This document provides an overview of 2D animation techniques. It discusses the basics of animation including persistence of vision and how animations are created from sequences of still images. It also covers the history of animation from early philosophical toys to the golden age of theatrical cartoons. Additionally, it details the traditional animation process and principles as well as other animation techniques like 2D vector, 3D, motion graphics, and stop motion. Finally, it discusses important animation tools and concepts like the 12 principles of animation, model sheets, inbetweening, and the roles of different animators.
Animation is the process of manipulating pictures to create the illusion of movement. There are several types of animation including traditional (hand-drawn), 2D vector-based, 3D computer, motion graphics, and stop motion animation. Traditional animation involves drawing each frame by hand, while 3D animation animates objects that appear in three-dimensional space. Disney developed 12 principles of animation to produce realistic movements and character appeal, including squash and stretch, anticipation, staging, arcs, and exaggeration. Common animation techniques are traditional frame-by-frame, keyframing, procedural, behavioral, and motion capture. Popular file formats for different media include JPEG, PNG, and GIF for images, MP3 and WAV for audio,
Basic Principles and Types of Animationshidivin652
The document summarizes basic principles and types of animation. It outlines 12 major principles of animation such as timing, spacing, squash and stretch, anticipation, and arcs. It also describes five major types of animation: traditional animation, 2D animation, 3D animation, motion graphics, and stop motion. Traditional animation involves hand drawing each frame on paper while 3D animation uses computer-generated 3D models that move in virtual space. The principles and types provide an overview of fundamental animation concepts and techniques.
Animation is created by displaying a sequence of images to create the illusion of movement. The persistence of vision phenomenon causes our eyes to perceive continuous movement when individual images are displayed rapidly in succession. Early forms of animation date back thousands of years and included techniques like cave murals, pottery illustrations, and da Vinci's sketches. Modern animation includes traditional hand-drawn animation, 2D digital animation using sequenced drawings, 3D animation using computer-generated objects and environments, stop motion, and other techniques. The animation process involves pre-production, production, and post-production stages for both 2D and 3D animation. 12 principles like squash and stretch, anticipation, staging, arcs, and timing are used to make animated movements appear
Animation involves rapidly displaying sequential images to create the illusion of movement. It can be generated through techniques like keyframing, motion capture, procedural methods, and simulation. The history of animation dates back to prehistoric cave paintings and early devices like the zoetrope, phenakistoscope, and praxinoscope in the 18th-19th centuries. Modern animation includes techniques like traditional cel animation, stop motion, 3D computer animation which applies principles like squash and stretch, anticipation, staging, and appeal. Realistic human characters are difficult for animation due to the uncanny valley effect.
This document provides an overview of animation, including its history, techniques, uses, and future. It discusses how animation evolved from early devices like the zoetrope and thaumatrope in the late 1800s. Popular current techniques include cel animation, stop motion, and computer animation. Animated movies employ techniques like squash and stretch. Animation is widely used in entertainment, education, scientific visualization and more. Challenges include the time and human effort required, though the future promises more advanced 3D and virtual reality animation with lower costs.
Animation is defined as a collection of static images shown sequentially to create the illusion of movement. There are two main types: cell animation which uses transparent sheets for hand-drawn frames, and digital animation which uses computer software. The 12 principles of animation like timing, follow through, and anticipation are used to make the movements appear natural. The animation process involves planning with storyboards and then implementing the frames through techniques like cel, claymation, CGI or stop motion. Animation is used for entertainment, visualization, and instruction and can be categorized as 2D, 3D or stop motion.
The document provides a history of animation techniques from early examples like cave paintings through modern computer animation. It begins with definitions of animation and discusses early mechanical devices like the thaumatrope and zoetrope. Key developments included flipbooks, Disney's first animated films, and the introduction of computer technology. Traditional animation involved hand-drawn frames while stop motion used physical objects. Computer animation can be computer-assisted or fully computer-generated using 3D modeling and rendering. Modern uses include entertainment, advertising, education, and training.
