Computer animation

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Computer animation

  1. 1. SEMINAR ON SUBMITTED BY: Debasis Jena Regd. No.: 0505247160 Roll No. : 27 1ST YEAR MCA(2ND SEMISTER) UNDER THE GUIDANCEOF: Mr. Surya Kanta Mohapatra DEPARTMENT OF COMPUTER SCIENCE AND APPLICATIONREGIONAL COLLEGE OF MANAGEMENT,BHUBANESWER CHANDRSEKHARPUR BHUBANESWAR – 751003
  2. 2. CERTIFICATE This is to certify that DEBASIS JENA of 2ndSemester MCA has delivered his seminar reporton “COMPUTER ANIMATION” and submitted hisreport for partial fulfillment of the requirementleading to award of Master’s Degree inComputer Application of Biju PatanaikUniversity of Technology under my guidanceand supervision. Mr Surya kanta Mohapatra Dept. Of MCA.
  3. 3. OUT LINES  Introduction  What is computer animation $ types  Process  Charts  Starting change  Computer games design  The uses of computer animation in science  Cartoon  New arts  Entertainment  Reference  Summary
  4. 4. What is Animation:-Animation has historically been produced in two ways. The first is byartists creating a succession of cartoon frames, which are thencombined into a film. A second method is by using physical models,e.g. King Kong, which are positioned, the image recorded, then themodel is moved, the next image is recorded, and this process iscontinued. OrAnimation is simply defined as the sequencing of a series of staticimages to generate the illusion of movement.Types of Animation SystemsSCRIPTING SYSTEMSScripting Systems were the earliest type of motion control systems. The animatorwrites a script in the animation language. Thus, the user must learn this languageand the system is not interactive. One scripting system is ASAS (Actor ScriptAnimation Language), which has syntax similar to LISP. ASAS introduced theconcept of an actor, i.e., a complex object which has its own animation rules. Forexample, in animating a bicycle, the wheels will rotate in their own coordinatesystem and the animator doesnt have to worry about this detail. Actors cancommunicate with other actors be sending messages and so can synchronizetheir movements. This is similar to the behavior of objects in object-orientedlanguages.
  5. 5. PROCEDURAL ANIMATIONProcedures are used that define movement over time. These might beprocedures that use the laws of physics (Physically - based modeling) oranimator generated methods. An example is a motion that is the result of someother action (this is called a "secondary action"), for example throwing a ballwhich hits another object and causes the second object to move.REPRESENTATIONAL ANIMATIONThis technique allows an object to change its shape during the animation. Thereare three subcategories to this. The first is the animation of articulated objects,i.e., complex objects composed of connected rigid segments. The second is softobject animation used for deforming and animating the deformation of objects,e.g. skin over a body or facial muscles. The third is morphing which is thechanging of one shape into another quite different shape. This can be done intwo or three dimensions.STOCHASTIC ANIMATIONThis uses stochastic processes to control groups of objects, such as in particlesystems. Examples are fireworks, fire, water falls, etc.BEHAVIORAL ANIMATIONObjects or "actors" are given rules about how they react to their environment.Examples are schools of fish or flocks of birds where each individual behavesaccording to a set of rules defined by the animator.
  6. 6. WHAT IS COMPUTER ANIMATIONAnimation has historically been produced in 2ways.  By artists creating a succession of cartoon frames, which are then combined into a film. Computer animation can be produced by using a rendering machine toproduce successive frames wherein some aspect of the image is varied. For asimple animation this might be just moving the camera or the relative motion ofrigid bodies in the scene. This is analogous to the second technique describedabove, i.e., using physical models. More sophisticated computer animation canmove the camera and/or the objects in more interesting ways, e.g. alongcomputed curved paths, and can even use the laws of Physics to determine thebehavior of objects.  By using physical models, e.g. King Kong, which are positioned, the image recorded, then the model is moved, the next image is recorded, and this process is continued.
  7. 7. TYPES OF COMPUTER ANIMATION2D ANIMATION2D animation using Flash and Swish can produce sophisticated presentations,demonstrations, simulations and stories.Swish is a animation program which is cheap & easy to use. Only available forPC’s at this stage. It is easy to build and create simple animations and use thesein a number of outputs from web to power point .Drawing from traditional and digital sources, including Flash animation, thiscategory invites entries from all facets of 2D animation.Theanimation may havebeen used on the web, as part of a multimedia presentation, short film (notexceeding 10 minutes), video production, television commercial etc. 3 D ANIMATION3d animation is also same procedure . Compositing is the combining of two ormore pictures... such as picture from Poser with a picture from Bryce.Compositing is not terribly sophisticated yet, as you will soon learn, it can beextremely challenging. I think it is great fun!You are probably asking yourself, "How difficult can be be to stick one picture ontop of another? Where is the fun and the challenge in that?"
  8. 8. Compositing does more than just placing the actors from Poser into a movie setcreated in Bryce. Probably the most important use of compositing in After Effectsis to simulate a multiplane animation camera. With a multiplane animationcamera, we can create the illusion of 3D animation from still images with verylittle rendering time.Animation is Based on three basicApproachesKey frame-The technique that’s most similar to conventional animation, key framingrequires animators to draw key frame on a computer. With computers, the animator would specify the keyframes and the computerwould draw the in-between frames ( "tweening"). Many different parameters canbe interpolated but care must be taken in such interpolations if the motion is tolook "real". For example in the rotation of a line, the angle should be interpolatedrather than the 2D position of the line endpoint.Motion capture- Models wear special badges that allows a group of videocameras to track their motion.Simulation- Computer models simulates the motion of a person or animals ,based on the laws of physics.
