D graphics
software.
28
Computer Assisted Animation
 The computer is used to make the animation process quicker
and easier.
 Usually involves 2-D images
 Can be hand-drawn and scanned into the computer.
 Can be drawn directly into the computer using graphics tablets.
 The images are positioned into keyframes containing the
most important movements.
 Tweening is then performed by the computer to create
images between keyframes.
29
Computer Assisted Animation
Even though computers are now used extensively,
many traditional steps are still used.
 Storyboarding
 Pencil Testing
 Keyframes
 Tweening
30
Computer Generated Animation
 All images, objects and animation are created on the computer.
 Typically uses 3-D images.
 Adds two steps to the animation process.
 Modeling – process of creating a wireframe structure of the 3-D objects and
scenes.
 Rendering – process of applying colors, textures, shadows, transparency, etc.
to create the final image or animation.
31
Computer animation
 Modern computer animation usually uses 3D computer graphics but 2D
computer graphics are still used from time to time. Computer-generated
animation is very useful when it comes to creating crowd scenes or
special effects, etc.
 Nowadays, most animated movies are created using computer
graphics. Pixar, Dreamworks or even Disney, are studios that are using
this type of animation to create the majority of their movies.
 Some examples of computer-generated films are How to Train Your
Dragon (2010), Tangled (2010), Brave (2012), etc.
32
Uses of Computer Animation
How are the types of computer animations
used?
 Entertainment
 Advertisement
 Selling
 Teaching
 Training
33
Uses of Computer Animation
 Entertainment
 Films, computer games and virtual reality.
 3D graphics are popular for these types of animations because they are more
realistic.
 Virtual Reality is the use of technology to immerse a user into an artificial
environment.
 Interaction occurs when the user moves around and manipulates
simulated 3D objects in the environment.
 Requires high-quality graphics using 3D technology.
 Requires high frame rates for smooth motion, and high image
resolution for realistic detail.
34
What type of graphics are used in
virtual reality?
3-dimensional.
35
Uses of Computer Animation
 Advertising
 Animation can be used to catch the viewer’s eye.
 Popular for banner ads on websites.
 Selling – showcasing products or services.
 Teaching – illustrating concepts or processes.
 Training – simulating events or demonstrating techniques
in presentations.
36

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History of Animation in 40 Characters

  • 1. CD 221: Fundamentals of 2D Animation Lecture 1: History of Animation 1
  • 2. ANIMATION What is it? If you look up the verb “to animate” in the dictionary, you find two definitions. According to the Oxford dictionary, 2
  • 3. ANIMATION  To portray the mentioned “appearance of movement”, we need to create a sequence of images -drawn, painted or produced by other artistic methods- that slightly differ from one another.  The chronological display of the previous images will produce the illusion of shape change and motion. 3
  • 4. ANIMATION • The rapid display of a sequence of images of 2-D or 3-D artwork or model positions in order to create an illusion of movement. • Relies on persistence of vision to create the illusion of movement. • Persistence of vision refers to the way our eyes retain images for a split second longer than they actually appear, making a series of quick flashes appear as one continuous picture. • How has animation evolved over the years? • Animation has progressed from hand-drawn images to computer-generated animations. 4
  • 5. HISTORY OF ANIMATION  Over the years, animation techniques have changed and evolved; going from simple devices that simulate movement with a couple of frames to more sophisticated ones capable of creating complex 3D animations. 5
  • 6. Paleolithic (old stone age) cave paintings  Animals depicted with multiple legs in superimposed positions to convey the perception of motion 6
  • 7. Thaumatrope  A thaumatrope (invented by Paul Roget in 1828) is a simple mechanical toy which creates the illusion of movement.  Roget was the first person in history to create such a device which produces the illusion of movement.  In order to enjoy this animation, one would only need one small round piece of paper with pictures on it and thin ropes fixed at both ends of the shape. 7
  • 9. Zoetrope  As the cylinder spins, one looks through the slits at the pictures  One sees a rapid succession of images, producing the illusion of motion  The earliest known zoetrope was created in China around 180CE (may have existed in China even 300 or so years 9
  • 11. Phenakistoscope  A spinning disc attached vertically to a handle  A series of drawings around the disc's center  A series of equally spaced radial slits  The user spins the disc and looks through the moving slits at the disc's reflection in a mirror  Invented by a Belgian physicist Joseph Plateau in 1841 11
  • 12. Praxinoscope  Improved on the zoetrope by replacing slits with an inner circle of mirrors  –Invented in France in 1877 by Charles- ÉmileReynaud  –In 1889, he invented an improved version that allowed one to project the images onto a screen 12
  • 13. Persistence of Vision  In the early 1800’s, the phenomenon known as persistence of vision gave mankind the first glimpse into the modern world of animation.  Persistence of vision refers to the way our eyes retain images for a split second longer than they actually appear, making a series of quick flashes appear as one continuous picture. 13
  • 14. Persistence of Vision  Using a flipbook, you can see the persistence of vision effect in action.  If you have a different sequential drawing on each page of the flipbook and you flip through the pages rapidly, the drawings appear to move. 14
  • 15. Flip book  The first form of animation to employ a linear sequence of images, rather than a circular set  –In 1868, John Barnes Linnettpatented it under the name kineograph("moving picture“) http://www.youtube.com/watch?v=Uoc F4ycBnYe 15