Animation is the process of manipulating pictures to create the illusion of movement. There are several types of animation including traditional (hand-drawn), 2D vector-based, 3D computer, motion graphics, and stop motion animation. Traditional animation involves drawing each frame by hand, while 3D animation animates objects that appear in three-dimensional space. Disney developed 12 principles of animation to produce realistic movements and character appeal, including squash and stretch, anticipation, staging, arcs, and exaggeration. Common animation techniques are traditional frame-by-frame, keyframing, procedural, behavioral, and motion capture. Popular file formats for different media include JPEG, PNG, and GIF for images, MP3 and WAV for audio,
Basic Principles and Types of Animationshidivin652
The document summarizes basic principles and types of animation. It outlines 12 major principles of animation such as timing, spacing, squash and stretch, anticipation, and arcs. It also describes five major types of animation: traditional animation, 2D animation, 3D animation, motion graphics, and stop motion. Traditional animation involves hand drawing each frame on paper while 3D animation uses computer-generated 3D models that move in virtual space. The principles and types provide an overview of fundamental animation concepts and techniques.
Animation is created by displaying a sequence of images to create the illusion of movement. The persistence of vision phenomenon causes our eyes to perceive continuous movement when individual images are displayed rapidly in succession. Early forms of animation date back thousands of years and included techniques like cave murals, pottery illustrations, and da Vinci's sketches. Modern animation includes traditional hand-drawn animation, 2D digital animation using sequenced drawings, 3D animation using computer-generated objects and environments, stop motion, and other techniques. The animation process involves pre-production, production, and post-production stages for both 2D and 3D animation. 12 principles like squash and stretch, anticipation, staging, arcs, and timing are used to make animated movements appear
Animation involves rapidly displaying sequential images to create the illusion of movement. It can be generated through techniques like keyframing, motion capture, procedural methods, and simulation. The history of animation dates back to prehistoric cave paintings and early devices like the zoetrope, phenakistoscope, and praxinoscope in the 18th-19th centuries. Modern animation includes techniques like traditional cel animation, stop motion, 3D computer animation which applies principles like squash and stretch, anticipation, staging, and appeal. Realistic human characters are difficult for animation due to the uncanny valley effect.
This document provides an overview of animation, including its history, techniques, uses, and future. It discusses how animation evolved from early devices like the zoetrope and thaumatrope in the late 1800s. Popular current techniques include cel animation, stop motion, and computer animation. Animated movies employ techniques like squash and stretch. Animation is widely used in entertainment, education, scientific visualization and more. Challenges include the time and human effort required, though the future promises more advanced 3D and virtual reality animation with lower costs.
Animation is defined as a collection of static images shown sequentially to create the illusion of movement. There are two main types: cell animation which uses transparent sheets for hand-drawn frames, and digital animation which uses computer software. The 12 principles of animation like timing, follow through, and anticipation are used to make the movements appear natural. The animation process involves planning with storyboards and then implementing the frames through techniques like cel, claymation, CGI or stop motion. Animation is used for entertainment, visualization, and instruction and can be categorized as 2D, 3D or stop motion.
The document provides a history of animation techniques from early examples like cave paintings through modern computer animation. It begins with definitions of animation and discusses early mechanical devices like the thaumatrope and zoetrope. Key developments included flipbooks, Disney's first animated films, and the introduction of computer technology. Traditional animation involved hand-drawn frames while stop motion used physical objects. Computer animation can be computer-assisted or fully computer-generated using 3D modeling and rendering. Modern uses include entertainment, advertising, education, and training.
basics about animation and their types. I have tried to explain almost every topic, but left some topics on example based. I have tried to cover all the things.
Animation involves creating the illusion of movement by displaying a sequence of slightly different images in rapid succession. It can be created through traditional techniques like cel animation using hand-drawn images or computer animation using 3D modeling software. Common types include key frame animation where frames in between key poses are automated, stop motion using physical objects manipulated frame-by-frame, and morphing where one image transforms smoothly into another. Rendering and file compression are important parts of the animation process.
This document provides an overview of different animation techniques including traditional animation, stop motion animation, and computer animation. For traditional animation, it describes techniques like full animation, limited animation, rotoscoping, and live action animation. For stop motion animation, it outlines various types like puppet animation, clay animation, cutout animation, and model animation. It also covers 12 basic principles of animation such as squash and stretch, anticipation, staging, and timing. The document serves to introduce some of the fundamental concepts and processes involved in animation.
The document discusses animation and its basic principles. It defines animation as a collection of static images shown consecutively to create the illusion of movement. The 12 basic principles of animation are described, including timing, follow through, anticipation, and exaggeration. Both traditional cell animation and modern digital animation techniques are explained. The animation process involves planning with storyboards and implementation through character design, modeling, and rendering frames. Pixar's multi-step process for creating the animated movie Monsters, Inc. is provided as an example.