  9. 9. PROCESS :- CAMERA PICTURE COMPUTER MAKING FILMIn film and video production the cinematographer sets the camera shots anddecides what camera movement is necessary for a scene. An excellent way tolearn how to be a cinematographer is to take filmmaking courses, since themethods of figure described as, are valid for computer animation.The above film cinematography First of all the photographs taken by the camera, then those photographspassed toThe computer through iphoto.iPhoto was used to move the photographs fromthe cameras or disks into the computers. The workers in teams to organize andsequence the photographs. iPhoto™ has the capability of enhancing, rotating orcropping the images, making it a very useful computer application for aspiringfilm editors. The workers continually checked the storyboard to make sure that allaspects of the story were included in the filming--if they were missing someelement, the workers reported this to the workers who were doing the camerawork so that the scene could be re-filmed. When the filming was finished, theworkers used iMovie3™ to sequence the images according to the storyboard.
  10. 10. Overall Animation Process
  11. 11. OVERALL PROCESS The overall process consists of the following steps:  Preparation of paper drawing & Exposure sheet.  These are then Scanned & Vectored for inking &printing.  The printing &inking is assisted with digital drawing &color modeling.  It is then sent for rendering via 3D scene planning followed by effect & compositing.  The rendering process involve Film format, video format, Web format.  It is the overall process for ANIMATION. CHART COMPUTER ANIMATION ENTERTAINMENT ENGINEERING SCIENCEVIDEO GAMES MOVIES
  12. 12. Computer animation is divided into three fields .Entertainment .Engineering .ScienceThe example of entertainment is video game and the example of engineering ismovies etc. In case of science field uses of computer animation is in NASA. STARTING CHANGESIn previous time the animation were doing by using 2d animation only. But now adays all the animation are doing by using both the 2d and 3d animation .Incase of2d animation they were not doing proper animation, after animation they were notlooking original they were looking animated .But now a days with the help of both2d and 3d animation the pictures are looking so real. Sothat no one can say thatthis is a animated picture. Also the sound systems are so real. In this way many more changes have done from earlier animation andrecent animation.COMPUTER GAME DESIGN 1A: DESIGN DOCUMENTATIONThe Components of Computer Games • Graphics, Interface, Game Play, Sound, Immersive ness, Story and tradeoffs between components. • Competitive Analysis • The Design Documentation required by the industry for games design • Interface Documentation • Actors Documentation • Actions Documentation
  13. 13. • Behaviours Documentation • Levels Documentation (outline) • Options Documentation • Supporting Documents GAMES ENGIGNES AND PHYSICS Introduce you to the fundamentals of how a game works. • Games Engines, • Physics Engines, • Audio Engines, • Rendering Engines All work together to produce the movement, sound and game play of acomputer game and also the C++ programming language is used in the gamesenvironment. The programmes are made first then they are utilises as game .Allabove engines are works together for making games.ANIMATION IN CADCAD is the use of computer hardware, software and peripherals to producegraphic images. An almost endless variety of computer-generated images ispossible with this technology; the designer is limited only by his or her ownimagination. OTHER APPLICATION. Engineering drawings, graphics and technical illustrations; architecturaldrawings and renderings; and electronics, mechanical, civil and businessgraphics .
  14. 14. WHEN TO USE ANIMATED CHATS Animated chats add depth to your data. They highlight valuable informationand support memory retention. If you need to emphasize a Data Point when itreaches a critical value – a pressure value, high/low sales numbers, or a stocksell price - an animated chat ensures your point will be made and remembered. THE USES OF COMPUTER ANIMATION IN SCIENCE  In 2003 NASA will send out the first Martian air craft.  Scientists were able to use comp. animation to plan the landing.  Ability to predict damage in case of ill weather. CARTOON The first is by artists creating a succession of cartoon frames. , which arethen combined into a film. A second method is by using physical models. It means that first the artists they create the cartoon frames. Thenaccording to the story all are first suffle and then one by one all combinedtogether. And then make the cartoon movies. Which are just like real, but these types of work were not happening inearlier time. But now a day we they are giving shadow, sound, and real move’sthat peoples are enjoying it very much.
  15. 15. NEW ARTS  Uses for computer animation have now become more diverse and even for artistic purposes it is being used.  The animation has become extremely sophisticated.  More volume has been added.  One can distinguish far distances. ENTERTAINMENT Most resent animated films today are made with computer animation. In entertainment, it has become very popular. This field in computers has created great success for those who specialize in it. Today, there are names that most people naturally know because they are responsible for many popular films. SUMMARY  Computer animation is a vast field.  It is still in a stage of updating i.e. to apply more & more effect to make it even.  More attractive.  In the field of science & tech., its contribution is commanding.  It’s like a racing horse.
  16. 16. REFERRENCES www.google.com Entertainment.lycos.com www.elmundo.es/navegante/2000/08/30/pixar.html Corporate.pixar.com/top_press.cfm

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