This is a general overview of the animation process. Covering the initial planning stage, pre-production, shot planning and output. Presented as part of a course introduction to digital graphics and animation series.
Introduction to Animation and its Thought ProcessSonia Guerra
This document provides an introduction to animation, including its definition, thought processes, types, production process, and software/tools used. Animation is defined as the art of movements that are drawn between each frame, rather than what exists in each frame. The key types discussed are 2D, 3D, stop motion, VFX, and experimental animation. The production process involves pre-production, production, and post-production stages. Creative and critical thinking are essential thought processes for animators.
The document discusses and provides examples of different animation techniques including traditional hand drawn animation, stop motion animation using cutouts, clay, and other materials, computer animation, sand animation, and drawn on film animation. Traditional hand drawn animation involves individually drawing each frame, while stop motion animation involves physically manipulating objects frame by frame. Computer animation uses digital techniques, and drawn on film animation creates images directly onto film. Claymation and sand animation are types of stop motion that involve sculpting clay or manipulating sand to create animated sequences.
This document discusses various animation techniques including anticipation, the use of shots in storytelling, straight ahead and pose-to-pose animation, follow through and overlapping action, arcs in movement, timing of drawings, exaggeration, solid drawing skills, and giving characters appeal. It provides guidance on techniques for movement, pacing, storytelling, character development and making animation appear natural and engaging.
An introduction to Animation. What is Animation? What allows us to experience movements in an animation? How different types of animations are made? What are some uses of animation and what is the impact of animation on society?
This document provides an overview of the history and techniques of animation. It discusses early examples of animation in Egyptian art and devices like the thaumatrope and flip book. It then outlines different animation techniques including stop motion, cel animation, and computer generated imagery. For each technique, it provides brief descriptions and examples to illustrate how they work and have evolved over time. Major milestones like Snow White and the Seven Dwarfs and films by Disney and Pixar are also mentioned.
19 types of animation techniques and styleswinbizindia
There are many styles of animation that can be used to create the illusion of motion. Some key animation styles mentioned are traditional 2D animation where each frame is hand drawn, digital 2D animation where frames are drawn digitally, and 3D animation where realistic characters are created using software. Other styles discussed include stop motion animation where objects are animated frame by frame, puppetry animation using life-like puppets, and claymation which uses molded clay characters. The document provides a detailed overview of 19 different animation styles.
The 12 Principles of Animation were developed by Disney animators to make animation more realistic and appealing. The principles include squash and stretch, anticipation, staging, straight ahead and pose-to-pose, follow through and overlapping action, slow in and slow out, arcs, secondary action, timing, exaggeration, solid drawing, and appeal. Understanding and applying these principles can help animators design scenes that effectively illustrate the principles in action.
Introduction to Animation and its Thought ProcessSonia Guerra
This document provides an introduction to animation, including its definition, thought processes, types, production process, and software/tools used. Animation is defined as the art of movements that are drawn between each frame, rather than what exists in each frame. The key types discussed are 2D, 3D, stop motion, VFX, and experimental animation. The production process involves pre-production, production, and post-production stages. Creative and critical thinking are essential thought processes for animators.
The document discusses and provides examples of different animation techniques including traditional hand drawn animation, stop motion animation using cutouts, clay, and other materials, computer animation, sand animation, and drawn on film animation. Traditional hand drawn animation involves individually drawing each frame, while stop motion animation involves physically manipulating objects frame by frame. Computer animation uses digital techniques, and drawn on film animation creates images directly onto film. Claymation and sand animation are types of stop motion that involve sculpting clay or manipulating sand to create animated sequences.
This document discusses various animation techniques including anticipation, the use of shots in storytelling, straight ahead and pose-to-pose animation, follow through and overlapping action, arcs in movement, timing of drawings, exaggeration, solid drawing skills, and giving characters appeal. It provides guidance on techniques for movement, pacing, storytelling, character development and making animation appear natural and engaging.
An introduction to Animation. What is Animation? What allows us to experience movements in an animation? How different types of animations are made? What are some uses of animation and what is the impact of animation on society?
