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ANIMATION AND IT’S TYPES
PRESENTED BY:
SAMEER VISHWAKARMA
M.Tech.( Production )
First Year
SUBMITTED TO-
DR. KAMAL SHARMA
DEPTT. OF MECH. ENGG.
OUTLINES-
 Introduction
 History
 The Devices and Techniques
 Animation Parameters and Terms
 Types of Animation
 References
INTRODUCTION
 THE FACT
An image stays on the retina for about
1/10 of a second. This feature is
called persistence of vision. Due to this,
when many still images are shown in a
sequence; they give the illusion of moving
images.
* Movies and animation are made by
exploiting this property of the human eye.
What is Animation?
The word Animation is generated from word 'anime'
which means life. Animation is 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.
Keep in Mind our eyes store the images for 10
The bouncing ball is
continuous frame by frame
display of 6 frames.
HISTORY OF ANIMATION
A 5,200-year old pottery bowl discovered in Shahr-e Sukhteh, Iran has
five sequential images painted around it that seem to show phases of
a goat leaping up to nip at a tree.
An Egyptian Mural approximately
4000 years old, found in the tomb
of Khnumhotep at the Beni
Hassan cemetery, features a very
long series of images that apparently
depict the sequence of events in
a wrestling match.
Contd…
HISTORY OF ANIMATION Contd….
 Seven drawings by Leonardo da Vinci (c. 1510) extending over two
folios in the Windsor Collection, Anatomical Studies of the Muscles of
the Neck, Shoulder, Chest, and Arm, have detailed renderings of the
upper body and less-detailed facial features. The sequence shows
multiple angles of the figure as it rotates and the arm extends.
Because the drawings show only small changes from one image to the
next, together they imply the movement of a single figure.
 16th to 19th century: the magic lantern, which was used for projection
of images.
 20th Century: Praxinoscope, dwawing book and computers (2D
animation and little 3D)
 21st Century: 2D and 3D and now 5D and 7D animations are also in
action
 The first film recorded on a filmstrip was made in 1900, which included animated
sequences where J. Stuart Blackton draws a man on an aisle holding a bottle of wine,
and the man grabbing the bottle. Blackton followed it up five years later with
the Humorous Phases of Funny Faces, which cemented J.Stuart Blackton as the
forefather of American animation.
 Stepping to France in 1908, we saw the world’s first fully animated film, made by the
French artist Émile Cohl. The film was called Fantasmagorie, which contained stick
figures encountering various inanimate objects.
 As the 1910’s rolled around, studio produced animations came into fruition with the
newspaper cartoonist Winsor McCay, who directed several animated shorts. During
the 1910’s, animations we’re called ‘Cartoons’. They we’re mainly produced for
cinemas as pre-show attractions, to be screened before the feature film. John
Randolph Bray and Earl Hurdwere the most successful animation producers of the
decade, and were responsible for patenting the cell animation process, which would
later dominate the animation industry for most of the century.
 Nowadays, traditional animation is being done mostly on computers by using a
tablet (such as the Wacom Cintiq.) It is usually animated on 12 frames per second,
with occasional faster actions animated on 24 frames per second.
Animation Devices
1.The Magic Lantern(1650)
The techniques of animation that we are more familiar with, however,
first appeared in 1650 as The Magic Lantern, by the Venetian inventor
Giovanni Fontana (whether or not he truly is the inventor is still highly
debated). A simple lantern with a strip of animation sliding past a
crude lens, illuminated by a single candle, was humankind’s first
introduction to projection.
2. Phantasmagoria(1770 apx.)
It was a form of horror theatre that
(among other techniques) used one or
more magic lanterns to project
frightening images such as skeletons,
demons, and ghosts onto walls, smoke,
or semi-transparent screens, typically
using rear projection to keep the
lantern out of sight. Mobile or portable
projectors were used, allowing the
projected image to move and change
size on the screen
3. Thaumatrope (1825)
A disk with a picture on each side is attached to two pieces of string.
When the strings are twirled quickly between the fingers the two
pictures appear to blend into one due to the persistence of vision.
4. Zoetrope(1833)
A zoetrope is one of several pre-film animation devices
that produce the illusion of motion by displaying a
sequence of drawings or photographs showing progressive
phases of that motion.
5.Praxinoscope(1877)
The praxinoscope was an animation device, the successor to
the zoetrope. It was invented in France in 1877 by Charles-Émile
Reynaud. Like the zoetrope, it used a strip of pictures placed
around the inner surface of a spinning cylinder.
6.Flip Book(1868)
 John Barnes Linnett patented the first flip book in 1868 as
the kineograph.
A flip book is a small book with relatively springy pages, each
having one in a series of animation images located near its
unbound edge.
