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TRIBHUVAN UNIVERSITY
PRIME COLLEGE
Institute of Science and Technology
A Final Year Internship Report
On
“2D Animation of Character Ninja”
At
R&D Bridge Kathmandu Pvt. Ltd.
Under the supervision of
Mrs. Dikshya Singh Gupta
Submitted By:
Saroj Gautam [4915/071]
Submitted To:
Department of Computer Science and Information Technology
Prime College
An Intern Report submitted in the partial fulfillment of the requirement for the
degree of
Bachelor of Science in Computer Science and Information Technology
Awarded by IOST, Tribhuvan University, Nepal
January, 2019
Date: ……………….
SUPERVISOR’S RECOMMENDATION
It is my pleasure to recommend that a report on “2D Animation of Character
Ninja” has been prepared under my supervision by Mr. Saroj Gautam
[4915/071] in partial fulfillment of the requirement for the degree of Bachelor of
Science in Computer Science and Information Technology (BSc.CSIT). Their
report is satisfactory to process for the future evaluation.
--------------------------------------------
Mrs. Dikshya Singh Gupta
Supervisor
Department of Computer Science & IT
Prime College
Date: ……………………….
CERTIFICATE OF APPROVAL
The undersigned certify that he has read and recommended to the Department of
Computer and Information Technology for acceptance, a project report entitled
“2D Animation of Character Ninja” submitted by Mr. Saroj Gautam
[4915/071] in partial fulfillment of the requirement for the degree of Bachelor of
Science in Computer Science and Information Technology (BSc.CSIT), Institute
of Science and Technology, Tribhuvan University.
------------------------------------
Mrs. Dikshya Singh Gupta
Coordinator
Department of Computer Science & IT
Prime College
-----------------------------------
Mr. Dhirendra Yadav
External Examiner, TU
------------------------------------
Mrs. Dikshya Singh Gupta
Supervisor
Department of Computer Science & IT
Prime College
i
ACKNOWLEDGEMENT
This internship period has been a very great learning experience for me as it has given
me the chance to understand how things are done outside the classroom. I have
learned a lot about project execution in the real world and my interpersonal skills and
self-confidence have improved significantly. This internship project on 2D
Animation of Character Ninja has helped me in my transition phase from a student
to professional. Thus, the vote of thanks goes to all people who are directly or
indirectly involved in this project.
First and foremost I would like to express my sincere gratitude towards Prime College
and Tribhuwan University for giving a course like Bachelors of Science in Computer
(B.Sc. CSIT) and providing the opportunity to work as an intern in the organization.
I would like to extend my gratitude to Prof. Dr. Krishna Kumar Shrestha
(Principal), Mrs. Dikshya Singh Gupta (Coordinator of BSc.CSIT at Prime College)
and (Supervisor) for providing necessary support and guidance.
I would like to extend my gratitude to R&D Bridge Kathmandu Pvt. Ltd. for selecting
me as an intern and for their assistant and support throughout my internship period. I
would like to express my sincere thanks to Mr. Bikash Bikram Thapa, Director,
R&D Bridge Kathmandu Pvt. Ltd., for providing me an opportunity to carry out the
internship task in his reputed organization. I would like to thank Mr. Sudeep Kuikel
for his careful and precious guidance and support throughout my internship period.
Lastly, I would like to express my sincere thanks to all the seniors and friends who
helped me directly or indirectly during this internship period.
Sincerely,
Saroj Gautam (4915/071)
ii
ABSTRACT
The Project being developed is the 2D animation of character Ninja which is an
animated character for the 2D game. The character is animated by using the Spine
software. Spine is the paid software used by the 2D animator to animate the image
character send to them.
In this project, an author have made the character alive by giving motion to it. The
author have done rig setup, mesh setup and have given animation to the character.
As per the requirement of the project, the character has been given three action which
are run, jump and attack.
.
Key Words : Spine, Rig Setup, Mesh Setup
iii
CONTENTS
Acknowledgement...................................................................................................... i
Abstract.....................................................................................................................ii
List of Figures ........................................................................................................... v
List of Tables............................................................................................................ vi
List of Abbreviatoion............................................................................................... vii
Chapter 1: INTRODUCTION.................................................................................... 1
1.1 Introduction ..................................................................................................... 1
1.1.1 Introduction to project................................................................................ 1
1.1.2 Scope......................................................................................................... 1
1.1.3 Limitations ................................................................................................ 2
1.1.4 Introduction to Organization ...................................................................... 2
1.1.5 Duration of Internship................................................................................ 4
1.2 Problem Statement........................................................................................... 5
1.3 Objective ......................................................................................................... 5
1.4 Responsibilities Assigned ................................................................................ 5
1.5 Motivation ....................................................................................................... 6
1.6 Report Organization......................................................................................... 6
CHAPTER 2: LITERATURE REVIEW.................................................................... 8
2.1 Introduction to Animation................................................................................ 8
2.2 History of Animation ....................................................................................... 8
2.3 Technique Applied in Animation ..................................................................... 9
2.3.1 Traditional Animation................................................................................ 9
2.3.2 2D Animation .......................................................................................... 11
2.3.3 Evolution to 3D Animation...................................................................... 12
2.4 Differences of 2D animation and 3D Animation............................................. 13
CHAPTER 3: ANALYSIS ...................................................................................... 14
3.1 Feasibility Study............................................................................................ 14
3.1.1 Technical Feasibility................................................................................ 14
3.1.2 Operational Feasibility............................................................................. 15
iv
3.1.3 Economic Feasibility ............................................................................... 15
3.1.4 Schedule Feasibility................................................................................. 15
CHAPTER 4: DESIGN ........................................................................................... 17
4.1 Introduction ................................................................................................... 17
4.2 Synopsis ........................................................................................................ 17
4.3 Structure Flowchart........................................................................................ 18
CHAPTER 5: IMPLEMENTATION....................................................................... 20
5.1 Introduction ................................................................................................... 20
5.2 Concept ......................................................................................................... 20
5.3 Part Separation............................................................................................... 20
5.4 Rigging.......................................................................................................... 21
5.5 Animation...................................................................................................... 22
CHAPTER 6: TESTING ......................................................................................... 23
6.1 Introduction ................................................................................................... 23
6.2 Testing Before the Development of the Project .............................................. 23
6.3 Testing During the Development of the Project.............................................. 24
6.4 Suggestion and Problems ............................................................................... 25
CHAPTER 7: CONCLUSION................................................................................. 26
7.1 Conclusion..................................................................................................... 26
7.2 Lesson Learnt ................................................................................................ 26
References............................................................................................................... 27
v
LIST OF FIGURES
Figure 1 Organisation hierarchy................................................................................. 3
Figure 2 The Cel Animation Technique ................................................................... 10
Figure 3 2D Animstion of Human and Animal Character......................................... 11
Figure 4 3D Animation of Animal Character ........................................................... 12
Figure 5 3D Animation of Human Character............................................................ 13
Figure 6 2D and 3D Animation................................................................................ 13
Figure 7 Image of Ninja........................................................................................... 17
Figure 8 Structure Flowchart of Ninja...................................................................... 18
Figure 9 Mesh of Ninja............................................................................................ 19
Figure 10 Bone Setup .............................................................................................. 19
Figure 11 Part Separation......................................................................................... 21
Figure 12 Rig Setup................................................................................................. 22
Figure 13 First Frame Animation ............................................................................ 22
vi
LIST OF TABLES
Table 1 Organisation details ...................................................................................... 4
Table 2 Duration of Internship................................................................................... 4
Table 3 Gantt Chart ................................................................................................. 16
vii
LIST OF ABBREVIATIONS
2D - Two Dimension
3D - Three Dimension
CGI - Computer Graphic Image
CPU - Central Processing Unit
MP - Media Player
IT - Information Technology
OS - Operating System
RAM- Random Access Memory
1
CHAPTER 1: INTRODUCTION
1.1 Introduction
1.1.1 Introduction to project
2D animation of Ninja is one of the many character of 2D game. The Ninja character
send by the client side is animated by using the spine software in this project.
Animation is the process in which a moving object is generated from an image, it’s
like giving life to an image. In the beginning, animation was done by hand and all of
frames in animation need to be drawn on a piece of paper. Even to develop a short
animated scene it required a huge amount of time. Cel animation, key frames, and
Rotoscoping techniques uses hand to create an animation.
With the development of computer technology there was a tremendous change in the
animation as well. The invention of software which enable an animator to develop 2-
Dimensional (2D) and 3-Dimensional (3D) animation, the area of animation have
been developed and it is used in many area of industry today.
2D animation and 3D animation makes people imagine the movement of realistic
character which is as real as life. The development of animation today, makes the
elements useful in multiple aspects. 2D and3D animation is used for the purpose of
advertisement on television, film production, video clip production and also games
industry. The most popular one of the usage of animation is in the film production.