Animation involves manipulating still images to create the illusion of movement. Traditional animation involves drawing images by hand on transparent sheets that are photographed and exhibited as film. Today, computer-generated imagery (CGI) is commonly used. There are 12 principles for effective animation including squash and stretch, anticipation, staging, follow through and overlapping action, solid drawing, timing, and exaggeration. Different animation techniques include traditional 2D animation, digital 2D/3D animation, puppetry, claymation, cut-out animation, and flipbook animation. Common file formats for animation include PNG, JPG, GIF, and SVG.
The document outlines the Twelve Principles of Animation developed by Disney animators Frank Thomas and Ollie Johnston. The principles are meant to produce animated characters that adhere to physics while also conveying emotion and character. Some of the key principles include squash and stretch to give a sense of weight and flexibility, anticipation to make actions appear more realistic, follow through and overlapping action so body parts continue moving after the main action stops, exaggeration to make movements look natural rather than mechanical, and appeal to give characters charisma.
Animation is created through displaying sequential images rapidly to create the illusion of movement. This is made possible by the persistence of vision, where the human eye retains images briefly after viewing, blending together rapid sequential images. Major pioneers of early animation included Winsor McCay and Emile Cohl, experimenting with techniques like cel animation and stop motion. The document discusses the history and types of animation including traditional cel animation, stop motion, computer-generated, and more.
*Definition of animation
*Types of animation
*Application of Computer Animation
*Traditional Animation
2D Animation
3D Animation
Motion graphics
Stop motion
*with example
*Animation Sequence
*Software for Animation
*Advantages
*Disadvantages
The document discusses various topics related to animation including different animation techniques, important animators, and tools/equipment used for animation. It provides brief descriptions of 10 successful Filipino animators who have worked for major studios like Pixar and Disney. It also outlines 12 common animation techniques such as traditional animation, 2D animation, 3D animation, and stop motion animation. Finally, it lists and describes common tools and equipment used for hand drawn animation such as pencils, erasers, animation paper, and light boxes.
Animation is the rapid display of a sequence of images to create the illusion of movement. Early animation devices included the zoetrope and praxinoscope. In the 1900s, some of the first animated films were created, including "Humorous Phases of Funny Faces" in 1906. Traditional animation involves drawing each frame by hand, while 3D animation uses computer-generated objects that can be rotated and moved in a three-dimensional space. Common animation techniques include traditional, 2D, 3D, motion graphics, and stop motion animation. Popular software used for animation includes Adobe Photoshop, 3Ds Max, Maya, and Cinema 4D.
Our eyes and brain can fuse a series of still images into a continuous moving image due to the persistence of vision. Animation uses this principle by displaying individual frames in rapid succession, which the viewer perceives as smooth motion. Early animation devices like the phenakistoscope and zoetrope also used this technique to create moving images before the invention of film. Modern movies and TV continue to rely on displaying multiple frames per second to trick the eye into seeing continuous movement and images.
This document provides an overview of animation techniques including traditional animation, stop motion, and computer animation. It defines animation as the rapid display of images to create an illusion of movement. Traditional animation involves drawing frames by hand and photographing drawn cels. Stop motion uses physical manipulation of objects frame by frame. Computer animation uses software to generate animated sequences by changing object positions, sizes, colors or other parameters over time. Key frames define positions and in-betweens generate intermediate frames.
Stop motion animation techniques involve sculpting objects from materials like clay or plasticine and photographing small movements between frames to create the illusion of motion. Clay animation is extremely laborious, requiring 12 changes per second of footage. Cutout animation uses flat characters and props cut from materials like paper. Stop motion broadly refers to animating real-world objects by manipulating them frame by frame. Early pioneers like Muybridge captured motion through sequential photography, while Harryhausen and Svankmajer are known for creative stop motion films. Contemporary animators like Tim Burton and Aardman Animations continue stop motion traditions.
This document discusses principles of animation and how they can be applied to computer animation. It covers traditional animation techniques like squash and stretch, timing, anticipation, staging, follow through, and exaggeration. These principles are important for producing good computer animation. The document also discusses how animation can facilitate learning by corresponding to the structure of internal representations, as per the congruence principle. Research shows animation can convey concepts of change and processes that are difficult to represent statically, like circulatory systems or electronic circuits. However, animation must be evaluated compared to non-changing graphics, as its benefit is adding the dimension of change over time.
Animation is an optical illusion that creates the appearance of motion by displaying still images in sequence. Early examples can be found in cave paintings, while traditional animation involves drawing each frame by hand on paper or celluloid. Computer animation uses digital models and techniques like 3D modeling to create animated characters and scenes.