  • 17. The Birth of Cartoon Characters  The creation of the first ever animated film also inspired many animators to create their own animations. For instance, Winsor McCay drew Gertie, the trained dinosaur (Figure 8). It was an animated film astonishingly consisting of 10,000 drawings.  Next in line was Felix the Cat . During the early 1920s, he became the most famous animated character.  Then who could forget Mickey Mouse? . Mickey Mouse was created on November 18, 1928 and with his creation came the first successful sound animated film. 17
  • 18. 18
  • 19. METHODS OF ANIMATING Morphing Animation  What happens during the morphing effect? The term morphing comes from the word metamorphosis, which is the transformation of one thing into another.  The beginning image is inserted.  The ending image is inserted.  The computer performs the tweening to generate a sequence of images, each of which is slightly different from the one it follows to gradually morph the two objects.  For example, a photograph of one person might gradually morph into a picture of another person. 19
  • 20. Example of Morphing  The top two images show the beginning and ending images.  The lower images show the older man morphing into the young boy.  In business, morphing can be used for transitions between web pages or images. 20
  • 21. METHODS OF ANIMATING Path Based Animation  Also called vector animation.  An object follows a path which is a line, or vector, inserted by the animator.  A motion path can include curves, loops, and angles.  The computer calculates the correct position of the object as it moves along the path and generates the frames to create the animation. 21
  • 22. METHODS OF ANIMATING Programming or Scripting-Based Animation  Requires knowledge of a programming or scripting language.  Example: Rollover or Mouseover 22
  • 23. TYPES OF ANIMATION  Traditional animation  Stop motion animation  Computer animation 23
  • 24. Traditional animation  Traditional animation (also known as hand-drawn animation, cel animation or classical animation) is an animation technique where all the frames used to create the illusion of motion are first drawn on paper and, consequently, done by hand. 24
  • 25. Traditional animation  Begins with a storyboard.  A preliminary soundtrack is recorded.  Penciled drawings are made by lead animators of keyframes.  Pencil tests are prepared.  Artists called in-betweeners draw the frames between the keyframes.  The drawings are traced onto cels and painted.  Finally, they are photographed.  Some popular traditionally animated films are Snow White and the Seven Dwarfs (1937) and Pinocchio (1940). 25
  • 26. Stop motion animation  Stop motion animation -or stop frame animation- is a cinematic process or technique used to make real-world objects appear as if they were moving. Those objects are physically manipulated and photographed every time after being moved between frames.  When the sequence of images are displayed rapidly, the objects are “brought to life”. 26
  • 27. Stop motion animation  This technique is very similar to the cel animation one, except that instead of drawings it uses physical objects.  There are many different types of stop motion animation and they are usually named after the medium used to create the animation.  For example claymation –or clay animation- is a form of stop motion that uses figures made of clay, like Wallace & Gromit.  Puppet animation is the one that uses still puppets, as in Coraline (2009). 27
  • 28. Computer animation  Computer animation, also called CGI animation, is the technique used by generating animated images with computer graphics. Computer animation is broken down into two categories.  Computer-assisted animation is when traditional animations are computerized.  On the other hand, computer-generated animation is the one designed solely on the computer system using animation and 3D graphics software. 28
  • 29. Computer Assisted Animation  The computer is used to make the animation process quicker and easier.  Usually involves 2-D images  Can be hand-drawn and scanned into the computer.  Can be drawn directly into the computer using graphics tablets.  The images are positioned into keyframes containing the most important movements.  Tweening is then performed by the computer to create images between keyframes. 29
  • 30. Computer Assisted Animation Even though computers are now used extensively, many traditional steps are still used.  Storyboarding  Pencil Testing  Keyframes  Tweening 30
  • 31. Computer Generated Animation  All images, objects and animation are created on the computer.  Typically uses 3-D images.  Adds two steps to the animation process.  Modeling – process of creating a wireframe structure of the 3-D objects and scenes.  Rendering – process of applying colors, textures, shadows, transparency, etc. to create the final image or animation. 31
  • 32. Computer animation  Modern computer animation usually uses 3D computer graphics but 2D computer graphics are still used from time to time. Computer-generated animation is very useful when it comes to creating crowd scenes or special effects, etc.  Nowadays, most animated movies are created using computer graphics. Pixar, Dreamworks or even Disney, are studios that are using this type of animation to create the majority of their movies.  Some examples of computer-generated films are How to Train Your Dragon (2010), Tangled (2010), Brave (2012), etc. 32
  • 33. Uses of Computer Animation How are the types of computer animations used?  Entertainment  Advertisement  Selling  Teaching  Training 33
  • 34. Uses of Computer Animation  Entertainment  Films, computer games and virtual reality.  3D graphics are popular for these types of animations because they are more realistic.  Virtual Reality is the use of technology to immerse a user into an artificial environment.  Interaction occurs when the user moves around and manipulates simulated 3D objects in the environment.  Requires high-quality graphics using 3D technology.  Requires high frame rates for smooth motion, and high image resolution for realistic detail. 34
  • 35. What type of graphics are used in virtual reality? 3-dimensional. 35
  • 36. Uses of Computer Animation  Advertising  Animation can be used to catch the viewer’s eye.  Popular for banner ads on websites.  Selling – showcasing products or services.  Teaching – illustrating concepts or processes.  Training – simulating events or demonstrating techniques in presentations. 36