Nowadays, in many films animated character are designed to perform action which
cannot be done by human character. This is especially for the animal character,
science fiction, cartoon character and many more. We have seen much animated
movies in the market todays. There are two kinds of animated film, the first one is a
cartoon character and the second one is in real character. For example Lion king, Lord
of the ring, Frozen which uses the 3D character that look like it is real. The example
of 3D animation using character such as Toy Story, Coco, Inside Out etc.
1.1.2 Scope
The industry of animation is developing rapidly with time. Animation as a career
option is a field where we can fulfill our dream of enjoy as you work, feel satisfied at
the end of our day and get praise from our clients as well. One can study animation,
graphics and multimedia courses either as a full-time or part-time student.. There are
2
many numbers of institutes in many places of Nepal, for providing training in
animation, graphics and multimedia. Many institutes also provide internship and
arranges for job placement during or after completion of the course.
Work opportunities for quality animators and related professionals like graphic
designer, multimedia developer and game developer, character designers, key frame
animators, 2D modelers, layout artists etc. exists in following sectors at large-
a) Advertising
b) Online and Print News Media
c) Film & Television
d) Cartoon production
e) Theater
f) Video Gaming
g) E-learning
Though, these are some examples only. Opportunities exists both with government as
well as private sector enterprises. Animation itself is an industry, and as industry it’s
on boom. There exist numerous animation houses both in Nepal and abroad who work
for client. An animator and multimedia professional can also work as freelancer or
start their own enterprise given entrepreneurial skills and funds for investments.
Animators work in various capacities. For details on career options in Animation,
Graphics, Multimedia & Gaming.
1.1.3 Limitations
The limitation of animation are:
a) They are expensive to create.
b) Sometime the efforts, outcomes may not be as expected.
1.1.4 Introduction to Organization
R&D Bridge Pvt. Ltd. was established in 2014 A.D. as an IT company. It is a one stop
creative solution with a diverse team of artistic and technical talents. It is an
outsourcing company which mostly deals with the projects given by the Japanese
Company name as R&D Bridge Pvt. Ltd. The company mainly focuses in 2D and 3D
Animation. The company makes motion production on the Nepal side, and confirm
and modify the production on the Japanese side. With this system, it is now possible
3
to provide high-quality game motion. Furthermore, by focusing exclusively on game
production motion creation, it has consolidated management resources and realized
services with animators. The company also support mass production. The company
mostly works by using Adobe Photoshop and Spine software. The main client of the
organization are:
 Exys
 Imagica Imagework
 Kadokawa Content Academy
 GREE
 SEGA
 Next Ninja
Figure 1 Organizational Hierarchy
4
The contact details of R&D Bridge Kathmandu Pvt. Ltd. are provide below:
Table1 Organization details
1.1.5 Duration of Internship
The final semester student of BSc. CSIT must involve in an Internship program. The
students require at least six credit hours (minimum of ten weeks or 180 hours long)
internship for attaining a successful completion of the degree. As per requirement, the
students need to do internship under sectors involving IT for at least 3 months. The
details about duration of internship of student Mr. Saroj Gautam is given below:
Table 2 Duration of Internship
Start Date 1 August 2018
End Date 31 October 2018
Organization R&D Bridge Kathmandu Pvt. Ltd.
Total Duration 3 months
Position Intern (Animation)
Supervisor Mr. Sudeep Kuikel
Office Hour 9:00 am - 6:00 pm
Working Days 5 days a week
Organization R&D Bridge Kathmandu Pvt. Ltd.
Organization Type Private Limited
Address Chappalkarkhana, Kathmandu
Contact number Tel: 977 (1) 5015539
5
1.2 Problem Statement
In animation development, the most critical problem is to create a good character
which could attract user’s attention. The character being developed should suitable
with the story line and could bring the message of the story. The weaknesses in
character design can cause the story will not be understandable and the message of the
story will not be reached by end users.
Today, 2D and 3D animation has become the popular types of animation to create
stories or simple animation movies. This happens due to the rapid changes from Cel
animation to 2D animation to 3D animation. Cel animation looks flat and the
movement of characters looks unrealistic which make the story being developed look
like immature. This scenario causes the message to be brought sometimes cannot
reach to the audience.
In terms of the film industry, 2D and 3D animation becomes one of the most
important parts especially for the story which involves science fictions. The
limitations of actin which can be done by human actor force the film director to hire a
good animator to create an animation for certain characters in their movie. This can be
seen such as the character of dinosaur in Dinosaur movie and the character of big king
kong in King Kong movies.
In rapid development on animation today, most of the animation being created
focuses on comedy, wars and happening stories. There are less of animation story
which focuses on moral value. Thus, in developing this projects, focus were given in
developing a character which could attract the user.
1.3 Objective
The objectives of Animation can be summarized into the following points:
a) To develop an interesting 2D and 3D animation which may attract user.
b) To entertain people with the help of animation story.
1.4 Responsibilities Assigned
The three months of internship in R&D Bridge Kathmandu Pvt. Ltd. involved various
activities and tasks as per the requirement of both the organization and the project.
The responsibilities assigned are given bellows:
 Part Separation
6
This includes editing and graphics designing of the character using Photoshop
CC and a Wacom.
 Rigging and Modeling
Bone setup and mesh creation of the character using Spine Software.
 Animation
Motion of the character, making the character alive by giving it actions.
Developing the timing and pace of the movements of a character or object
during the sequence of images and ensuring they follow action requirements
using Spine Software.
1.5 Motivation
As per the curriculum’s requirement, students are required to choose in IT related
field for our internship program. One has to apply in organization to work and learn as
an intern. Among the many organization, I was delighted to be chosen by R&D
Bridge Kathmandu Pvt. Ltd. as an intern in animation project. As being interested in
playing games and watching animated movies, I have an extreme desire to work in the
similar field. When I came to know the company was looking for the intern who has
knowledge of Photoshop, and interested in animation, I applied for the same.
1.6 Report Organization
This report contains 7 chapters.
Chapter 1 explains the introduction. Introduction chapter describes the basic of
animation development. Besides, it also touch on the scope and objective of the
project being developed and general information on animation development which is
based on the weaknesses and problem faced by the early style of animations.
Chapter 2 is the literature review. Literature review, consist of the history of
animation and the evolutions in animation which brought to the 2D and 3D animation
in the film industry.
Chapter 3 of this report concerned on feasibility analysis which includes technical,
operational, economical and schedule feasibility.
Chapter 4 in this report is design. Design becomes the most important part in
animation development where animator begins to develop their 2D character. In this
chapter, the explanations of the modeling process, rigging process, animation.
7
Chapter 6 is testing. Testing being done to examine the functionality of the overall
animation project. This ensure being that the short animation being developed accord
with the target user’s requirements.
Chapter 7 gives the conclusion and lesson learnt.
8
CHAPTER 2: LITERATURE REVIEW
2.1 Introduction to Animation
Animation is the method in which images are manipulated as moving objects.
Nowadays, animations have become one of the most developed fields in multimedia.
It is being used in many areas of industry especially in film industry, advertising and
promotional education and also in game industry. However peoples are never alert on
how the animation was begun and some particular thing which bring the animation to
what it is today. (Wikipedia)
Thus in this chapter it will touch briefly on the history of animation techniques being
used in animation. 2D animation and the evolution from 2D to 3D animation, and also
the difference between 2D and 3D animation.
2.2 History of Animation
It is said that the history of animation started long before the movies. Many people
contributed to make animation on what it is today, and make computer animation at
all possible. From using the moving images which consist of many sketches of scene
drawn on a paper, then developing techniques for creating animation using computer
the field of animations have developed to what it is today. Animation is a technique of
moving characters by combination of frames of picture following the sequence of it
movements. In 1833, the Phenakistiscope introduced the stroboscopic principle of
modern animation, which would also provide the basis for the zoetrope (1866), the
flip book (1868), the Praxinoscope (1877) and cinematography.
Some early filmmakers, including J. Stuart Blackton, Arthur Melbourne-Cooper,
Segundo de Chomón and Edwin S. Porter experimented with stop-motion animation,
possibly since around 1899. Blackton's The Haunted Hotel (1907) was the first huge
success that baffled audiences with objects apparently moving by themselves and
inspired other filmmakers to try the technique for themselves.
The first animated film is “Fantagmagore” was released on 1908 clone by Cohl
(MacLaughl. 2001). After that many animated films have been created and few
animation companies have been setup which involved in animation industry. The
early company that monopolies animation industry such as
9
Kansas City Slide Company (1920) Walt Disney Studio (1922) and Bray Studio
(1923).