Animation is an optical illusion that creates the appearance of motion by displaying a series of still images in quick succession. Early examples can be found in cave paintings, while traditional animation involves drawing each frame by hand on paper or celluloid. Stop-motion animation brings inanimate objects or models to life by manipulating them in small increments between individually photographed frames. Computer animation uses digital tools to animate both 2D-drawn and 3D-modeled characters.
Animation is created by displaying a series of drawings or photographs in rapid succession to give the appearance of movement. It works by an optical illusion known as persistence of vision. There are three main types of animation: cel animation where drawings are made on transparent sheets; stop motion where objects are manipulated and photographed frame by frame; and computer animation where shapes and colors are digitally created. Computer animation can be 2D or 3D and techniques like rigging are commonly used to manipulate 3D models. Animation is widely used in films, television, and online for entertainment and marketing purposes.
Computer animations were presented by Ana Hameed. Animation is the process of displaying still images in rapid sequence to create the illusion of movement. There are several techniques used to create animation, including traditional animation where hand-drawn images are photographed and combined, stop motion animation where physical objects are manipulated and photographed frame by frame, and computer animation where digital techniques are used to generate animated sequences. Traditional animation can involve full animation with detailed drawings or limited animation with partial redrawing between frames. Computer animation allows for realistic 3D animated worlds and interactions.
Matthew Marshall is the lead animator at Aardman Animations. The presentation discusses the history and evolution of stop motion animation, including different styles like claymation, 2D animation, and CGI. It covers several pioneers of animation techniques, from early creators like Joseph Plateau and the zoetrope to modern animators like Tim Burton. The presentation also discusses how animation is used in different mediums like video games, advertising, and TV channel idents.
Animation is the illusion of movement created by rapidly displaying a sequence of images. It can be presented as motion pictures or video. The key elements of animation are motion, timing, poses, and spacing. There are different types including 2D animation using hand-drawn images, 3D animation using digital models, and stop motion animation combining frames of physical objects. Animation has been used in entertainment, advertising, education, and medicine, and its future remains bright with emerging technologies.
basics about animation and their types. I have tried to explain almost every topic, but left some topics on example based. I have tried to cover all the things.
Animation involves creating the illusion of movement by displaying a sequence of slightly different images in rapid succession. It can be created through traditional techniques like cel animation using hand-drawn images or computer animation using 3D modeling software. Common types include key frame animation where frames in between key poses are automated, stop motion using physical objects manipulated frame-by-frame, and morphing where one image transforms smoothly into another. Rendering and file compression are important parts of the animation process.
This document provides an overview of different animation techniques including traditional animation, stop motion animation, and computer animation. For traditional animation, it describes techniques like full animation, limited animation, rotoscoping, and live action animation. For stop motion animation, it outlines various types like puppet animation, clay animation, cutout animation, and model animation. It also covers 12 basic principles of animation such as squash and stretch, anticipation, staging, and timing. The document serves to introduce some of the fundamental concepts and processes involved in animation.
The document discusses animation and its basic principles. It defines animation as a collection of static images shown consecutively to create the illusion of movement. The 12 basic principles of animation are described, including timing, follow through, anticipation, and exaggeration. Both traditional cell animation and modern digital animation techniques are explained. The animation process involves planning with storyboards and implementation through character design, modeling, and rendering frames. Pixar's multi-step process for creating the animated movie Monsters, Inc. is provided as an example.
Animation involves manipulating still images to create the illusion of movement. Traditional animation involves drawing images by hand on transparent sheets that are photographed and exhibited as film. Today, computer-generated imagery (CGI) is commonly used. There are 12 principles for effective animation including squash and stretch, anticipation, staging, follow through and overlapping action, solid drawing, timing, and exaggeration. Different animation techniques include traditional 2D animation, digital 2D/3D animation, puppetry, claymation, cut-out animation, and flipbook animation. Common file formats for animation include PNG, JPG, GIF, and SVG.
The document outlines the Twelve Principles of Animation developed by Disney animators Frank Thomas and Ollie Johnston. The principles are meant to produce animated characters that adhere to physics while also conveying emotion and character. Some of the key principles include squash and stretch to give a sense of weight and flexibility, anticipation to make actions appear more realistic, follow through and overlapping action so body parts continue moving after the main action stops, exaggeration to make movements look natural rather than mechanical, and appeal to give characters charisma.
