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 Animation can be defined as the creation of
moving pictures one frame at a time.
 It is derived from the word “Anime“ Which
means Life. It is said that animation makes
static presentation come alive.
 Animation can be used in multimedia projects
and web pages.
 Biological Phenomenon Persistence Of Vision
 Pscyhological Phenomenon Phi
 When images are progressively and rapidly
changed the images is percieved to be moving
In this figure u see few cell or frame of a
rotating logo . When the images are
rapidly changed the arrow of the
compass is percieved to be spining.
 2D Animation are simple and static they do not
change their posistion on screen
 The changes occur in the x and y axes of the
screen
 2D techniques tends to focus on image
manipulation
 Eg: A Blinking Word or Color Cycling Logo
 It is an technique which cause a series of
images or scenes to fake or appear to be
3Dwhen in fact they are not
 For eg: 3-d effects for text and images
 Realistic Animation Occur in 3D(i.e 3
dimensional space)
 3D Animation usally build an virtual world in
 which characters and objects move and
interact with each other
 3D Animation can create images that seem real
to the viewer
 Here changes are calculated along all three
axes(x,y,z)
Cel Animation
 The term cel derives from the clear celluloid sheets that were
used for drawing each frame, which have been replaced
today by acetate or plastic.
 Cel animation artwork begins with keyframes (the first and
last frame of an action.)
 The animation techniques made famous by Disney use a
series of progressively different on each frame of movie film
which plays at 24 frames per second.
 A minute of animation may thus require as many as 1,440
separate frames.
 Cel animation artwork begins with keyframes.
 Director(.dir and .dcr)
 AnimatorPro(.fli and .flc)
 3D studio Max(.Max)
 GIF89a(.gif)
 Flash(.fla and .swf)
 Computer animation is the
process used for
generating animated
images by using computer
graphics.
 The primary difference
among animation software
programs is in how much
must be drawn by the
animator and how much is
automatically generated by
the Software.
 In path-based 2-D and 2½-D animation, an animator
simply creates an object (or imports an object as clip
art) and describes a path for the object to follow. The
computer software then takes over, actually creating
the animation on the fly as the program is being viewed
by your user. In cel-based 2-D animation, each frame of
an animation is provided by the animator, and the
frames are then composited into a single file of images
to be played in sequence.
 The rate at which changes are computed and screens
are actually refreshed will depend on the speed and
power of your user’s display platform and hardware
Kinematics :
Kinematics is the study of the movement and motion of
structures that have joints, such as a walking man.
For example : Animating a walking step is tricky: you need to
calculate the position, rotation, velocity, and acceleration of all
the joints and articulated parts involved—knees
bend, hips flex, shoulders swing, and the head bobs.
Forward kinematics :
Forward kinematic animation is that the positions of particular
parts of the model at a specified time are calculated from the
position and orientation of the object, together with any
information on the joints of an articulated model.
For eg : From the amounts of rotation and bending of each joint
in an arm ,the position of the hand can be calculated.
Inverse kinematics :
In inverse kinematics the orientation of articulated
parts is calculated from the desired position of certain
points on the model.
For example :
If the hand is moved, the rotation and bending of the
arm is calculated, in accordance with the length and
joint properties of each section of the arm.
Computer Animation
 For example:
 2-D celbased animated GIFs allow you to
specify how long each frame is to be displayed
and how many times the animation should loop
before stopping. 3-D animations output as
digital video files can be set to run at 15 or 24
or 30 frames per second.
 The smaller the object in path-based 2-D
animation, the faster it can move. Bouncing a
10 pixel diameter tennis ball on your screen
provides far snappier motion than bouncing a
150-pixel-diameter beach ball.
Morphing :
Morphing is a popular effect in which one image transforms
into another. Morphing applications and other modeling
tools that offer this effect can transition not only between
still images but often between moving images as well.
Provided that number of polygons is the same in two
separate key-frames then we can linearly interpolate using
the vertices.
 Full animation refers to the process of producing high-quality traditionally
animated films, which regularly use detailed drawings and plausible movement.
Fully animated films can be done in a variety of styles, from more realistically
animated works such as those produced by the Walt Disney studio (Beauty and
the Beast, Aladdin, Lion King) to the more 'cartoony' styles of those produced by
the Warner Bros. animation studio.