This document provides an overview of the history and techniques of animation. It discusses early examples of animation in Egyptian art and devices like the thaumatrope and flip book. It then outlines different animation techniques including stop motion, cel animation, and computer generated imagery. For each technique, it provides brief descriptions and examples to illustrate how they work and have evolved over time. Major milestones like Snow White and the Seven Dwarfs and films by Disney and Pixar are also mentioned.
19 types of animation techniques and styleswinbizindia
There are many styles of animation that can be used to create the illusion of motion. Some key animation styles mentioned are traditional 2D animation where each frame is hand drawn, digital 2D animation where frames are drawn digitally, and 3D animation where realistic characters are created using software. Other styles discussed include stop motion animation where objects are animated frame by frame, puppetry animation using life-like puppets, and claymation which uses molded clay characters. The document provides a detailed overview of 19 different animation styles.
The 12 Principles of Animation were developed by Disney animators to make animation more realistic and appealing. The principles include squash and stretch, anticipation, staging, straight ahead and pose-to-pose, follow through and overlapping action, slow in and slow out, arcs, secondary action, timing, exaggeration, solid drawing, and appeal. Understanding and applying these principles can help animators design scenes that effectively illustrate the principles in action.
A collection of static images joined together and shown consecutively so that they appear to move.
Animation is about storytelling by bringing things to life (making them move).
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.
- Animation is the illusion of movement created by displaying a series of images in rapid succession. The first animated film was created in the 1890s using a praxinoscope.
- Walt Disney's Snow White in 1937 is considered the first full-length animated feature film. Pixar's Toy Story in 1995 was the first computer-animated feature film.
- There are several types of animation including traditional 2D animation, 3D animation, stop-motion, and clay animation. Each type uses different techniques to create the illusion of movement.
Animation is the process of displaying a sequence of pictures to create the illusion of movement. There are two major types: 2D animation uses hand-drawn or digital drawings while 3D animation uses computer-generated 3D models and environments. Key roles in the animation process include animators who create the frames, layout artists who stage shots, and clean up artists who refine drawings.
The document discusses storyboarding techniques for planning film productions. A storyboard is a visual plan that represents each shot of a film through illustrations and includes information like camera movements, cuts between shots, and brief descriptions of the action. Storyboards are created during pre-production and are used on set by the director, assistant director, cinematographer, camera operator, and lighting technician to ensure shots are framed correctly and the lighting matches the vision.
Introduction to Animation
Introduction to Animation SLIDE # 01 of BILAL TEACH
If you want FREE Educational Videos Subscribe Our Channel. Here we will post FREE Educational, knowledge based video for everyone.
Stay tuned for FREE Educational Videos
LECTURE # 1 = https://youtu.be/nMo32R_tSYw?list=PL5d_j41S1-UuiJDnW_3I4vwXEiGhW_bWd
The document discusses the process and equipment used for animation. It covers pre-production steps like storyboarding, character design, and voice recording. During production, animators create key drawings and in-betweeners add frames. Cleanup artists refine drawings and inbetweeners ensure fluidity. Post-production involves digital ink and paint before final approval.
Animation has its origins in early cinema through stop-motion photography and trick effects. It evolved through the work of pioneers like Émile Cohl, Winsor McCay, the Fleischer brothers, and Walt Disney. Disney popularized character animation and brought color and sound to full-length animated films. Advances in computer graphics have enabled highly realistic computer-generated animation. The history of animation involves contributions from both American and international studios across different styles and technologies.
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 involves displaying still images in sequence at a rate of 24 frames per second to create the illusion of motion. There are two main types of animation: 2D animation uses flat images on the x-y axes, while 3D animation adds depth along the z-axis. Storyboards are used to plan out animation sequences by showing individual shots or screens and their order. Different roles in animation include animators who create the frames, inbetweeners who draw frames between key poses, and layout artists who prepare backgrounds and stage scenes.
This document discusses various editing techniques used to manipulate tempo, time, and meaning in films. It explores how shot length, transitions, timing, and sequencing can speed up or slow down pacing. Specific techniques like collage, shot reverse shot, and establishing shots are examined. Examples from films like The Shining, Fight Club, and Lord of the Rings are provided to illustrate editing principles in action.
The document discusses key considerations for designing video game characters. It notes that characters should enhance the story, elicit emotional responses, and be credible within the game style. Character design involves determining whether to use a nonspecific, semi-specific, or specific avatar and whether to use direct or indirect control mechanisms. Believable characters require rich personalities and attributes that change based on player experiences. Common character archetypes like heroes, mentors, allies and villains are also discussed.