Animation is created through displaying sequential images rapidly to create the illusion of movement. This is made possible by the persistence of vision, where the human eye retains images briefly after viewing, blending together rapid sequential images. Major pioneers of early animation included Winsor McCay and Emile Cohl, experimenting with techniques like cel animation and stop motion. The document discusses the history and types of animation including traditional cel animation, stop motion, computer-generated, and more.
*Definition of animation
*Types of animation
*Application of Computer Animation
*Traditional Animation
2D Animation
3D Animation
Motion graphics
Stop motion
*with example
*Animation Sequence
*Software for Animation
*Advantages
*Disadvantages
The document discusses various topics related to animation including different animation techniques, important animators, and tools/equipment used for animation. It provides brief descriptions of 10 successful Filipino animators who have worked for major studios like Pixar and Disney. It also outlines 12 common animation techniques such as traditional animation, 2D animation, 3D animation, and stop motion animation. Finally, it lists and describes common tools and equipment used for hand drawn animation such as pencils, erasers, animation paper, and light boxes.
Animation is the rapid display of a sequence of images to create the illusion of movement. Early animation devices included the zoetrope and praxinoscope. In the 1900s, some of the first animated films were created, including "Humorous Phases of Funny Faces" in 1906. Traditional animation involves drawing each frame by hand, while 3D animation uses computer-generated objects that can be rotated and moved in a three-dimensional space. Common animation techniques include traditional, 2D, 3D, motion graphics, and stop motion animation. Popular software used for animation includes Adobe Photoshop, 3Ds Max, Maya, and Cinema 4D.
Our eyes and brain can fuse a series of still images into a continuous moving image due to the persistence of vision. Animation uses this principle by displaying individual frames in rapid succession, which the viewer perceives as smooth motion. Early animation devices like the phenakistoscope and zoetrope also used this technique to create moving images before the invention of film. Modern movies and TV continue to rely on displaying multiple frames per second to trick the eye into seeing continuous movement and images.
This document provides an overview of animation techniques including traditional animation, stop motion, and computer animation. It defines animation as the rapid display of images to create an illusion of movement. Traditional animation involves drawing frames by hand and photographing drawn cels. Stop motion uses physical manipulation of objects frame by frame. Computer animation uses software to generate animated sequences by changing object positions, sizes, colors or other parameters over time. Key frames define positions and in-betweens generate intermediate frames.
Stop motion animation techniques involve sculpting objects from materials like clay or plasticine and photographing small movements between frames to create the illusion of motion. Clay animation is extremely laborious, requiring 12 changes per second of footage. Cutout animation uses flat characters and props cut from materials like paper. Stop motion broadly refers to animating real-world objects by manipulating them frame by frame. Early pioneers like Muybridge captured motion through sequential photography, while Harryhausen and Svankmajer are known for creative stop motion films. Contemporary animators like Tim Burton and Aardman Animations continue stop motion traditions.
This document discusses principles of animation and how they can be applied to computer animation. It covers traditional animation techniques like squash and stretch, timing, anticipation, staging, follow through, and exaggeration. These principles are important for producing good computer animation. The document also discusses how animation can facilitate learning by corresponding to the structure of internal representations, as per the congruence principle. Research shows animation can convey concepts of change and processes that are difficult to represent statically, like circulatory systems or electronic circuits. However, animation must be evaluated compared to non-changing graphics, as its benefit is adding the dimension of change over time.
Animation is an optical illusion that creates the appearance of motion by displaying still images in sequence. Early examples can be found in cave paintings, while traditional animation involves drawing each frame by hand on paper or celluloid. Computer animation uses digital models and techniques like 3D modeling to create animated characters and scenes.
Animation is an optical illusion that creates the appearance of motion by displaying a series of still images in quick succession. Early examples can be found in cave paintings, while traditional animation involves drawing each frame by hand on paper or celluloid. Stop-motion animation brings inanimate objects or models to life by manipulating them in small increments between individually photographed frames. Computer animation uses digital tools to animate both 2D-drawn and 3D-modeled characters.
Animation is created by displaying a series of drawings or photographs in rapid succession to give the appearance of movement. It works by an optical illusion known as persistence of vision. There are three main types of animation: cel animation where drawings are made on transparent sheets; stop motion where objects are manipulated and photographed frame by frame; and computer animation where shapes and colors are digitally created. Computer animation can be 2D or 3D and techniques like rigging are commonly used to manipulate 3D models. Animation is widely used in films, television, and online for entertainment and marketing purposes.