7.Computers
Computer animation is the process used for generating animated
images. The more general term computer-generated imagery (CGI)
encompasses both static scenes and dynamic images, while
computer animation only refers to the moving images. Modern
computer animation usually uses 3D computer graphics, although 2D
computer graphics are still used for stylistic, low bandwidth, and
faster real-time renderings. Sometimes, the target of the animation is
the computer itself, but sometimes film as well.
ANIMATION PARAMETERS AND TERMS
TERM DEFINITION
Animation Clip Animation data that can be used for animated characters or simple
animations. It is a simple “unit” piece of motion, such as (one
specific instance of) “Idle”, “Walk” or “Run”.
Animation Curves Curves can be attached to animation clips and controlled by various
parameters from the game.
Avatar Mask A specification for which body parts to include or exclude for a
skeleton. Used in Animation Layers and in the importer.
Animation Clip Terms
Avatar terms
TERM DEFINITION
Avatar An interface for retargeting one skeleton to another.
Retargeting Applying animations created for one model to another.
Rigging The process of building a skeleton hierarchy of bone joints for your mesh. Performed with an external
tool, such as Max or Maya.
Skinning The process of binding bone joints to the character’s mesh or ‘skin’. Performed with an external tool,
such as Max or Maya.
Muscle definition This allows you to have more intuitive control over the character’s skeleton. When an Avatar is in place,
the Animation system works in muscle space, which is more intuitive than bone space.
T-pose The pose in which the character has their arms straight out to the sides, forming a “T”. The required pose
for the character to be in, in order to make an Avatar.
Bind-pose The pose at which the character was modelled.
Human template A pre-defined bone-mapping. Used for matching bones from FBX files to the Avatar.
Translate DoF The three degrees-of-freedom associated with translation (movement in X,Y & Z) as opposed to rotation.
Animator and Animator Controller Terms
TERM DEFINITION
Animator Component Component on a model that animates that model using the Animation system. The component has a
reference to an Animator Controller asset that controls the animation.
Root Motion Motion of character’s root, whether it’s controlled by the animation itself or externally.
Animator Controller The Animator Controller controls animation through Animation Layers with Animation State Machines
and Animation Blend Trees, controlled by Animation Parameters. The same Animator Controller can
be referenced by multiple models with Animator components.
Animator Window The window where the Animator Controller is visualized and edited.
Animation Layer An Animation Layer contains an Animation State Machine that controls animations of a model or part
of it. An example of this is if you have a full-body layer for walking or jumping and a higher layer for
upper-body motions such as throwing an object or shooting. The higher layers take precedence for
the body parts they control.
Animation State Machine A graph controlling the interaction of Animation States. Each state references an Animation Blend
Tree or a single Animation Clip.
Animation Blend Tree Used for continuous blending between similar Animation Clips based on float Animation Parameters.
Animation Parameters Used to communicate between scripting and the Animator Controller
Inverse Kinematics (IK) The ability to control the character’s body parts based on various objects in the world.
TYPES OF ANIMATION
There are five types of ANIMATION-
1. Traditional Animation
2. 2D Vector-based Animation
3. 3D computer Animation
4. Motion Graphics
5. Stop Motion
1.Traditional Animation(2D,Cell, Hand Drawn)
 TraIn traditional animation,
animators draw images on a
transparent piece of paper
fitted on a peg using a
colored pencil, one frame at
the time.
 rough drawings are needed
 lengthy and costly
2.2DVector-based Animation
 Vector-based animations, meaning computer generated 2D
animations, uses the exact same techniques as traditional
animation, but benefits from the lack of physical objects
needed to make traditional 2D animations, as well as the
ability to use computer interpolation to same time.
3. 3D computer Animation
 3D animation, also referred to as CGI, or just CG, is made
by generating images using computers. That series of
images are the frames of an animated shot.
 The animation techniques of 3D animation has a lot of similarities
with stop-motion animation, as they both deal with animating and
posing models, and still conforms to the frame-by-frame approach of
2D animation, but it is a lot more controllable since it’s in a digital
work-space.
 Instead of drawn or constructed with clay, characters in 3D animation
are digitally modeled in the program, and then fitted with a
‘skeleton’ that allows animators to move the models.
4. Motion Graphics
 Think animated logos, explainer videos, app commercials,
television promos or even film opening titles.
 they don’t require knowledge of body mechanics or
acting, but they do have some attributes in common such
as understanding good composition and the all important
camera motion.
5. Stop Motion
 Stop-Motion animation can be referred to any animation that uses objects that are
photographed in a sequence to create the illusion of movement.
 The process of stop-motion animation is very long, as each object has to be carefully
moved inch by inch, while it’s being photographed every frame, to create a fluid
sequence of animation.