This document discusses key concepts in animation, including keyframes, tweening, onion skinning, frame-by-frame animation, and frame rate. It explains that keyframes define parameters at certain points, tweening generates intermediate frames between keyframes, onion skinning allows viewing multiple frames to aid animation, frame-by-frame animation involves manipulating objects between individually photographed frames to create movement, and frame rate is the frequency at which consecutive images, or frames, are produced. The document also notes that common frame rates are 24-30 fps for video and 12-15 fps for digital animation.
This document provides an overview of animation, including its definition, categories, techniques, principles, and file formats. It defines animation as bringing images to life by varying visual properties over time. There are two main categories: cell animation involving hand-drawn frames, and computer animation which can be 2D or 3D. Basic animation techniques include drawn, cut-out, model, and computer animation. Principles like squash and stretch, anticipation, and timing are described. Common file formats and animation software are also listed.
Basic overview of the 3D animation workflow. From workspace to modeling, texturing, animating and rendering. This is part of a course introduction to digital graphics and animation.
This document provides an overview of animation, including its definition, history, techniques, and status in India. Animation is the illusion of motion created by displaying a sequence of images rapidly. It was discovered in Latin and referred to as the "animating principle." Some key points discussed are:
- The first Indian animated film was in 1974 and the first TV series was in 1986.
- Animatronics uses mechatronics to create lifelike machines and creatures.
- 3D animation techniques include 2D/3D modeling, rigging, simulations, and motion capture.
- Major animation institutions and studios are located in India.
- The Indian animation market was estimated at $354 million in 2006
Computer animation is the process of generating animated images using computer graphics. Modern computer animation typically uses 3D graphics to create virtual worlds where characters and objects can move and interact in a realistic manner. There are three main types of animation: traditional (hand-drawn), stop motion (manipulating real-world objects), and computer animation. Computer animation encompasses both 2D and 3D techniques and has largely replaced traditional animation due to being faster and less expensive to produce. Pixar and DreamWorks are notable studios that have produced highly successful computer animated feature films.
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.
The document discusses different types of film editing techniques. It describes editing as the process of selecting and joining shots together to create a finished film. A skilled film editor must be able to tell a story through editing and guide the film through post-production. Editing techniques discussed include continuity editing to smoothly flow scenes together, the 180 degree rule for camera placement, match on action cuts, and shot-reverse-shot editing for conversations. Other techniques covered are elliptical, graphic, parallel, and montage editing. Common transitions between shots like cuts, fades, dissolves, wipes, and irises are also explained.
This document discusses different animation techniques including hand-drawn animation, stop-motion animation, and computer animation. In hand-drawn animation, each frame is drawn by hand while stop-motion animation involves physically manipulating objects and photographing each frame. Computer animation is created digitally on a computer. Specific stop-motion techniques mentioned include claymation, cutout animation, and object animation. The traditional animation process includes concept, storyboarding, voice recording, drawings, ink and paint, backgrounds, and photography.
This document provides an overview of animation in Hollywood, including its history and different techniques. It discusses early animation inventions from the 19th century and the first animated films in the early 20th century. Traditional cel animation involved drawing characters on paper and transferring them to transparent sheets. Computer animation now uses 2D and 3D techniques, with 3D animation creating highly realistic visual effects through modeling, rigging, and motion capture. Major animation software like Maya and ZBrush are used in Hollywood. The animation industry has grown significantly with advances in technology and expanded entertainment options.
A collection of static images joined together and shown consecutively so that they appear to move.
Animation is about storytelling by bringing things to life (making them move).
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.
- Animation is the illusion of movement created by displaying a series of images in rapid succession. The first animated film was created in the 1890s using a praxinoscope.
- Walt Disney's Snow White in 1937 is considered the first full-length animated feature film. Pixar's Toy Story in 1995 was the first computer-animated feature film.
- There are several types of animation including traditional 2D animation, 3D animation, stop-motion, and clay animation. Each type uses different techniques to create the illusion of movement.