Computer animations were presented by Ana Hameed. Animation is the process of displaying still images in rapid sequence to create the illusion of movement. There are several techniques used to create animation, including traditional animation where hand-drawn images are photographed and combined, stop motion animation where physical objects are manipulated and photographed frame by frame, and computer animation where digital techniques are used to generate animated sequences. Traditional animation can involve full animation with detailed drawings or limited animation with partial redrawing between frames. Computer animation allows for realistic 3D animated worlds and interactions.
Matthew Marshall is the lead animator at Aardman Animations. The presentation discusses the history and evolution of stop motion animation, including different styles like claymation, 2D animation, and CGI. It covers several pioneers of animation techniques, from early creators like Joseph Plateau and the zoetrope to modern animators like Tim Burton. The presentation also discusses how animation is used in different mediums like video games, advertising, and TV channel idents.
Animation is the illusion of movement created by rapidly displaying a sequence of images. It can be presented as motion pictures or video. The key elements of animation are motion, timing, poses, and spacing. There are different types including 2D animation using hand-drawn images, 3D animation using digital models, and stop motion animation combining frames of physical objects. Animation has been used in entertainment, advertising, education, and medicine, and its future remains bright with emerging technologies.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
Communicating effectively and consistently with students can help them feel at ease during their learning experience and provide the instructor with a communication trail to track the course's progress. This workshop will take you through constructing an engaging course container to facilitate effective communication.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
3. Introduction
Animation
“To animate” means “to give life to”.
Animations are created from a
sequence of still images. The images
are displayed rapidly in succession
so that the eye is fooled into
perceiving continuous motion.
Persistence of Vision
This is the tendency of the eye and
brain to continue to perceive an
image even after it has disappeared.
4. Animation generally deals with
hand drawn images in contrast to
motion video which deals with actual
photographs of real-world objects
taken through a camera, although both
uses the concept of displaying
sequences of images one after
another to depict motion.
5. In multimedia, animation is regarded
as an important and useful tool for
communicating information. The main
application areas of animation include:
• Marketing and advertising
• Educational Multimedia Programs
• Sports
• Games
• Interactive Magazines
• The Internet
6. History of Animation
In 1824, Peter Roget published a
paper called “Persistence of Vision
With Regard to Moving Objects.” This
paper describes the phenomenon
that occurs in human vision where an
image lingers even after the light
from the source has ceased. This
phenomenon make animation
possible. This led to numerous
“philosophical” toys during the 19th
century. These include the Zoetrope,
and the ever famous Flipbook.
7. The first animated cartoon(in the
traditional sense, i.e. on film) was
“Fantasmagorie” by the French
director Emile Cohl. Released in 1908.
8. One of the very first successful
animated cartoons was “Gertie the
Dinosaur” by Winsor McCay. It is
considered the first example of true
character animation.
9. In the 1930s to 1960s, theatrical
cartoons were produced in huge
numbers, and usually shown before a
feature film in a movie theater. MGM,
Disney and Warner Brothers were
the largest studios producing these 5
to 10 minute “shorts”. Competition
from television drew audiences away
from movie theaters in the late
1950s, and the theatrical cartoon
began its decline.
10. How animation works
In the traditional animation process,
animators will begin by drawing
sequences of animation on sheets of
paper often using colored pencils,
one picture or “frame” at a time.
The Animators
A key animator will draw the key
drawings (“key” in the sense of
“important”) in a scene, using the
character layouts as a guide. The key
animator draws enough of the
frames to get across the major
points of the action
11. The clean-up animators take the
lead and assistant animators’
drawings and trace them onto a new
sheet of paper, taking care in
including all of the details present on
the original model sheets, so that it
appears that one person animated
the entire film.
The inbetweeners will draw in
whatever frames are still missing in
between the other animators’
drawings. This procedure is called
tweening.
12. • TV video builds 30 entire frames or
pictures every second. Movies are
shot at a shutter rate of 24 frames
per second, but using projections
tricks the flicker is in-creased to 48.
On some projectors each frame is
shown 3 times before the next
frame, for a total of 72 flickers per
second which helps eliminate the
flicker effect.
13. Types of Animation
Traditional Animation
• Animators draw images on a
transparent piece on a top of a
lightbox, one frame at a time.
• Requires very strong drawing skills.
14. 2D Vector-based animation
• Computer generated animations,
that uses the exact same
techniques as traditional animation.
• The animator has the option to
move the body parts individually
instead of drawing the characters
over and over.
• Does not require very strong
drawing skills.