All of the early animation was created in 2D (2—Dimensional) animation. However
trials to make 3D animation have been started before the invention of computers. That
is, in 1936 Max Fleischer produces "POPEYE THE SAILOR MEETS SINBAD
THESAILOR" a 20 minute film. It is shot on a horizontal rig with 3D (3-
Dimensional) models for background and the characters drawn on cels and placed
between two sheets of glass and set in front of the models (Cybulski, & Valentine,
1995). After the invention of computer on 1942, the first computer animation film is
created that is "Bouncing Ball" done at MIT by Saxenian (Cybulski &Valentine,
1995). And today, animation have becomes one of the biggest industries in the
broadcasting field. It is used not only for the purpose of films and cartoon
production only, even in another fields such as advertisement, games, and education.
2.3 Technique Applied in Animation
Since the early development of animation, there are various techniques applied in
animation some of which are described as below:
2.3.1 Traditional Animation
The traditional animation was the process which was used for most animated movies
in 20th
century which involves various methods. The most popular are Cel Animation
and Rotoscoping. Before the use of Cel animation the entire frame including the
background and all characters and items were drawn on a single sheet of paper and
then photographed. Everything had to be redrawn for eac frame containing
movements.
However, after the Cel animation invented by Earl Hurd and John Bray in1915 it
becomes an important innovation to traditional animation. It allows some parts of
each frame to be repeated from frame to frame. A simple example of using Cel
animation technique would be a scene with two characters on screen.one of which is
talking and the other standing silently. Since the latter character is not moving it can
be displayed in this scene using only one drawing, on one cel while multiple drawings
on multiple cels will be used to animate the speaking character.
10
Figure2 The Cel Animation technique
The second popular method of traditional animation is Rotoscoping. It was invented
by Max Fleischer in 1915. In Rotoscoping technique animation is "traced" over actual
film footage of actors and scenery. Traditionally, the live action will be printed out
frame by frame and registered. Another piece of paper is then placed over the live
action printouts and the action is traced frame by frame using a light box. The end
result still looks hand drawn but the motion will be remarkably lifelike. In
Rotoscoping, if the movie was supposed to contain in animate objects like a car or a
boat, a small live action model of the object was built and painted white, while the
edges of the model were painted with thin black lines. Most of the popular cartoons
use the Rotoscoping technique such as in Snow White and the Seven Dwarf and
Sleeping Beauty.
11
2.3.2 2D Animation
The 2D animation is the early styles in animation before the development of 3D
animation. The concept of 2D animation is arranging pictures or images in sequence
following its movements order. This called frame by frame oriented or picture by
picture.
In developing 2D animation animator or developer needs to draw the same character
in multiple movements on pieces of paper. After that, the papers contain movement of
image will be move quickly to make the characters looks alive. In this style the
patience of animator is very essential to draw thousands of movement for a character
in a film.
Nowadays, with computer technology 2D animation becomes a bit easy to be clone.
Animator just needs to master 2D animation software to create an animation. The
most popular software use to create 2D animation is Macromedia Flash and Teen
Boom.
Many 2D animation stories have been created and it's dominating the animation
market until today. However the movements of character in 2D animation look flat
and sometimes not attractive.
Figure3 2D Animation of human and animal character
12
2.3.3 Evolution to 3D Animation
The 3D animation evolves from the usage of 2D animation. 3D animation becomes
popular due to the weaknesses of 2D animation and desire of animator and developer
to create animation that looks like in reality.
3D animation is a process where characters or objects are created as moving images.
Rather than traditional flat or 2D characters, these 3D animation images give the
impression of being able to move around characters and observe them from all angles,
just like real life (Christensen, 2005). 3D animation technology is relatively new and
if done by hand would take thousands of hours to complete one short section of
moving film. The employment of computers and software has simplified and
accelerated the 3D animation process. As a result the number of 3D animators as well
as the use of 3D animation technology has increased.
The evolution of 3D animation move together with the rapid development of
computer technology. The invention of Computer Graphic Image (CGI) that can be
installed in a computer bring a great view of visual and this contribute to the
production of a good 3D animation performance.
Figure 4 3D animation of animal character
Furthermore there are many 3D software tools have been created to make 3D
animation. Some of the popular one is Studio 3D Max, Poser and Maya. All of this
software increased the productivity of 3D animation production.
13
Figure5 3D animation of Human character
2.4 Differences of 2D animation and 3D Animation
The difference between 2D and 3D animation can be seen in image design, character
movements, background coloring styles and many more. In term of images, 3D
animation look like realistic and attractive than 2D animation which the image look
flat. In 3D animation the character is designed to be look alive so that it can attract the
end user attention. As being stated before the development of Computer Graphic
Image create a new technique in animation. The CGI technique help animator to
create great animation movements rather than using the manual technique.
In term of background and stage development, 3D animation can be matched with the
real background. Since the character look like realistic, so there is no problem to
combine 3D animation with a realistic background. This cannot be done to 2D
animation where animator forced to draw the background of every scene in a story.
Figure 6 2D and 3D animation
14
CHAPTER 3: ANALYSIS
3.1 Feasibility Study
3.1.1 Technical Feasibility
Technical feasibility ensures that the given project can be developed using the
existing technology or not. In order to proceed the project the computer system must
have following hardware and software requirements.
The hardware requirement for the project is described below:
Intel(R) Core i5-2450M Central Processing Unit (CPU) 2.50Gh
The power of processing units being used influenced the performance of animation
being developed. Processor determines how fast data can be processed. The minimum
specification to developed animation is Intel Core i5-2450M Central Processing Unit
(CPU) 2.50Gh.
Hard Disk 500 GB
Internal Hard Disk used in these projects is required to store all the information being
collected store the model being created and stored the end product of animation. The
minimum capacity of storage device can be used as little as
200GB.
Two HD Monitor Screen
The monitor is used to view the animation character in detail. For part separation,
rigging and animation it is recommended to use two HD monitor screen.
Graphics Card 512 MB
To enhance the graphics presentation of the animation it is suggested that graphics
card should be installed into the computer. This is because it will help to give a good
view of animation to the user rather than using integrated graphics.
Memory Chip (RAM) DDR3 4GB
The efficiency of a computer also depends on the Random Access Memory (RAM).
RAM is a place where the memory of application being used is stored. The higher the
RAM power would help in animating process in term of time-consuming. For the
project it is recommended to use 4GB RAM.
Wacom
Wacom or tablet is the device which is used while editing the image.
15
Below is the description of Software requirement for this project:
Microsoft Windows OS
This is the main system which used to run all the software that used in this project.
It support the operation of the software used.
Adobe Photoshop 2014 CC
Used to edit and color the character.
Spine
The most important software in this projects which enable the modeling, rigging, and
animation process being done.
Keyframe MP
It is the media player used to view the animation done by the animator.
3.1.2 Operational Feasibility
The project works according to the need of the client. The action performed by the
character is smooth and does what it is required to do. Hence it can be concluded that
the project is operationally feasible.
3.1.3 Economic Feasibility
Economic feasibility helps to ensure whether the project is economically feasible to
proceed or not. As the project is the development of animated character, the cost
includes human resource cost, hardware cost, software cost and other miscellaneous
cost.
The animated character is used for the development of game, after which the clients
can make return to their investment including profit. Hence, we can say that the
project is economically feasible.
3.1.4 Schedule Feasibility
Gantt chart displays the overall timeline of the proposed project. It presents a
sequential breakdown of individual tasks showing the relationship between tasks and
the time taken for each task. The duration of tasks is shown as horizontal bars. The
application development in the specified time intervals.
16
Table 3Gantt Chart
Sno Activities Start Date Duration End Date
1 Learning About Software 2/8/2018 14 15/8/2018
2 Learning About Project 15/8/2018 5 20/8/2018
3 System Design 20/8/2018 12 3/9/2018
4 Implementation 3/9/2018 21 24/9/2018
5 Testing 24/9/2018 5 29/9/2018
6 Documentation 29/9/2018 25 24/10/2018
17
CHAPTER 4: DESIGN
4.1 Introduction
As being stated before design is the most important part in 2D animation
development. Sometimes it becomes critical to create a good design. A person always
comes with a good idea. However, when come to design phase they failed to design
their ideas nicely and make the end product of their design is not adorable. There are
few things that designer and animator needs to determine and consider before going to
the next phases after design. For example they must ensure that they are able to
animate the character and stage they have designed and they also need to determine
the suitable color to be used in the real animation. All of this are important to make
the 3D animation being created are interesting and fulfill the objective of the project
being done.
4.2 Synopsis
The character that an author is designing is the 2D Ninja. It is the ninja warrior which
has the capability to run, jump and attack the enemy. The weapon used by this
character is two Swords. An Author have given only three actions for this character
which are run, jump and attack. Photoshop 2014 CC is used to design and give
graphics to the character. Spine software is used to as is best software for 2D
animation. Spine is used for modeling, rigging and animating the action of the
character.