Animation is the process of displaying a sequence of pictures to create the illusion of movement. There are two major types: 2D animation uses hand-drawn or digital drawings while 3D animation uses computer-generated 3D models and environments. Key roles in the animation process include animators who create the frames, layout artists who stage shots, and clean up artists who refine drawings.
The document discusses storyboarding techniques for planning film productions. A storyboard is a visual plan that represents each shot of a film through illustrations and includes information like camera movements, cuts between shots, and brief descriptions of the action. Storyboards are created during pre-production and are used on set by the director, assistant director, cinematographer, camera operator, and lighting technician to ensure shots are framed correctly and the lighting matches the vision.
Introduction to Animation
Introduction to Animation SLIDE # 01 of BILAL TEACH
If you want FREE Educational Videos Subscribe Our Channel. Here we will post FREE Educational, knowledge based video for everyone.
Stay tuned for FREE Educational Videos
LECTURE # 1 = https://youtu.be/nMo32R_tSYw?list=PL5d_j41S1-UuiJDnW_3I4vwXEiGhW_bWd
The document discusses the process and equipment used for animation. It covers pre-production steps like storyboarding, character design, and voice recording. During production, animators create key drawings and in-betweeners add frames. Cleanup artists refine drawings and inbetweeners ensure fluidity. Post-production involves digital ink and paint before final approval.
Animation has its origins in early cinema through stop-motion photography and trick effects. It evolved through the work of pioneers like Émile Cohl, Winsor McCay, the Fleischer brothers, and Walt Disney. Disney popularized character animation and brought color and sound to full-length animated films. Advances in computer graphics have enabled highly realistic computer-generated animation. The history of animation involves contributions from both American and international studios across different styles and technologies.
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 involves displaying still images in sequence at a rate of 24 frames per second to create the illusion of motion. There are two main types of animation: 2D animation uses flat images on the x-y axes, while 3D animation adds depth along the z-axis. Storyboards are used to plan out animation sequences by showing individual shots or screens and their order. Different roles in animation include animators who create the frames, inbetweeners who draw frames between key poses, and layout artists who prepare backgrounds and stage scenes.
This document discusses various editing techniques used to manipulate tempo, time, and meaning in films. It explores how shot length, transitions, timing, and sequencing can speed up or slow down pacing. Specific techniques like collage, shot reverse shot, and establishing shots are examined. Examples from films like The Shining, Fight Club, and Lord of the Rings are provided to illustrate editing principles in action.
The document discusses key considerations for designing video game characters. It notes that characters should enhance the story, elicit emotional responses, and be credible within the game style. Character design involves determining whether to use a nonspecific, semi-specific, or specific avatar and whether to use direct or indirect control mechanisms. Believable characters require rich personalities and attributes that change based on player experiences. Common character archetypes like heroes, mentors, allies and villains are also discussed.
This document discusses key concepts in animation, including keyframes, tweening, onion skinning, frame-by-frame animation, and frame rate. It explains that keyframes define parameters at certain points, tweening generates intermediate frames between keyframes, onion skinning allows viewing multiple frames to aid animation, frame-by-frame animation involves manipulating objects between individually photographed frames to create movement, and frame rate is the frequency at which consecutive images, or frames, are produced. The document also notes that common frame rates are 24-30 fps for video and 12-15 fps for digital animation.
This document provides an overview of animation, including its definition, categories, techniques, principles, and file formats. It defines animation as bringing images to life by varying visual properties over time. There are two main categories: cell animation involving hand-drawn frames, and computer animation which can be 2D or 3D. Basic animation techniques include drawn, cut-out, model, and computer animation. Principles like squash and stretch, anticipation, and timing are described. Common file formats and animation software are also listed.
Basic overview of the 3D animation workflow. From workspace to modeling, texturing, animating and rendering. This is part of a course introduction to digital graphics and animation.
This document provides an overview of animation, including its definition, history, techniques, and status in India. Animation is the illusion of motion created by displaying a sequence of images rapidly. It was discovered in Latin and referred to as the "animating principle." Some key points discussed are:
- The first Indian animated film was in 1974 and the first TV series was in 1986.
- Animatronics uses mechatronics to create lifelike machines and creatures.
- 3D animation techniques include 2D/3D modeling, rigging, simulations, and motion capture.
- Major animation institutions and studios are located in India.