15. 3D Animation
• Also referred to as Computer
Generated Imagery
• Instead of drawing, the characters
are digitally modeled in the program,
and then fitted with a “skeleton” that
allows animators to move the models.
• Body parts are always present and
should be taken into consideration,
not like in 2D Animation.
16. Motion Graphics
• Animated logos, commercials,
television promos or film opening
titles.
• Usually involves animating images,
texts, or video clips.
17. Stop Motion
• Any animation that uses objects that
are photographed in a sequence to
create the illusion of movement.
• The process of stop-motion is very
long, as each object has to be
carefully moved inch by inch, while it
is being photographed every frame to
create a smooth sequence of
animation
18. Types of Stop-Motion
Claymation
• One of the most popular stop-
motion form
• Working with CLAY or PLAY-DOH
characters
• Some Claymation uses metal
skeletons on which clay is molded
19. Puppets
• Animation using Puppets (built with
skeleton rig; some with strings)
• The faces of the characters can be
replaced based on the expression.
20. Cut-out
• Using construction paper or
cardboard characters and placing
them on paper while shooting the
animation from above.
21. Silhouette
• Also uses cardboard or some flat
material, but the objects are all black
and the shot is depicted with
silhouette or shadow only.
• One of the oldest forms of stop
motion.
22. Action Figures/ Lego
• Uses action figures or Lego
Characters
• Popular on YouTube.
• Dedicated to create funny skits.
• Some use popular action figures to
make fun of pop culture.
23. Pixelation
• Uses real people and real
environments to create unreal
videos.
• Taking a still(not moving) photo,
moving things around and then
taking another photo.
24. 12 Principles of
Animation
The 12 basic principles of animation
is a set of principles of animation
introduced by the Disney Animators
Ollie Johnston and Frank Thomas in
their 1981 book The Illusion of Life:
Disney Animation. Johnston and
Thomas in turn based their book on
the work of the leading Disney
animators from the 1930s onwards,
and their effort to produce more
realistic animations. The main
purpose of the principles was to
produce an illusion of characters
adhering to the basic laws of
physics, but they also dealt with
more abstract issues, such as
emotional timing and character
appeal.
25. The book and its principles have
become generally adopted, and have
been referred to as the "Bible of the
industry. In 1999 the book was voted
number one of the "best animation
books of all time" in an online poll.
Though originally intended to apply
to traditional, hand-drawn animation,
the principles still have great
relevance for today's more prevalent
computer animation.
26. 1. Squash and stretch
The most important principle is
“squash and stretch”, the purpose of
which is to give a sense of weight
and flexibility to drawn objects. It can
be applied to simple objects, like a
bouncing ball, or more complex
constructions, like the musculature
of a human face. Taken to an
extreme point, a figure stretched or
squashed to an exaggerated degree
can have a comical effect.
27. 2. Anticipation
An action occurs in three parts:
1. the preparation for the action - this
is anticipation
2. the action
3. the termination of the action
Anticipation can be the anatomical
preparation for the action, e.g.,
retracting a foot before kicking a
ball. It can also be a device to attract
the viewer's attention to the proper
screen area and to prepare them for
the action, e.g., raising the arms and
staring at something before picking it
up, or staring off-screen at
something and then reacting to it
before the action moves on-screen.
28. 3. Staging
This principle is akin to staging as it
is known in theatre and film. Its
purpose is to direct the audience's
attention, and make it clear what is
of greatest importance in a scene;
what is happening, and what is about
to happen. Johnston and Thomas
defined it as "the presentation of any
idea so that it is completely and
unmistakably clear", whether that
idea is an action, a personality, an
expression or a mood.
29. 4. Straight Ahead Action and Pose-
to-Pose Action
Straight Ahead Action in hand
drawn animation is when the
animator starts at the first drawing in
a scene and then draws all of the
subsequent frames until he reaches
the end of the scene. This creates
very spontaneous and zany looking
animation and is used for wild,
scrambling action.
30. Pose-to-Pose Action is when the
animator carefully plans out the
animation, draws a sequence of
poses, i.e., the initial, some in-
between, and the final poses and
then draws all the in-between frames
(or another artist or the computer
draws the inbetween frames). This is
used when the scene requires more
thought and the poses and timing
are important.
31. 5. Follow through and overlapping
action
These closely related techniques
help render movement more
realistic, and give the impression
that characters follow the laws of
physics. "Follow through" means that
separate parts of a body will
continue moving after the character
has stopped. "Overlapping action" is
the tendency for parts of the body to
move at different rates (an arm will
move on different timing of the head
and so on).