Figure7 Image of Ninja
18
4.3 Structure Flowchart
Structure flowchart will give a brief overview of the chronology of the 2D animation
that being developed. The chronology of the animation arranged from the beginning
of the character, the mid design of the character and finally the end that is animation
of the character. In this 2D animation project the structure flowchart as shown below:
Middle
Beginning Ending
Figure8 Structure Flowchart of Ninja
The explanation of the structure flowchart is given below:
a) Beginning
 Introduction to the character.
b) Middle
 Designing and editing the character.
 Giving accessories to the character which can be his muffler, belt, gloves
etc.
 Defining the actions of the character.
 Defining powers and the weapons of the character.
c) Ending
 Mesh design of the character
 Bone setup of the character
 Animation of the character
19
Figure 9 Mesh Of Ninja
Figure10 Bone setup
20
CHAPTER 5: IMPLEMENTATION
5.1 Introduction
In the multimedia process development implementation phase comes after design. It is
a critical part in 2D animation development because here animator will create the real
character and model which already sketched in the design phase. In the
implementation process of this 2D animation involves an important phases, which are
pre-production, production and post-production. Besides these three major phases,
there will be some small phases inside that is:
1- Concept
2- Part Separation
3- Rigging
4- Animation
5.2 Concept
The very first step involved in a 2D production pipeline is the conceptualization of
ideas and the creation of the storyboards that translate these ideas into visual form.
A storyboard is a sequence of illustrations that showcase our digital story in two
dimensions. The first dimension is time: what happens first, next, and last. The second
is of interaction: how does the voiceover interact with the images, how do visual
transitions and effects help tie together the images, how does the voice overs interact
with the musical soundtrack. Any element can interact with any other one, and the
storyboard is the place to plan out the impact you intend to make on the audience.
5.3 Part Separation
Part separation is the process of separating each and every joint part of the character
so that bone setup can be done. Some parts gets hidden while we get the character
from the client. While separating parts, hidden parts also need to be made and colored
accordingly.
21
Figure 11 Part Separation
5.4 Rigging
The Rigging process refers to the process where bone is inserted into character model
to enable the movement of the character. Rigging is very important in 2D animation
because by go through the rigging process animator can animate their model easily.
This is because it uses the concept of human bone. In this project, animator uses the
bone style. To create the bone animator need to go to the system panel and choose
object types as bone, and then start to draw the bone from top to bottom of the
character model. Animator should test the movement of the character every time after
they insert the bone inside the character body. This is to avoid skin tear and the bone
is not attach to the skin. When the bone is too big or too long then animator can
rescale the bone size by using the rescale action. Each part that moves should be
rigged. For example the hair, clothes, accessories of the character much be rigged.
22
Figure12 Rig Setup
5.5 Animation
Animation is the process of taking a character and getting it to move. Animation
comes in a few different flavors. There’s key frame animation, where the author
manipulates the objects on a frame-by-frame basis, similar to old hand-drawn
cartoons. Other methods of animation include placing objects on spines and setting
them to follow the path of the curve, or importing motion capture data and applying it
to a character rig.
Figure 13 First Frame Animation
23
CHAPTER 6: TESTING
6.1 Introduction
Testing is important in any application development. Testing being done to ensure
that the system created actually behaves as the expectation of author and meets user
requirements. This is the basic role of evaluation. Testing should not be thought of as
a single phase in the design process, but it is the things that should be done in each
phases of design process.
The goals of the testing in this projects is to assess that the 2D animation functionality
fulfill the objective of the projects, assess the target user experience of the 2D
animation and at the end to identify the specific problems with the animation being
developed. The system's functionality tested is important to ensure that 2D animation
being developed accord with the user‘s requirements. However, in this projects author
just evaluates the functionality of this 2D animation and cannot assess the user
experience due to time limitation and some other problems faced. So there is no
evaluation through user participation in these projects.
Besides testing is important to identify the problem and weaknesses of the 2D
animation being developed so that some action can be taken to overcome the
problems.
For this project, author divides the testing process into three parts that is testing before
the development of the project, testing during the development of the project and
testing after the final output of the project.
6.2 Testing Before the Development of the Project
This kind of testing is to assess and test the hardware and software that is used in the
project development. It is very important to be conducted because both elements will
ensure the success of the final products.
In term of hardware, author should determine the kinds of problem that might occur in
the development process. Author should test the capability of hardware; they have to
ensure the project can be done by their hardware. In this project author require the
powerful hardware that have the capability to keep large capacity of data and file, and
also the hardware that can create a good graphics quality.
24
In term of the software evaluation testing is conducted on the Spine software. Since it
is the main software that used in overall development of this project. It is very
important for author to explore the software. An author has learned on how to use the
software and after few weeks author can basically understand the way to use the
software.
Before begin the implementation phases author must be sure about the characteristics
possessed by the character so that the animator can work on it accordingly.
6.3 Testing During the Development of the Project
Testing and evaluation during development involves the testing on the character
created by the author. This is to ensure that the final animation of the character can be
properly done.
Besides testing the character frame by frame, developer also conduct the final testing
on the final 2D animation. Here, developer tests the entire element inside the
animation including the transition of the action. After that some modifications were
made and animating process was being done once again.
In order to have better feedback of the 2D animation being developed, author also do
some other testing that is Alpha Testing and Beta Testing. This is the common testing
that usually being done in multimedia application development. Alpha testing is the
small level testing. It only involves individual in a group to give comment about the
final product of the project. Usually author will get positive feedback in this testing.
For this project the alpha testing that being done results as expected. Thus to get the
good comments is to find people who have multimedia background rather than
friends.
While beta testing is the testing where the testing groups is the representative of real
users and should not include person who involved in the project’s production. It is
better that a beta testing is them who have no preconceived ideas. However, beta
testing is critical to be conducted that is why in this projects author cannot do the beta
testing because to reach the target user of this project is very difficult to author due to
the time limitation and restriction.
25
6.4 Suggestion and Problems
After go through the testing process, an author have receive many comments. All of
the comments and suggestions received will be guidelines for author to improve the
existing weaknesses of the project.
In developing this project, it is very difficult part for author to get creative ideas.
An author also face problem during the implementation of this project and also the
problems with the final output of this project.
Some of the comment receive by author is about the character model that is less
interesting, look static and there is less animation of the model. Actually author have
tried the best work on the models however author have faced many problem
especially during rigging technique such as, bone cannot attach to the skin and some
of the animated parts of the model stop automatically when lead artist animates
another parts.
26
CHAPTER 7: CONCLUSION
7.1 Conclusion
Multimedia covered large area of computer graphics field. When talking about
multimedia the first thing come is design. However in creating the multimedia
application such as 2D animation, design is the critical part that test animator abilities.
The success of the design means the success of the project. People will be attracted to
the nice design of the character. In developing this project there are two big problems
faced by an author. The big problem is creativity. It is hard for an author to create
good story for this character and there is only one character in this project.
The second big problem faced by author is the hardware capability. Just imagine, an
author spends 4 hours just to animate 10 seconds of animation of the character.
Meaning that for the 50 seconds of animation an author need to spend 20 hours. An
author also face another problem during animation process such as blackout and the
character animated is not clear and need to be done once again.
7.2 Lesson Learnt
The internship period have been the great opportunity for the author to learn the
working environment of the organization. An author came to realize that not all the
theories learnt can be directly applied in the real world but need to conceptualize and
adapt in the working environment.
During internship period author came to know a lot about the animation and
multimedia, importance of time and need to complete the project in the given
schedule. Author knew how to use Spine software. Overall author found internship
program very satisfactory and helpful and gained practical knowledge on how to
analysis and design an animated character in an organization.