- The Indian animation market was estimated at $354 million in 2006
Computer animation is the process of generating animated images using computer graphics. Modern computer animation typically uses 3D graphics to create virtual worlds where characters and objects can move and interact in a realistic manner. There are three main types of animation: traditional (hand-drawn), stop motion (manipulating real-world objects), and computer animation. Computer animation encompasses both 2D and 3D techniques and has largely replaced traditional animation due to being faster and less expensive to produce. Pixar and DreamWorks are notable studios that have produced highly successful computer animated feature films.
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.
The document discusses different types of film editing techniques. It describes editing as the process of selecting and joining shots together to create a finished film. A skilled film editor must be able to tell a story through editing and guide the film through post-production. Editing techniques discussed include continuity editing to smoothly flow scenes together, the 180 degree rule for camera placement, match on action cuts, and shot-reverse-shot editing for conversations. Other techniques covered are elliptical, graphic, parallel, and montage editing. Common transitions between shots like cuts, fades, dissolves, wipes, and irises are also explained.
This document discusses different animation techniques including hand-drawn animation, stop-motion animation, and computer animation. In hand-drawn animation, each frame is drawn by hand while stop-motion animation involves physically manipulating objects and photographing each frame. Computer animation is created digitally on a computer. Specific stop-motion techniques mentioned include claymation, cutout animation, and object animation. The traditional animation process includes concept, storyboarding, voice recording, drawings, ink and paint, backgrounds, and photography.
This document provides an overview of animation in Hollywood, including its history and different techniques. It discusses early animation inventions from the 19th century and the first animated films in the early 20th century. Traditional cel animation involved drawing characters on paper and transferring them to transparent sheets. Computer animation now uses 2D and 3D techniques, with 3D animation creating highly realistic visual effects through modeling, rigging, and motion capture. Major animation software like Maya and ZBrush are used in Hollywood. The animation industry has grown significantly with advances in technology and expanded entertainment options.
The document provides a proposal for an animated video and additional materials to summarize information about the Origins of Spaces toolbox and its five partner projects. The proposal includes suggestions for a 4-minute animated video, a "rich picture" graphic, and supporting visuals. It outlines objectives, target audiences, communication strategies, budget options, production timelines, and examples of similar past projects.
This document discusses various computer animation techniques. It begins with an introduction to animation and the concept of frame rate. There are three main types of animation discussed: traditional/hand-drawn animation where drawings are traced onto sheets and photographed, stop-motion animation which manipulates real-world objects, and computer animation which can be 2D or 3D. Computer animation techniques include raster animation where images are redrawn and moved pixel by pixel, and morphing where shapes are transformed between key frames. Motion in animation can be specified through direct parameters, paths, inverse kinematics, or motion capture of real movements. Computer animation has applications in movies, games, simulation, and more.
Science is a systematic process of building and organizing knowledge through testable explanations and predictions about the universe. Creativity involves creating something new and valuable and is studied across many disciplines. Architecture is both the process and product of planning, designing, and constructing buildings and other physical structures, which can take many forms and be influenced by various philosophies.
Stop motion animation involves taking multiple photographs of small incremental movements of objects to create the illusion of motion when played back sequentially. The document outlines the process of creating a stop motion animation in a preschool class, including storyboarding, setting up characters and backgrounds, taking small shots of incremental movements, and collaboratively sharing the final movie. It notes that while time-consuming, stop motion animation provides preschoolers benefits like developing numeracy, sequencing, collaboration, and digital literacy skills in a fun hands-on way that can enhance learning.
Diseminare mobilitate Comenius - "TACCLE - Creating your own e-learning content in school education and adult education", prof. Adrian Chiorescu, Şcoala "Elena Cuza" Iaşi
This document contains notes and reflections from an animation student on various animation exercises completed during their studies. It includes summaries and critiques of animations created, such as a walk, run, and picking up a heavy object. Video recordings were used as reference material. Inspiration was drawn from animations in films like Castle of Cagliostro. The student felt their animation skills improved over time, though notes areas for further development like arm positioning and mass.
Ionut Maxim - Cum este să fii freelancer în online și mai ales webdesigneroamenidinonline
• Ce face un webdesigner într-o zi de lucru și care sunt părțile bune și cele rele la acest job
• Ce vei urî la acest job și ce vei descoperi în timp
• Sfaturi practice pentru cei care doresc să fie webdesigneri/freelanceri
How To Use Animation Video To Teach LanguagesRuo Xuan Lee
How to make learning languages interesting for students? Disguise learning as fun! Wonder how animation video can be a great tool for teaching? Check out my presentation.