 TYPES of STOP MOTION Animation-
 Claymation
 Action Figures / Lego
 Pixelation
 Puppets
 Cut-Out
 Silhouett
Claymation
Action Figures / Lego
Pixelation
Puppets
Cut-Outs
Silhouett
Animation

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Animation

  • 1. ANIMATION AND IT’S TYPES PRESENTED BY: SAMEER VISHWAKARMA M.Tech.( Production ) First Year SUBMITTED TO- DR. KAMAL SHARMA DEPTT. OF MECH. ENGG.
  • 2. OUTLINES-  Introduction  History  The Devices and Techniques  Animation Parameters and Terms  Types of Animation  References
  • 3. INTRODUCTION  THE FACT An image stays on the retina for about 1/10 of a second. This feature is called persistence of vision. Due to this, when many still images are shown in a sequence; they give the illusion of moving images. * Movies and animation are made by exploiting this property of the human eye.
  • 4. What is Animation? The word Animation is generated from word 'anime' which means life. Animation is 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. Keep in Mind our eyes store the images for 10 The bouncing ball is continuous frame by frame display of 6 frames.
  • 5. HISTORY OF ANIMATION A 5,200-year old pottery bowl discovered in Shahr-e Sukhteh, Iran has five sequential images painted around it that seem to show phases of a goat leaping up to nip at a tree. An Egyptian Mural approximately 4000 years old, found in the tomb of Khnumhotep at the Beni Hassan cemetery, features a very long series of images that apparently depict the sequence of events in a wrestling match. Contd…
  • 6. HISTORY OF ANIMATION Contd….  Seven drawings by Leonardo da Vinci (c. 1510) extending over two folios in the Windsor Collection, Anatomical Studies of the Muscles of the Neck, Shoulder, Chest, and Arm, have detailed renderings of the upper body and less-detailed facial features. The sequence shows multiple angles of the figure as it rotates and the arm extends. Because the drawings show only small changes from one image to the next, together they imply the movement of a single figure.  16th to 19th century: the magic lantern, which was used for projection of images.  20th Century: Praxinoscope, dwawing book and computers (2D animation and little 3D)  21st Century: 2D and 3D and now 5D and 7D animations are also in action
  • 7.  The first film recorded on a filmstrip was made in 1900, which included animated sequences where J. Stuart Blackton draws a man on an aisle holding a bottle of wine, and the man grabbing the bottle. Blackton followed it up five years later with the Humorous Phases of Funny Faces, which cemented J.Stuart Blackton as the forefather of American animation.  Stepping to France in 1908, we saw the world’s first fully animated film, made by the French artist Émile Cohl. The film was called Fantasmagorie, which contained stick figures encountering various inanimate objects.  As the 1910’s rolled around, studio produced animations came into fruition with the newspaper cartoonist Winsor McCay, who directed several animated shorts. During the 1910’s, animations we’re called ‘Cartoons’. They we’re mainly produced for cinemas as pre-show attractions, to be screened before the feature film. John Randolph Bray and Earl Hurdwere the most successful animation producers of the decade, and were responsible for patenting the cell animation process, which would later dominate the animation industry for most of the century.  Nowadays, traditional animation is being done mostly on computers by using a tablet (such as the Wacom Cintiq.) It is usually animated on 12 frames per second, with occasional faster actions animated on 24 frames per second.
  • 9. 1.The Magic Lantern(1650) The techniques of animation that we are more familiar with, however, first appeared in 1650 as The Magic Lantern, by the Venetian inventor Giovanni Fontana (whether or not he truly is the inventor is still highly debated). A simple lantern with a strip of animation sliding past a crude lens, illuminated by a single candle, was humankind’s first introduction to projection.
  • 10. 2. Phantasmagoria(1770 apx.) It was a form of horror theatre that (among other techniques) used one or more magic lanterns to project frightening images such as skeletons, demons, and ghosts onto walls, smoke, or semi-transparent screens, typically using rear projection to keep the lantern out of sight. Mobile or portable projectors were used, allowing the projected image to move and change size on the screen
  • 11. 3. Thaumatrope (1825) A disk with a picture on each side is attached to two pieces of string. When the strings are twirled quickly between the fingers the two pictures appear to blend into one due to the persistence of vision.
  • 12. 4. Zoetrope(1833) A zoetrope is one of several pre-film animation devices that produce the illusion of motion by displaying a sequence of drawings or photographs showing progressive phases of that motion.
  • 13. 5.Praxinoscope(1877) The praxinoscope was an animation device, the successor to the zoetrope. It was invented in France in 1877 by Charles-Émile Reynaud. Like the zoetrope, it used a strip of pictures placed around the inner surface of a spinning cylinder.