27
REFERENCES
 Ablan, D. (2002). “Inside Light Wave 7”. Indiana: New Riders Publishing
www.shockwave.com
 Austin, R. (1999). “Animation: A Digital Definition”
http://www.cartoonists.net/animhistory.html
 Comet, B. and Michael (1999). “Character Animation: Principles and
Practice”
http://www.comet-cartoons.com/toons/3ddocs/charanim/
 Christensen, S. (2005) “3D Animation-The Future Has Arrived”
http://www.animationschoolreview.com/sketches/2005/02/3d-animation-has-
arrived.html
 Cybulski, K. and Valentine, D. (1995). “Animation Timeline”
http://www.bergen.org/AAST/ComputerAnimation/Hist Timeline.html
 Davis, S. (2004). “The Future of 3D Animation and Video Games”
http://searchwarp.com/swa4378.html
 Maureen, F. (1999). ANIMATION LITERATURE REVIEW USA
 Maureen, F. (2000).”Motion Capture : An Overview”
http://www.animationjournal.com/abstract/mocap.html
 Miller Daly, L. (2004). 3D Graphics/Virtual Reality .USA
 Orhan, L.Tuncay. (2001).”Three Dimensional Imaging and Motion
Animation”
 Rosiadi, T. (2006). “The Worst Day In My Life”
 Wikipedia: https://en.wikipedia.org/wiki/Animation

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Internship report on animation

  • 1. TRIBHUVAN UNIVERSITY PRIME COLLEGE Institute of Science and Technology A Final Year Internship Report On “2D Animation of Character Ninja” At R&D Bridge Kathmandu Pvt. Ltd. Under the supervision of Mrs. Dikshya Singh Gupta Submitted By: Saroj Gautam [4915/071] Submitted To: Department of Computer Science and Information Technology Prime College An Intern Report submitted in the partial fulfillment of the requirement for the degree of Bachelor of Science in Computer Science and Information Technology Awarded by IOST, Tribhuvan University, Nepal January, 2019
  • 2. Date: ………………. SUPERVISOR’S RECOMMENDATION It is my pleasure to recommend that a report on “2D Animation of Character Ninja” has been prepared under my supervision by Mr. Saroj Gautam [4915/071] in partial fulfillment of the requirement for the degree of Bachelor of Science in Computer Science and Information Technology (BSc.CSIT). Their report is satisfactory to process for the future evaluation. -------------------------------------------- Mrs. Dikshya Singh Gupta Supervisor Department of Computer Science & IT Prime College
  • 3. Date: ………………………. CERTIFICATE OF APPROVAL The undersigned certify that he has read and recommended to the Department of Computer and Information Technology for acceptance, a project report entitled “2D Animation of Character Ninja” submitted by Mr. Saroj Gautam [4915/071] in partial fulfillment of the requirement for the degree of Bachelor of Science in Computer Science and Information Technology (BSc.CSIT), Institute of Science and Technology, Tribhuvan University. ------------------------------------ Mrs. Dikshya Singh Gupta Coordinator Department of Computer Science & IT Prime College ----------------------------------- Mr. Dhirendra Yadav External Examiner, TU ------------------------------------ Mrs. Dikshya Singh Gupta Supervisor Department of Computer Science & IT Prime College
  • 4. i ACKNOWLEDGEMENT This internship period has been a very great learning experience for me as it has given me the chance to understand how things are done outside the classroom. I have learned a lot about project execution in the real world and my interpersonal skills and self-confidence have improved significantly. This internship project on 2D Animation of Character Ninja has helped me in my transition phase from a student to professional. Thus, the vote of thanks goes to all people who are directly or indirectly involved in this project. First and foremost I would like to express my sincere gratitude towards Prime College and Tribhuwan University for giving a course like Bachelors of Science in Computer (B.Sc. CSIT) and providing the opportunity to work as an intern in the organization. I would like to extend my gratitude to Prof. Dr. Krishna Kumar Shrestha (Principal), Mrs. Dikshya Singh Gupta (Coordinator of BSc.CSIT at Prime College) and (Supervisor) for providing necessary support and guidance. I would like to extend my gratitude to R&D Bridge Kathmandu Pvt. Ltd. for selecting me as an intern and for their assistant and support throughout my internship period. I would like to express my sincere thanks to Mr. Bikash Bikram Thapa, Director, R&D Bridge Kathmandu Pvt. Ltd., for providing me an opportunity to carry out the internship task in his reputed organization. I would like to thank Mr. Sudeep Kuikel for his careful and precious guidance and support throughout my internship period. Lastly, I would like to express my sincere thanks to all the seniors and friends who helped me directly or indirectly during this internship period. Sincerely, Saroj Gautam (4915/071)
  • 5. ii ABSTRACT The Project being developed is the 2D animation of character Ninja which is an animated character for the 2D game. The character is animated by using the Spine software. Spine is the paid software used by the 2D animator to animate the image character send to them. In this project, an author have made the character alive by giving motion to it. The author have done rig setup, mesh setup and have given animation to the character. As per the requirement of the project, the character has been given three action which are run, jump and attack. . Key Words : Spine, Rig Setup, Mesh Setup
  • 6. iii CONTENTS Acknowledgement...................................................................................................... i Abstract.....................................................................................................................ii List of Figures ........................................................................................................... v List of Tables............................................................................................................ vi List of Abbreviatoion............................................................................................... vii Chapter 1: INTRODUCTION.................................................................................... 1 1.1 Introduction ..................................................................................................... 1 1.1.1 Introduction to project................................................................................ 1 1.1.2 Scope......................................................................................................... 1 1.1.3 Limitations ................................................................................................ 2 1.1.4 Introduction to Organization ...................................................................... 2 1.1.5 Duration of Internship................................................................................ 4 1.2 Problem Statement........................................................................................... 5 1.3 Objective ......................................................................................................... 5 1.4 Responsibilities Assigned ................................................................................ 5 1.5 Motivation ....................................................................................................... 6 1.6 Report Organization......................................................................................... 6 CHAPTER 2: LITERATURE REVIEW.................................................................... 8 2.1 Introduction to Animation................................................................................ 8 2.2 History of Animation ....................................................................................... 8 2.3 Technique Applied in Animation ..................................................................... 9 2.3.1 Traditional Animation................................................................................ 9 2.3.2 2D Animation .......................................................................................... 11 2.3.3 Evolution to 3D Animation...................................................................... 12 2.4 Differences of 2D animation and 3D Animation............................................. 13 CHAPTER 3: ANALYSIS ...................................................................................... 14 3.1 Feasibility Study............................................................................................ 14 3.1.1 Technical Feasibility................................................................................ 14 3.1.2 Operational Feasibility............................................................................. 15
  • 7. iv 3.1.3 Economic Feasibility ............................................................................... 15 3.1.4 Schedule Feasibility................................................................................. 15 CHAPTER 4: DESIGN ........................................................................................... 17 4.1 Introduction ................................................................................................... 17 4.2 Synopsis ........................................................................................................ 17 4.3 Structure Flowchart........................................................................................ 18 CHAPTER 5: IMPLEMENTATION....................................................................... 20 5.1 Introduction ................................................................................................... 20 5.2 Concept ......................................................................................................... 20 5.3 Part Separation............................................................................................... 20 5.4 Rigging.......................................................................................................... 21 5.5 Animation...................................................................................................... 22 CHAPTER 6: TESTING ......................................................................................... 23 6.1 Introduction ................................................................................................... 23 6.2 Testing Before the Development of the Project .............................................. 23 6.3 Testing During the Development of the Project.............................................. 24 6.4 Suggestion and Problems ............................................................................... 25 CHAPTER 7: CONCLUSION................................................................................. 26 7.1 Conclusion..................................................................................................... 26 7.2 Lesson Learnt ................................................................................................ 26 References............................................................................................................... 27
  • 8. v LIST OF FIGURES Figure 1 Organisation hierarchy................................................................................. 3 Figure 2 The Cel Animation Technique ................................................................... 10 Figure 3 2D Animstion of Human and Animal Character......................................... 11 Figure 4 3D Animation of Animal Character ........................................................... 12 Figure 5 3D Animation of Human Character............................................................ 13 Figure 6 2D and 3D Animation................................................................................ 13 Figure 7 Image of Ninja........................................................................................... 17 Figure 8 Structure Flowchart of Ninja...................................................................... 18 Figure 9 Mesh of Ninja............................................................................................ 19 Figure 10 Bone Setup .............................................................................................. 19 Figure 11 Part Separation......................................................................................... 21 Figure 12 Rig Setup................................................................................................. 22 Figure 13 First Frame Animation ............................................................................ 22
  • 9. vi LIST OF TABLES Table 1 Organisation details ...................................................................................... 4 Table 2 Duration of Internship................................................................................... 4 Table 3 Gantt Chart ................................................................................................. 16
  • 10. vii LIST OF ABBREVIATIONS 2D - Two Dimension 3D - Three Dimension CGI - Computer Graphic Image CPU - Central Processing Unit MP - Media Player IT - Information Technology OS - Operating System RAM- Random Access Memory