Stop-motion animation is a technique where physically manipulated objects are photographed as they change position to appear as moving images. Early stop-motion films from the 1930s were very basic in black and white with simply made images and models and unclear sound. By the 1990s, films like Wallace and Gromit showed improvements with clay figures giving a 3D look, clearer dialogue, and added colors. Modern films like Fantastic Mr. Fox have unbelievable detail and life-like graphics with flawless use of color and clear sound throughout, demonstrating how far stop-motion animation has advanced over the decades.
The 12 Principles of animation are techniques for making animated movements and characters appear more realistic and engaging. They include techniques like squash and stretch, exaggeration, anticipation, staging, follow through and overlapping actions, slow in and slow out, arc, secondary action, timing, solid drawing, and appeal.
Stop frame animation, also known as stop motion, is a technique used to make physical objects appear to move on their own through individual camera shots of slight movements put together. This process is used in productions like Wallace and Gromit. Persistence of vision is the phenomenon where the eye retains an afterimage for about 1/25th of a second, allowing stop motion animation to work. Eadweard Muybridge and William Horner were early pioneers in stop motion and animation devices like the zoetrope. Ray Harryhausen developed a style of stop motion known as "Dynamation" used in many films. Jan Svankmajer is a surrealist known for his surrealist stop motion anim
The storyboard shows Wally exploring different web hosting options that are expensive, incompetent, or have slow servers before meeting Bill who introduces Wally to Ingenyes, a 100% free web hosting service that provides an easy-to-use website builder and partnerships with web experts around the world to help websites perform well through free deals and services. Ingenyes makes its hosting and services free by charging a small referral fee to partner companies that offer special deals to users.
The document discusses the group's preliminary media evaluation task. It explains that the group chose to recreate an opening scene from the TV show "Suits" to demonstrate their creativity and ability to work together. The original proposal was to recreate this scene from "Suits", and the group believes they successfully recreated it, including the chase scene. The group planned their production over two weeks, first brainstorming ideas and then structuring a shot timeline to reduce planning time and allow a focus on filming and editing. This planning method was effective as it allowed for collaboration and input from all group members.
The document discusses the group's preliminary media project. It chose to recreate an opening scene from the TV show "Suits" to demonstrate its creativity and ability to work together. The group felt its original proposal of recreating the "Suits" scene was successfully achieved, especially the chase scene. The group planned the production over two weeks, first brainstorming ideas and creating a structured shot timeline to reduce planning time and allow a focus on filming and editing. This planning method was deemed effective as it allowed for collaboration and input from all group members to reduce conflict and make everyone feel involved in the project.
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.
This document provides an overview of concepts related to TV production, including basic shots and camera movements, types of shots, script development, and TV genres. It discusses the multi-stage script writing process from initial idea to final script. It also outlines the human production team and technical workspaces involved in TV production. Key points covered include storyboarding, problems with different shot lengths, composition methods, and common TV genres like news broadcasts.
Digital Media for the Classroom
Part 2 of 2
This is the second part of the APOP workshop on how to use digital media creation in the classroom for a variety of subject matters.
The AS Media Studies exam consists of two sections - a TV drama analysis question and an institutions and audiences question. For the TV drama section, students will analyze how one social group is represented through camerawork, editing, sound, and mise-en-scene in a 5-minute TV extract. The institutions and audiences section requires discussion of topics like media ownership, cross-media convergence, technology, marketing, and modes of consumption in the film industry. Disney is used as an example of a large media conglomerate that employs strategies like synergy, viral marketing, and multiple distribution platforms. While new technologies present challenges like piracy, companies are adapting through electronic sell-through, video-on-demand, and other new
This document provides an introduction to key concepts in media language and film editing. It defines and discusses various elements of editing including shot order and choice, continuity, transitions, shot duration/pace and rhythm, and special effects. Specific techniques are explained such as establishing shots, the 180 degree rule, shot-reverse-shot, eyeline matches, and match on action. The meaning and effects created by different transitions like fades, dissolves, and wipes are also covered. The document stresses that editing controls what information is revealed to both characters and audiences.