  • 14. 6.Flip Book(1868)  John Barnes Linnett patented the first flip book in 1868 as the kineograph. A flip book is a small book with relatively springy pages, each having one in a series of animation images located near its unbound edge.
  • 15. 7.Computers Computer animation is the process used for generating animated images. The more general term computer-generated imagery (CGI) encompasses both static scenes and dynamic images, while computer animation only refers to the moving images. Modern computer animation usually uses 3D computer graphics, although 2D computer graphics are still used for stylistic, low bandwidth, and faster real-time renderings. Sometimes, the target of the animation is the computer itself, but sometimes film as well.
  • 16. ANIMATION PARAMETERS AND TERMS TERM DEFINITION Animation Clip Animation data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. Animation Curves Curves can be attached to animation clips and controlled by various parameters from the game. Avatar Mask A specification for which body parts to include or exclude for a skeleton. Used in Animation Layers and in the importer. Animation Clip Terms
  • 17. Avatar terms TERM DEFINITION Avatar An interface for retargeting one skeleton to another. Retargeting Applying animations created for one model to another. Rigging The process of building a skeleton hierarchy of bone joints for your mesh. Performed with an external tool, such as Max or Maya. Skinning The process of binding bone joints to the character’s mesh or ‘skin’. Performed with an external tool, such as Max or Maya. Muscle definition This allows you to have more intuitive control over the character’s skeleton. When an Avatar is in place, the Animation system works in muscle space, which is more intuitive than bone space. T-pose The pose in which the character has their arms straight out to the sides, forming a “T”. The required pose for the character to be in, in order to make an Avatar. Bind-pose The pose at which the character was modelled. Human template A pre-defined bone-mapping. Used for matching bones from FBX files to the Avatar. Translate DoF The three degrees-of-freedom associated with translation (movement in X,Y & Z) as opposed to rotation.
  • 18. Animator and Animator Controller Terms TERM DEFINITION Animator Component Component on a model that animates that model using the Animation system. The component has a reference to an Animator Controller asset that controls the animation. Root Motion Motion of character’s root, whether it’s controlled by the animation itself or externally. Animator Controller The Animator Controller controls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator components. Animator Window The window where the Animator Controller is visualized and edited. Animation Layer An Animation Layer contains an Animation State Machine that controls animations of a model or part of it. An example of this is if you have a full-body layer for walking or jumping and a higher layer for upper-body motions such as throwing an object or shooting. The higher layers take precedence for the body parts they control. Animation State Machine A graph controlling the interaction of Animation States. Each state references an Animation Blend Tree or a single Animation Clip. Animation Blend Tree Used for continuous blending between similar Animation Clips based on float Animation Parameters. Animation Parameters Used to communicate between scripting and the Animator Controller Inverse Kinematics (IK) The ability to control the character’s body parts based on various objects in the world.
  • 19. TYPES OF ANIMATION There are five types of ANIMATION- 1. Traditional Animation 2. 2D Vector-based Animation 3. 3D computer Animation 4. Motion Graphics 5. Stop Motion
  • 20. 1.Traditional Animation(2D,Cell, Hand Drawn)  TraIn traditional animation, animators draw images on a transparent piece of paper fitted on a peg using a colored pencil, one frame at the time.  rough drawings are needed  lengthy and costly
  • 21. 2.2DVector-based Animation  Vector-based animations, meaning computer generated 2D animations, uses the exact same techniques as traditional animation, but benefits from the lack of physical objects needed to make traditional 2D animations, as well as the ability to use computer interpolation to same time.
  • 22. 3. 3D computer Animation  3D animation, also referred to as CGI, or just CG, is made by generating images using computers. That series of images are the frames of an animated shot.  The animation techniques of 3D animation has a lot of similarities with stop-motion animation, as they both deal with animating and posing models, and still conforms to the frame-by-frame approach of 2D animation, but it is a lot more controllable since it’s in a digital work-space.  Instead of drawn or constructed with clay, characters in 3D animation are digitally modeled in the program, and then fitted with a ‘skeleton’ that allows animators to move the models.
  • 23. 4. Motion Graphics  Think animated logos, explainer videos, app commercials, television promos or even film opening titles.  they don’t require knowledge of body mechanics or acting, but they do have some attributes in common such as understanding good composition and the all important camera motion.
  • 24. 5. Stop Motion  Stop-Motion animation can be referred to any animation that uses objects that are photographed in a sequence to create the illusion of movement.  The process of stop-motion animation is very long, as each object has to be carefully moved inch by inch, while it’s being photographed every frame, to create a fluid sequence of animation.  TYPES of STOP MOTION Animation-  Claymation  Action Figures / Lego  Pixelation  Puppets  Cut-Out  Silhouett