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ANIMACIJA
PONAVLJANJE ZA KOLEGIJ MULTIMEDIJSKI SUSTAVI
MARKO BUTERIN
Način rada animacije
Moguća zbog tromosti oka – kad vidimo objekt on ostaje zapamćen i dijelić sekunde nakon
Niz slika koji se razlikuje u detaljima – položaj, oblik
Minimalno 10 slika po sekundi
Ljudsko oko ih stapa jednu u drugu
Korištenje animacije
 privlačenje pažnje korisnika
 prikaz dinamičnosti sadržaja
 PowerPoint prezentacije
2-D i 3-D animacije – 2D starija, 3D na računalu
Klasična animacija
Televizijska animacija – 30 fps-a (frames per second)
Crtani filmovi – 24 fps-a
Optimiziranje – Cel animacija, tweening
Kompjutorska animacija
Manje frameova (Flash)
Više kadrova -> veća kvaliteta
Vremenska os (timeline) – kupno trajanje animacije
te kada se koji kadar priakzuje
Crtanje animacije
Ručno ili na računalu
Celuloidna animacija
Podloga je zasebna
Likovi se miču na prozirnim folijama
Tweening
Keyframe – prvi i zadnji kadar akcije
Tweening – proces crtanja međukadrova
(postepeno iz prvog prema zadnjem kadru)
Tehnika Disneyevih crtanih filmova
Digitalna animcija
Bitmape – svaki kadar se sprema i na kraju
objedinjuje u jednu datoteku
Vektorska grafika – ne sprema se svaki kadar
već se mijenja u realnom vremenu
Tweening – pomoću interpolacije kod vektorskih
objekata
Tehnike animacije
Kadar po kadar – prvi i zadnji kadar se
znatno razlikuju, nema tweeninga
Path-based – objekt samo mijenja
položaj, ne i oblik
Morphing – pretapanje jedne slike u drugu, računalo
generira međuslike
Formati
.GIF – animirani gif, više odvojenih slika/kadrova
.AVI – Windowsov format temeljen na bitmapama
.MOV – Appleov format za animacije i video
.SWF – flash 2-D animacija, motion i shape tween, podržava zvuk, manji od gifa, vektorska
.DCR – Shockwave prilagođen webu
Primjena na Webu
Flash
Gif
Animirani PNG
JavaScript
SVG

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Mbuterin animacija

  • 1. ANIMACIJA PONAVLJANJE ZA KOLEGIJ MULTIMEDIJSKI SUSTAVI MARKO BUTERIN
  • 2. Način rada animacije Moguća zbog tromosti oka – kad vidimo objekt on ostaje zapamćen i dijelić sekunde nakon Niz slika koji se razlikuje u detaljima – položaj, oblik Minimalno 10 slika po sekundi Ljudsko oko ih stapa jednu u drugu
  • 3. Korištenje animacije  privlačenje pažnje korisnika  prikaz dinamičnosti sadržaja  PowerPoint prezentacije 2-D i 3-D animacije – 2D starija, 3D na računalu
  • 4. Klasična animacija Televizijska animacija – 30 fps-a (frames per second) Crtani filmovi – 24 fps-a Optimiziranje – Cel animacija, tweening
  • 5. Kompjutorska animacija Manje frameova (Flash) Više kadrova -> veća kvaliteta Vremenska os (timeline) – kupno trajanje animacije te kada se koji kadar priakzuje
  • 6. Crtanje animacije Ručno ili na računalu Celuloidna animacija Podloga je zasebna Likovi se miču na prozirnim folijama
  • 7. Tweening Keyframe – prvi i zadnji kadar akcije Tweening – proces crtanja međukadrova (postepeno iz prvog prema zadnjem kadru) Tehnika Disneyevih crtanih filmova
  • 8. Digitalna animcija Bitmape – svaki kadar se sprema i na kraju objedinjuje u jednu datoteku Vektorska grafika – ne sprema se svaki kadar već se mijenja u realnom vremenu Tweening – pomoću interpolacije kod vektorskih objekata
  • 9. Tehnike animacije Kadar po kadar – prvi i zadnji kadar se znatno razlikuju, nema tweeninga Path-based – objekt samo mijenja položaj, ne i oblik Morphing – pretapanje jedne slike u drugu, računalo generira međuslike
  • 10. Formati .GIF – animirani gif, više odvojenih slika/kadrova .AVI – Windowsov format temeljen na bitmapama .MOV – Appleov format za animacije i video .SWF – flash 2-D animacija, motion i shape tween, podržava zvuk, manji od gifa, vektorska .DCR – Shockwave prilagođen webu