 Limited animation involves the use of less detailed and/or more stylized
drawings and methods of movement. Eg., much of the anime produced in Japan.
Its primary use, however, has been in producing cost-effective animated content
for media such as television (the work of Hanna-Barbera, Filmation, and other TV
animation studios) and later the Internet (web cartoons).
 Rotoscoping is a technique, patented by Max Fleischer in 1917, where animators
trace live-action movement, frame by frame. The source film can be directly copied
from actors' outlines into animated drawings, as in The Lord of the Rings (US,
1978), or used in a stylized and expressive manner, as in Waking Life (US, 2001).
 Live-action/animation is a technique, when combining hand-drawn characters
into live action shots. Examples would include Space Jam (USA, 1996) and Osmosis
Jones (USA, 2002).
 Stop-motion animation is
used to describe animation
created by physically
manipulating real-world
objects and photographing
them one frame of film at a
time to create the illusion of
movement. There are many
different types of stop-motion
animation, usually named
after the type of media used to
create the animation.
Computer software is widely
available to create this type of
animation.
 The animation storyboard is the first sight of what a cartoon or piece of animation
is going to look like.
 The animation storyboard looks like a series of strip comics, with individual
drawings of storylines, scenes, characters and their emotions. The drawings will
reflect the early ideas of what characters will look like, what the backgrounds and
scenery will be some idea of dialogue, emotions ,and a general feel of the
animation process.
 Using a storyboard will help you organize your animation,
 and match you mental visualizations of scenes with the written script;
 it can also give you a visual format to communicate your ideas to others.
 A storyboard can be an elaborate, professional series of framed color artwork
depicting action and motion in a scene, complete with written descriptions of
dialogue, sound effects, and transitions into the next scene (these are most often
used by studios for major projects)--or a single page of numbered thumbnail
sketches, or even something as plain and simple as a quick series of motion-study
sketches (as depicted here) to capture the movement of a body that you want to
animate.
 If you use a storyboard you'll find that you'll be able to plan
your animations more cohesively with clear marker points to
show progress, and you'll save yourself a lot of time and
trouble when struggling to make the entire thing come together
from beginning to end.
Thank You!

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Animation

  • 1.
  • 2.  Animation can be defined as the creation of moving pictures one frame at a time.  It is derived from the word “Anime“ Which means Life. It is said that animation makes static presentation come alive.  Animation can be used in multimedia projects and web pages.
  • 3.  Biological Phenomenon Persistence Of Vision  Pscyhological Phenomenon Phi  When images are progressively and rapidly changed the images is percieved to be moving
  • 4. In this figure u see few cell or frame of a rotating logo . When the images are rapidly changed the arrow of the compass is percieved to be spining.
  • 5.  2D Animation are simple and static they do not change their posistion on screen  The changes occur in the x and y axes of the screen  2D techniques tends to focus on image manipulation  Eg: A Blinking Word or Color Cycling Logo
  • 6.
  • 7.
  • 8.  It is an technique which cause a series of images or scenes to fake or appear to be 3Dwhen in fact they are not  For eg: 3-d effects for text and images
  • 9.  Realistic Animation Occur in 3D(i.e 3 dimensional space)  3D Animation usally build an virtual world in  which characters and objects move and interact with each other  3D Animation can create images that seem real to the viewer  Here changes are calculated along all three axes(x,y,z)
  • 10.
  • 11.
  • 13.  The term cel derives from the clear celluloid sheets that were used for drawing each frame, which have been replaced today by acetate or plastic.  Cel animation artwork begins with keyframes (the first and last frame of an action.)  The animation techniques made famous by Disney use a series of progressively different on each frame of movie film which plays at 24 frames per second.  A minute of animation may thus require as many as 1,440 separate frames.  Cel animation artwork begins with keyframes.
  • 14.  Director(.dir and .dcr)  AnimatorPro(.fli and .flc)  3D studio Max(.Max)  GIF89a(.gif)  Flash(.fla and .swf)
  • 15.  Computer animation is the process used for generating animated images by using computer graphics.  The primary difference among animation software programs is in how much must be drawn by the animator and how much is automatically generated by the Software.