  • 11. 1 CHAPTER 1: INTRODUCTION 1.1 Introduction 1.1.1 Introduction to project 2D animation of Ninja is one of the many character of 2D game. The Ninja character send by the client side is animated by using the spine software in this project. Animation is the process in which a moving object is generated from an image, it’s like giving life to an image. In the beginning, animation was done by hand and all of frames in animation need to be drawn on a piece of paper. Even to develop a short animated scene it required a huge amount of time. Cel animation, key frames, and Rotoscoping techniques uses hand to create an animation. With the development of computer technology there was a tremendous change in the animation as well. The invention of software which enable an animator to develop 2- Dimensional (2D) and 3-Dimensional (3D) animation, the area of animation have been developed and it is used in many area of industry today. 2D animation and 3D animation makes people imagine the movement of realistic character which is as real as life. The development of animation today, makes the elements useful in multiple aspects. 2D and3D animation is used for the purpose of advertisement on television, film production, video clip production and also games industry. The most popular one of the usage of animation is in the film production. Nowadays, in many films animated character are designed to perform action which cannot be done by human character. This is especially for the animal character, science fiction, cartoon character and many more. We have seen much animated movies in the market todays. There are two kinds of animated film, the first one is a cartoon character and the second one is in real character. For example Lion king, Lord of the ring, Frozen which uses the 3D character that look like it is real. The example of 3D animation using character such as Toy Story, Coco, Inside Out etc. 1.1.2 Scope The industry of animation is developing rapidly with time. Animation as a career option is a field where we can fulfill our dream of enjoy as you work, feel satisfied at the end of our day and get praise from our clients as well. One can study animation, graphics and multimedia courses either as a full-time or part-time student.. There are
  • 12. 2 many numbers of institutes in many places of Nepal, for providing training in animation, graphics and multimedia. Many institutes also provide internship and arranges for job placement during or after completion of the course. Work opportunities for quality animators and related professionals like graphic designer, multimedia developer and game developer, character designers, key frame animators, 2D modelers, layout artists etc. exists in following sectors at large- a) Advertising b) Online and Print News Media c) Film & Television d) Cartoon production e) Theater f) Video Gaming g) E-learning Though, these are some examples only. Opportunities exists both with government as well as private sector enterprises. Animation itself is an industry, and as industry it’s on boom. There exist numerous animation houses both in Nepal and abroad who work for client. An animator and multimedia professional can also work as freelancer or start their own enterprise given entrepreneurial skills and funds for investments. Animators work in various capacities. For details on career options in Animation, Graphics, Multimedia & Gaming. 1.1.3 Limitations The limitation of animation are: a) They are expensive to create. b) Sometime the efforts, outcomes may not be as expected. 1.1.4 Introduction to Organization R&D Bridge Pvt. Ltd. was established in 2014 A.D. as an IT company. It is a one stop creative solution with a diverse team of artistic and technical talents. It is an outsourcing company which mostly deals with the projects given by the Japanese Company name as R&D Bridge Pvt. Ltd. The company mainly focuses in 2D and 3D Animation. The company makes motion production on the Nepal side, and confirm and modify the production on the Japanese side. With this system, it is now possible
  • 13. 3 to provide high-quality game motion. Furthermore, by focusing exclusively on game production motion creation, it has consolidated management resources and realized services with animators. The company also support mass production. The company mostly works by using Adobe Photoshop and Spine software. The main client of the organization are:  Exys  Imagica Imagework  Kadokawa Content Academy  GREE  SEGA  Next Ninja Figure 1 Organizational Hierarchy
  • 14. 4 The contact details of R&D Bridge Kathmandu Pvt. Ltd. are provide below: Table1 Organization details 1.1.5 Duration of Internship The final semester student of BSc. CSIT must involve in an Internship program. The students require at least six credit hours (minimum of ten weeks or 180 hours long) internship for attaining a successful completion of the degree. As per requirement, the students need to do internship under sectors involving IT for at least 3 months. The details about duration of internship of student Mr. Saroj Gautam is given below: Table 2 Duration of Internship Start Date 1 August 2018 End Date 31 October 2018 Organization R&D Bridge Kathmandu Pvt. Ltd. Total Duration 3 months Position Intern (Animation) Supervisor Mr. Sudeep Kuikel Office Hour 9:00 am - 6:00 pm Working Days 5 days a week Organization R&D Bridge Kathmandu Pvt. Ltd. Organization Type Private Limited Address Chappalkarkhana, Kathmandu Contact number Tel: 977 (1) 5015539
  • 15. 5 1.2 Problem Statement In animation development, the most critical problem is to create a good character which could attract user’s attention. The character being developed should suitable with the story line and could bring the message of the story. The weaknesses in character design can cause the story will not be understandable and the message of the story will not be reached by end users. Today, 2D and 3D animation has become the popular types of animation to create stories or simple animation movies. This happens due to the rapid changes from Cel animation to 2D animation to 3D animation. Cel animation looks flat and the movement of characters looks unrealistic which make the story being developed look like immature. This scenario causes the message to be brought sometimes cannot reach to the audience. In terms of the film industry, 2D and 3D animation becomes one of the most important parts especially for the story which involves science fictions. The limitations of actin which can be done by human actor force the film director to hire a good animator to create an animation for certain characters in their movie. This can be seen such as the character of dinosaur in Dinosaur movie and the character of big king kong in King Kong movies. In rapid development on animation today, most of the animation being created focuses on comedy, wars and happening stories. There are less of animation story which focuses on moral value. Thus, in developing this projects, focus were given in developing a character which could attract the user. 1.3 Objective The objectives of Animation can be summarized into the following points: a) To develop an interesting 2D and 3D animation which may attract user. b) To entertain people with the help of animation story. 1.4 Responsibilities Assigned The three months of internship in R&D Bridge Kathmandu Pvt. Ltd. involved various activities and tasks as per the requirement of both the organization and the project. The responsibilities assigned are given bellows:  Part Separation
  • 16. 6 This includes editing and graphics designing of the character using Photoshop CC and a Wacom.  Rigging and Modeling Bone setup and mesh creation of the character using Spine Software.  Animation Motion of the character, making the character alive by giving it actions. Developing the timing and pace of the movements of a character or object during the sequence of images and ensuring they follow action requirements using Spine Software. 1.5 Motivation As per the curriculum’s requirement, students are required to choose in IT related field for our internship program. One has to apply in organization to work and learn as an intern. Among the many organization, I was delighted to be chosen by R&D Bridge Kathmandu Pvt. Ltd. as an intern in animation project. As being interested in playing games and watching animated movies, I have an extreme desire to work in the similar field. When I came to know the company was looking for the intern who has knowledge of Photoshop, and interested in animation, I applied for the same. 1.6 Report Organization This report contains 7 chapters. Chapter 1 explains the introduction. Introduction chapter describes the basic of animation development. Besides, it also touch on the scope and objective of the project being developed and general information on animation development which is based on the weaknesses and problem faced by the early style of animations. Chapter 2 is the literature review. Literature review, consist of the history of animation and the evolutions in animation which brought to the 2D and 3D animation in the film industry. Chapter 3 of this report concerned on feasibility analysis which includes technical, operational, economical and schedule feasibility. Chapter 4 in this report is design. Design becomes the most important part in animation development where animator begins to develop their 2D character. In this chapter, the explanations of the modeling process, rigging process, animation.
  • 17. 7 Chapter 6 is testing. Testing being done to examine the functionality of the overall animation project. This ensure being that the short animation being developed accord with the target user’s requirements. Chapter 7 gives the conclusion and lesson learnt.
  • 18. 8 CHAPTER 2: LITERATURE REVIEW 2.1 Introduction to Animation Animation is the method in which images are manipulated as moving objects. Nowadays, animations have become one of the most developed fields in multimedia. It is being used in many areas of industry especially in film industry, advertising and promotional education and also in game industry. However peoples are never alert on how the animation was begun and some particular thing which bring the animation to what it is today. (Wikipedia) Thus in this chapter it will touch briefly on the history of animation techniques being used in animation. 2D animation and the evolution from 2D to 3D animation, and also the difference between 2D and 3D animation. 2.2 History of Animation It is said that the history of animation started long before the movies. Many people contributed to make animation on what it is today, and make computer animation at all possible. From using the moving images which consist of many sketches of scene drawn on a paper, then developing techniques for creating animation using computer the field of animations have developed to what it is today. Animation is a technique of moving characters by combination of frames of picture following the sequence of it movements. In 1833, the Phenakistiscope introduced the stroboscopic principle of modern animation, which would also provide the basis for the zoetrope (1866), the flip book (1868), the Praxinoscope (1877) and cinematography. Some early filmmakers, including J. Stuart Blackton, Arthur Melbourne-Cooper, Segundo de Chomón and Edwin S. Porter experimented with stop-motion animation, possibly since around 1899. Blackton's The Haunted Hotel (1907) was the first huge success that baffled audiences with objects apparently moving by themselves and inspired other filmmakers to try the technique for themselves. The first animated film is “Fantagmagore” was released on 1908 clone by Cohl (MacLaughl. 2001). After that many animated films have been created and few animation companies have been setup which involved in animation industry. The early company that monopolies animation industry such as
  • 19. 9 Kansas City Slide Company (1920) Walt Disney Studio (1922) and Bray Studio (1923). All of the early animation was created in 2D (2—Dimensional) animation. However trials to make 3D animation have been started before the invention of computers. That is, in 1936 Max Fleischer produces "POPEYE THE SAILOR MEETS SINBAD THESAILOR" a 20 minute film. It is shot on a horizontal rig with 3D (3- Dimensional) models for background and the characters drawn on cels and placed between two sheets of glass and set in front of the models (Cybulski, & Valentine, 1995). After the invention of computer on 1942, the first computer animation film is created that is "Bouncing Ball" done at MIT by Saxenian (Cybulski &Valentine, 1995). And today, animation have becomes one of the biggest industries in the broadcasting field. It is used not only for the purpose of films and cartoon production only, even in another fields such as advertisement, games, and education. 2.3 Technique Applied in Animation Since the early development of animation, there are various techniques applied in animation some of which are described as below: 2.3.1 Traditional Animation The traditional animation was the process which was used for most animated movies in 20th century which involves various methods. The most popular are Cel Animation and Rotoscoping. Before the use of Cel animation the entire frame including the background and all characters and items were drawn on a single sheet of paper and then photographed. Everything had to be redrawn for eac frame containing movements. However, after the Cel animation invented by Earl Hurd and John Bray in1915 it becomes an important innovation to traditional animation. It allows some parts of each frame to be repeated from frame to frame. A simple example of using Cel animation technique would be a scene with two characters on screen.one of which is talking and the other standing silently. Since the latter character is not moving it can be displayed in this scene using only one drawing, on one cel while multiple drawings on multiple cels will be used to animate the speaking character.