32. 6. Slow In and Out
This refers to the spacing of the
inbetween frames at maximum
positions. It is the second and third
order continuity of motion of the
object. Rather than having a uniform
velocity for an object, it is more
appealing, and sometimes more
realistic, to have the velocity vary at
the extremes.
33. 7. Arcs
Most human and animal actions
occur along an arched trajectory,
and animation should reproduce
these movements for greater
realism. This can apply to a limb
moving by rotating a joint, or a
thrown object moving along a
parabolic trajectory. The exception is
mechanical movement, which
typically moves in straight lines.
34. 8. Secondary action
This is an action that directly results
from another action. It can be used
to increase the complexity and
interest in a scene. It should always
be subordinate to and not compete
with the primary action in the scene.
An example might be the facial
expression on a character. The body
would be expressing the primary
action while the expression adds to
it.
35. 9. Timing and Motion
The speed of an action, i.e., timing,
gives meaning to movement, both
physical and emotional meaning. The
animator must spend the appropriate
amount of time on the anticipation of
an action, on the action, and on the
re-action to the action. If too much
time is spent, then the viewer may
lose attention, if too little, then the
viewer may not notice or understand
the action.
36. 10. Exaggeration
Exaggeration is an effect especially
useful for animation, as perfect
imitation of reality can look static
and dull in cartoons. The level of
exaggeration depends on whether
one seeks realism or a particular
style, like a caricature or the style of
an artist. The classical definition of
exaggeration, employed by Disney,
was to remain true to reality, just
presenting it in a wilder, more
extreme form.
37. 11. Solid drawing
The principle of solid — or good —
drawing, really means that the same
principles apply to an animator as to
an academic artist. The drawer has
to understand the basics of anatomy,
composition, weight, balance, light
and shadow etc.
38. 12. Appeal
Appeal in a cartoon character
corresponds to what would be called
charisma in an actor. A character
who is appealing is not necessarily
sympathetic — villains or monsters
can also be appealing — the
important thing is that the viewer
feels the character is real and
interesting.[
39. Drawings in Animation
Rough Drawing
• A rough drawing is always done
first
• It is the skeleton of the character
• It is done to get a feel on the weight
and form of the character.
• Often done in a very loose fashion.
40. Clean-up Drawing
• It is the drawings you see in the
finished film
• The artist doing the clean-up is
responsible for the final line and
finished look of the character or
scene.
• Usually done on a new sheet of
paper.
41. Inbetween Drawing
• The drawing generated between
two images to give the appearance
that the first image evolves
smoothly into the second image.
• The drawing that gives the
appearance of motion.
42. Model Sheet
• also known as a character board,
character sheet, character study or
simply a study
• is a document used to help
standardize the appearance,
poses, and gestures of an animated
character.
• a communication tool that a
character designer uses to show
other artists how the character
works, and therefore how he/she/it
should be represented
43. • Model sheets are required when
large numbers of artists are
involved in the production of an
animated film to help maintain
continuity in characters from scene
to scene, as one animator may only
do one shot out of the several
hundred that are required to
complete an animated feature film.
44. • A character DRAWN according to
the production's standardized
model is referred to as “ON-
MODEL”
• While a character NOT DRAWN
according to the production's
standardized model is referred to
as “OFF-MODEL”
45. Character rotation
• a template that shows the
character from all sides – front,
side, ¾ and back views.
• Its purpose is to show the
character from all sides
46. Expression sheet
• helps show what your character
looks like in different situations. It is
helpful to see how their eyes,
brows, nose (beak), mouth, and
other features move.
47. Tools in Traditional
Animation
Non-Photo Blue Pencils
These pencils are useful for doing
initial sketches because they're a
shade of pale blue that doesn't to
show up on copies when you transfer
your work from paper to clear cels.
48. 3-Hole Punched Paper
You need something to draw on with
your pencil sets. Three-hole punched
paper attaches to a peg bar taped on
your light table to hold the paper in
place.
49. • Light Table
• Light box
It lights up your artwork from
beneath to make it transparent
enough to see through for
reference.
• Animation/ Drawing disc
An animation disc is where
animators draw the drawings
needed for the animation. It is
placed on a lightbox and used to
work out camera moves and
panning walk cycles. It has two
sliding peg bags at the top and
bottom.
50. Peg bar
Holds the papers in place when
you’re drawing. Also makes sure that
the paper goes exactly where it did
last time when you place them back.