  • 16.  In path-based 2-D and 2½-D animation, an animator simply creates an object (or imports an object as clip art) and describes a path for the object to follow. The computer software then takes over, actually creating the animation on the fly as the program is being viewed by your user. In cel-based 2-D animation, each frame of an animation is provided by the animator, and the frames are then composited into a single file of images to be played in sequence.  The rate at which changes are computed and screens are actually refreshed will depend on the speed and power of your user’s display platform and hardware
  • 17. Kinematics : Kinematics is the study of the movement and motion of structures that have joints, such as a walking man. For example : Animating a walking step is tricky: you need to calculate the position, rotation, velocity, and acceleration of all the joints and articulated parts involved—knees bend, hips flex, shoulders swing, and the head bobs. Forward kinematics : Forward kinematic animation is that the positions of particular parts of the model at a specified time are calculated from the position and orientation of the object, together with any information on the joints of an articulated model. For eg : From the amounts of rotation and bending of each joint in an arm ,the position of the hand can be calculated.
  • 18. Inverse kinematics : In inverse kinematics the orientation of articulated parts is calculated from the desired position of certain points on the model. For example : If the hand is moved, the rotation and bending of the arm is calculated, in accordance with the length and joint properties of each section of the arm. Computer Animation
  • 19.  For example:  2-D celbased animated GIFs allow you to specify how long each frame is to be displayed and how many times the animation should loop before stopping. 3-D animations output as digital video files can be set to run at 15 or 24 or 30 frames per second.  The smaller the object in path-based 2-D animation, the faster it can move. Bouncing a 10 pixel diameter tennis ball on your screen provides far snappier motion than bouncing a 150-pixel-diameter beach ball.
  • 20. Morphing : Morphing is a popular effect in which one image transforms into another. Morphing applications and other modeling tools that offer this effect can transition not only between still images but often between moving images as well. Provided that number of polygons is the same in two separate key-frames then we can linearly interpolate using the vertices.
  • 21.  Full animation refers to the process of producing high-quality traditionally animated films, which regularly use detailed drawings and plausible movement. Fully animated films can be done in a variety of styles, from more realistically animated works such as those produced by the Walt Disney studio (Beauty and the Beast, Aladdin, Lion King) to the more 'cartoony' styles of those produced by the Warner Bros. animation studio.  Limited animation involves the use of less detailed and/or more stylized drawings and methods of movement. Eg., much of the anime produced in Japan. Its primary use, however, has been in producing cost-effective animated content for media such as television (the work of Hanna-Barbera, Filmation, and other TV animation studios) and later the Internet (web cartoons).  Rotoscoping is a technique, patented by Max Fleischer in 1917, where animators trace live-action movement, frame by frame. The source film can be directly copied from actors' outlines into animated drawings, as in The Lord of the Rings (US, 1978), or used in a stylized and expressive manner, as in Waking Life (US, 2001).  Live-action/animation is a technique, when combining hand-drawn characters into live action shots. Examples would include Space Jam (USA, 1996) and Osmosis Jones (USA, 2002).
  • 22.  Stop-motion animation is used to describe animation created by physically manipulating real-world objects and photographing them one frame of film at a time to create the illusion of movement. There are many different types of stop-motion animation, usually named after the type of media used to create the animation. Computer software is widely available to create this type of animation.
  • 23.  The animation storyboard is the first sight of what a cartoon or piece of animation is going to look like.  The animation storyboard looks like a series of strip comics, with individual drawings of storylines, scenes, characters and their emotions. The drawings will reflect the early ideas of what characters will look like, what the backgrounds and scenery will be some idea of dialogue, emotions ,and a general feel of the animation process.  Using a storyboard will help you organize your animation,  and match you mental visualizations of scenes with the written script;  it can also give you a visual format to communicate your ideas to others.  A storyboard can be an elaborate, professional series of framed color artwork depicting action and motion in a scene, complete with written descriptions of dialogue, sound effects, and transitions into the next scene (these are most often used by studios for major projects)--or a single page of numbered thumbnail sketches, or even something as plain and simple as a quick series of motion-study sketches (as depicted here) to capture the movement of a body that you want to animate.
  • 24.  If you use a storyboard you'll find that you'll be able to plan your animations more cohesively with clear marker points to show progress, and you'll save yourself a lot of time and trouble when struggling to make the entire thing come together from beginning to end.
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