  • 20. 10 Figure2 The Cel Animation technique The second popular method of traditional animation is Rotoscoping. It was invented by Max Fleischer in 1915. In Rotoscoping technique animation is "traced" over actual film footage of actors and scenery. Traditionally, the live action will be printed out frame by frame and registered. Another piece of paper is then placed over the live action printouts and the action is traced frame by frame using a light box. The end result still looks hand drawn but the motion will be remarkably lifelike. In Rotoscoping, if the movie was supposed to contain in animate objects like a car or a boat, a small live action model of the object was built and painted white, while the edges of the model were painted with thin black lines. Most of the popular cartoons use the Rotoscoping technique such as in Snow White and the Seven Dwarf and Sleeping Beauty.
  • 21. 11 2.3.2 2D Animation The 2D animation is the early styles in animation before the development of 3D animation. The concept of 2D animation is arranging pictures or images in sequence following its movements order. This called frame by frame oriented or picture by picture. In developing 2D animation animator or developer needs to draw the same character in multiple movements on pieces of paper. After that, the papers contain movement of image will be move quickly to make the characters looks alive. In this style the patience of animator is very essential to draw thousands of movement for a character in a film. Nowadays, with computer technology 2D animation becomes a bit easy to be clone. Animator just needs to master 2D animation software to create an animation. The most popular software use to create 2D animation is Macromedia Flash and Teen Boom. Many 2D animation stories have been created and it's dominating the animation market until today. However the movements of character in 2D animation look flat and sometimes not attractive. Figure3 2D Animation of human and animal character
  • 22. 12 2.3.3 Evolution to 3D Animation The 3D animation evolves from the usage of 2D animation. 3D animation becomes popular due to the weaknesses of 2D animation and desire of animator and developer to create animation that looks like in reality. 3D animation is a process where characters or objects are created as moving images. Rather than traditional flat or 2D characters, these 3D animation images give the impression of being able to move around characters and observe them from all angles, just like real life (Christensen, 2005). 3D animation technology is relatively new and if done by hand would take thousands of hours to complete one short section of moving film. The employment of computers and software has simplified and accelerated the 3D animation process. As a result the number of 3D animators as well as the use of 3D animation technology has increased. The evolution of 3D animation move together with the rapid development of computer technology. The invention of Computer Graphic Image (CGI) that can be installed in a computer bring a great view of visual and this contribute to the production of a good 3D animation performance. Figure 4 3D animation of animal character Furthermore there are many 3D software tools have been created to make 3D animation. Some of the popular one is Studio 3D Max, Poser and Maya. All of this software increased the productivity of 3D animation production.
  • 23. 13 Figure5 3D animation of Human character 2.4 Differences of 2D animation and 3D Animation The difference between 2D and 3D animation can be seen in image design, character movements, background coloring styles and many more. In term of images, 3D animation look like realistic and attractive than 2D animation which the image look flat. In 3D animation the character is designed to be look alive so that it can attract the end user attention. As being stated before the development of Computer Graphic Image create a new technique in animation. The CGI technique help animator to create great animation movements rather than using the manual technique. In term of background and stage development, 3D animation can be matched with the real background. Since the character look like realistic, so there is no problem to combine 3D animation with a realistic background. This cannot be done to 2D animation where animator forced to draw the background of every scene in a story. Figure 6 2D and 3D animation
  • 24. 14 CHAPTER 3: ANALYSIS 3.1 Feasibility Study 3.1.1 Technical Feasibility Technical feasibility ensures that the given project can be developed using the existing technology or not. In order to proceed the project the computer system must have following hardware and software requirements. The hardware requirement for the project is described below: Intel(R) Core i5-2450M Central Processing Unit (CPU) 2.50Gh The power of processing units being used influenced the performance of animation being developed. Processor determines how fast data can be processed. The minimum specification to developed animation is Intel Core i5-2450M Central Processing Unit (CPU) 2.50Gh. Hard Disk 500 GB Internal Hard Disk used in these projects is required to store all the information being collected store the model being created and stored the end product of animation. The minimum capacity of storage device can be used as little as 200GB. Two HD Monitor Screen The monitor is used to view the animation character in detail. For part separation, rigging and animation it is recommended to use two HD monitor screen. Graphics Card 512 MB To enhance the graphics presentation of the animation it is suggested that graphics card should be installed into the computer. This is because it will help to give a good view of animation to the user rather than using integrated graphics. Memory Chip (RAM) DDR3 4GB The efficiency of a computer also depends on the Random Access Memory (RAM). RAM is a place where the memory of application being used is stored. The higher the RAM power would help in animating process in term of time-consuming. For the project it is recommended to use 4GB RAM. Wacom Wacom or tablet is the device which is used while editing the image.
  • 25. 15 Below is the description of Software requirement for this project: Microsoft Windows OS This is the main system which used to run all the software that used in this project. It support the operation of the software used. Adobe Photoshop 2014 CC Used to edit and color the character. Spine The most important software in this projects which enable the modeling, rigging, and animation process being done. Keyframe MP It is the media player used to view the animation done by the animator. 3.1.2 Operational Feasibility The project works according to the need of the client. The action performed by the character is smooth and does what it is required to do. Hence it can be concluded that the project is operationally feasible. 3.1.3 Economic Feasibility Economic feasibility helps to ensure whether the project is economically feasible to proceed or not. As the project is the development of animated character, the cost includes human resource cost, hardware cost, software cost and other miscellaneous cost. The animated character is used for the development of game, after which the clients can make return to their investment including profit. Hence, we can say that the project is economically feasible. 3.1.4 Schedule Feasibility Gantt chart displays the overall timeline of the proposed project. It presents a sequential breakdown of individual tasks showing the relationship between tasks and the time taken for each task. The duration of tasks is shown as horizontal bars. The application development in the specified time intervals.
  • 26. 16 Table 3Gantt Chart Sno Activities Start Date Duration End Date 1 Learning About Software 2/8/2018 14 15/8/2018 2 Learning About Project 15/8/2018 5 20/8/2018 3 System Design 20/8/2018 12 3/9/2018 4 Implementation 3/9/2018 21 24/9/2018 5 Testing 24/9/2018 5 29/9/2018 6 Documentation 29/9/2018 25 24/10/2018
  • 27. 17 CHAPTER 4: DESIGN 4.1 Introduction As being stated before design is the most important part in 2D animation development. Sometimes it becomes critical to create a good design. A person always comes with a good idea. However, when come to design phase they failed to design their ideas nicely and make the end product of their design is not adorable. There are few things that designer and animator needs to determine and consider before going to the next phases after design. For example they must ensure that they are able to animate the character and stage they have designed and they also need to determine the suitable color to be used in the real animation. All of this are important to make the 3D animation being created are interesting and fulfill the objective of the project being done. 4.2 Synopsis The character that an author is designing is the 2D Ninja. It is the ninja warrior which has the capability to run, jump and attack the enemy. The weapon used by this character is two Swords. An Author have given only three actions for this character which are run, jump and attack. Photoshop 2014 CC is used to design and give graphics to the character. Spine software is used to as is best software for 2D animation. Spine is used for modeling, rigging and animating the action of the character. Figure7 Image of Ninja
  • 28. 18 4.3 Structure Flowchart Structure flowchart will give a brief overview of the chronology of the 2D animation that being developed. The chronology of the animation arranged from the beginning of the character, the mid design of the character and finally the end that is animation of the character. In this 2D animation project the structure flowchart as shown below: Middle Beginning Ending Figure8 Structure Flowchart of Ninja The explanation of the structure flowchart is given below: a) Beginning  Introduction to the character. b) Middle  Designing and editing the character.  Giving accessories to the character which can be his muffler, belt, gloves etc.  Defining the actions of the character.  Defining powers and the weapons of the character. c) Ending  Mesh design of the character  Bone setup of the character  Animation of the character
  • 29. 19 Figure 9 Mesh Of Ninja Figure10 Bone setup
  • 30. 20 CHAPTER 5: IMPLEMENTATION 5.1 Introduction In the multimedia process development implementation phase comes after design. It is a critical part in 2D animation development because here animator will create the real character and model which already sketched in the design phase. In the implementation process of this 2D animation involves an important phases, which are pre-production, production and post-production. Besides these three major phases, there will be some small phases inside that is: 1- Concept 2- Part Separation 3- Rigging 4- Animation 5.2 Concept The very first step involved in a 2D production pipeline is the conceptualization of ideas and the creation of the storyboards that translate these ideas into visual form. A storyboard is a sequence of illustrations that showcase our digital story in two dimensions. The first dimension is time: what happens first, next, and last. The second is of interaction: how does the voiceover interact with the images, how do visual transitions and effects help tie together the images, how does the voice overs interact with the musical soundtrack. Any element can interact with any other one, and the storyboard is the place to plan out the impact you intend to make on the audience. 5.3 Part Separation Part separation is the process of separating each and every joint part of the character so that bone setup can be done. Some parts gets hidden while we get the character from the client. While separating parts, hidden parts also need to be made and colored accordingly.
  • 31. 21 Figure 11 Part Separation 5.4 Rigging The Rigging process refers to the process where bone is inserted into character model to enable the movement of the character. Rigging is very important in 2D animation because by go through the rigging process animator can animate their model easily. This is because it uses the concept of human bone. In this project, animator uses the bone style. To create the bone animator need to go to the system panel and choose object types as bone, and then start to draw the bone from top to bottom of the character model. Animator should test the movement of the character every time after they insert the bone inside the character body. This is to avoid skin tear and the bone is not attach to the skin. When the bone is too big or too long then animator can rescale the bone size by using the rescale action. Each part that moves should be rigged. For example the hair, clothes, accessories of the character much be rigged.
  • 32. 22 Figure12 Rig Setup 5.5 Animation Animation is the process of taking a character and getting it to move. Animation comes in a few different flavors. There’s key frame animation, where the author manipulates the objects on a frame-by-frame basis, similar to old hand-drawn cartoons. Other methods of animation include placing objects on spines and setting them to follow the path of the curve, or importing motion capture data and applying it to a character rig. Figure 13 First Frame Animation
  • 33. 23 CHAPTER 6: TESTING 6.1 Introduction Testing is important in any application development. Testing being done to ensure that the system created actually behaves as the expectation of author and meets user requirements. This is the basic role of evaluation. Testing should not be thought of as a single phase in the design process, but it is the things that should be done in each phases of design process. The goals of the testing in this projects is to assess that the 2D animation functionality fulfill the objective of the projects, assess the target user experience of the 2D animation and at the end to identify the specific problems with the animation being developed. The system's functionality tested is important to ensure that 2D animation being developed accord with the user‘s requirements. However, in this projects author just evaluates the functionality of this 2D animation and cannot assess the user experience due to time limitation and some other problems faced. So there is no evaluation through user participation in these projects. Besides testing is important to identify the problem and weaknesses of the 2D animation being developed so that some action can be taken to overcome the problems. For this project, author divides the testing process into three parts that is testing before the development of the project, testing during the development of the project and testing after the final output of the project. 6.2 Testing Before the Development of the Project This kind of testing is to assess and test the hardware and software that is used in the project development. It is very important to be conducted because both elements will ensure the success of the final products. In term of hardware, author should determine the kinds of problem that might occur in the development process. Author should test the capability of hardware; they have to ensure the project can be done by their hardware. In this project author require the powerful hardware that have the capability to keep large capacity of data and file, and also the hardware that can create a good graphics quality.
  • 34. 24 In term of the software evaluation testing is conducted on the Spine software. Since it is the main software that used in overall development of this project. It is very important for author to explore the software. An author has learned on how to use the software and after few weeks author can basically understand the way to use the software. Before begin the implementation phases author must be sure about the characteristics possessed by the character so that the animator can work on it accordingly. 6.3 Testing During the Development of the Project Testing and evaluation during development involves the testing on the character created by the author. This is to ensure that the final animation of the character can be properly done. Besides testing the character frame by frame, developer also conduct the final testing on the final 2D animation. Here, developer tests the entire element inside the animation including the transition of the action. After that some modifications were made and animating process was being done once again. In order to have better feedback of the 2D animation being developed, author also do some other testing that is Alpha Testing and Beta Testing. This is the common testing that usually being done in multimedia application development. Alpha testing is the small level testing. It only involves individual in a group to give comment about the final product of the project. Usually author will get positive feedback in this testing. For this project the alpha testing that being done results as expected. Thus to get the good comments is to find people who have multimedia background rather than friends. While beta testing is the testing where the testing groups is the representative of real users and should not include person who involved in the project’s production. It is better that a beta testing is them who have no preconceived ideas. However, beta testing is critical to be conducted that is why in this projects author cannot do the beta testing because to reach the target user of this project is very difficult to author due to the time limitation and restriction.
  • 35. 25 6.4 Suggestion and Problems After go through the testing process, an author have receive many comments. All of the comments and suggestions received will be guidelines for author to improve the existing weaknesses of the project. In developing this project, it is very difficult part for author to get creative ideas. An author also face problem during the implementation of this project and also the problems with the final output of this project. Some of the comment receive by author is about the character model that is less interesting, look static and there is less animation of the model. Actually author have tried the best work on the models however author have faced many problem especially during rigging technique such as, bone cannot attach to the skin and some of the animated parts of the model stop automatically when lead artist animates another parts.
  • 36. 26 CHAPTER 7: CONCLUSION 7.1 Conclusion Multimedia covered large area of computer graphics field. When talking about multimedia the first thing come is design. However in creating the multimedia application such as 2D animation, design is the critical part that test animator abilities. The success of the design means the success of the project. People will be attracted to the nice design of the character. In developing this project there are two big problems faced by an author. The big problem is creativity. It is hard for an author to create good story for this character and there is only one character in this project. The second big problem faced by author is the hardware capability. Just imagine, an author spends 4 hours just to animate 10 seconds of animation of the character. Meaning that for the 50 seconds of animation an author need to spend 20 hours. An author also face another problem during animation process such as blackout and the character animated is not clear and need to be done once again. 7.2 Lesson Learnt The internship period have been the great opportunity for the author to learn the working environment of the organization. An author came to realize that not all the theories learnt can be directly applied in the real world but need to conceptualize and adapt in the working environment. During internship period author came to know a lot about the animation and multimedia, importance of time and need to complete the project in the given schedule. Author knew how to use Spine software. Overall author found internship program very satisfactory and helpful and gained practical knowledge on how to analysis and design an animated character in an organization.
  • 37. 27 REFERENCES  Ablan, D. (2002). “Inside Light Wave 7”. Indiana: New Riders Publishing www.shockwave.com  Austin, R. (1999). “Animation: A Digital Definition” http://www.cartoonists.net/animhistory.html  Comet, B. and Michael (1999). “Character Animation: Principles and Practice” http://www.comet-cartoons.com/toons/3ddocs/charanim/  Christensen, S. (2005) “3D Animation-The Future Has Arrived” http://www.animationschoolreview.com/sketches/2005/02/3d-animation-has- arrived.html  Cybulski, K. and Valentine, D. (1995). “Animation Timeline” http://www.bergen.org/AAST/ComputerAnimation/Hist Timeline.html  Davis, S. (2004). “The Future of 3D Animation and Video Games” http://searchwarp.com/swa4378.html  Maureen, F. (1999). ANIMATION LITERATURE REVIEW USA  Maureen, F. (2000).”Motion Capture : An Overview” http://www.animationjournal.com/abstract/mocap.html  Miller Daly, L. (2004). 3D Graphics/Virtual Reality .USA  Orhan, L.Tuncay. (2001).”Three Dimensional Imaging and Motion Animation”  Rosiadi, T. (2006). “The Worst Day In My Life”  Wikipedia: https://en.wikipedia.org/wiki/Animation