This document provides an introduction to key concepts in media language and film editing. It defines and discusses various elements of editing including shot order, continuity, transitions, shot duration/pace and rhythm, and special effects. Specific techniques are explained such as establishing shots, the 180 degree rule, shot/reverse shot, eyeline match, and match on action. The meaning and effects of different transitions like fades, dissolves and wipes are also covered. The document emphasizes that editing controls what information is revealed to both characters and the audience.
This document discusses the three main processes of audiovisual production: 1) recording, 2) capture, edition and post-production, and 3) export and display. It focuses on the recording process, covering basic concepts like camera angles, heights, pans, zooms, travelling shots, and shot types like long shots and close-ups. It also discusses composition and considerations for shot selection based on the desired information or expression.
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,
A storyboard is a creative planning tool used in film and game production to visualize sequences before filming. It helps plan shots, camera angles, location requirements, and other production elements. A storyboard provides reference for the editor and helps maintain continuity during production. While drawings can be simple, including relevant details helps the production team understand things like camera movement, lighting, and sound design. Proper terminology in a storyboard helps ensure everyone understands the creative vision.
The document discusses various elements of editing that can be analyzed, including shot selection and order, continuity, transitions, shot duration and pace, and special effects. It explains how these technical elements help create meaning and influence the audience's understanding of narrative, characters, and story events. Specific techniques are defined, like continuity editing, parallel editing, and different types of transitions. The role of editing in controlling information and building suspense for the audience is also covered.
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.
1) The document outlines the basic audiovisual production process which includes three main steps: recording, capture and post-production, and export and display.
2) It then provides details on the recording process including camera angles, heights, movements, shots, and composition.
3) The second step of capture and post-production is summarized as involving editing software to import, arrange, and export video and audio files.
The document discusses various elements of film editing that can be analyzed, including: order of shots, continuity, transitions, shot duration/pace and rhythm, and special effects. It explains how these technical elements help create meaning and influence what information is revealed or hidden from the characters and audience. Order of shots can reveal character perspectives and importance. Continuity editing implies spatial relationships to tell a story smoothly. Transitions can imply passage of time or location changes. Shot duration impacts pace, while special effects further manipulate scenes.
The document provides an overview of mise-en-scene, which refers to everything within the frame that the director controls, including setting, lighting, costumes, and behaviors. It discusses aspects of mise-en-scene like realism, setting, lighting, costumes, staging, and how they can be used to achieve different effects. Examples are given of techniques like framing, depth of field, and mobile framing. Mise-en-scene is summarized as an essential filmmaking tool that allows directors to carefully construct scenes and guide audience attention.
Companion website of the book: http://createtolearn.online
Rooted in drawing and the visual arts, animation is the oldest of the genres and is an important part of the history of film. In animation, two‐dimensional drawings or three‐dimensional objects are presented in sequential order at 12, 18, or 24 frames per second, which creates an illusion of movement. Animation creates meaning through the imaginative use of symbols that move in time and space, creating a suspension of disbelief that compels viewer attention. Powerful story structures explain why some animated films seem timeless. Branded animated videos are widely used in the online marketplace to promote products and services. Non‐narrative videos use rich content, visual style, and clear temporal structure to attract and hold viewer attention and create learning. Today with simple drag‐and‐drop digital tools, anyone can create a simple animation. Animation is perhaps the most powerful way to represent the uncontainable diversity of the human imagination.
This document provides an overview of various film editing techniques, including:
- Montage, which combines quick cuts to convey passage of time or emotional transition.
- Parallel editing, which cuts back and forth between two scenes to create a sense of simultaneous action.
- Split screen, which shows two shots side-by-side to also create simultaneous action.
- Dissolves, which blend one shot into another to soften cuts or show passage of time.
- Overlapping action, which adds dramatic value by extending scenes through cutaways and reaction shots.
- Match cuts and visual match cuts, which link scenes through similar shapes, colors, or ideas.
- Fast motion, which compresses
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.
This document provides information on techniques for creating effective television commercials (TVCs) and film production. It discusses developing an attention-getting opening, keeping the commercial simple, using concise audio copy, making demonstrations believable, and keeping the video look fresh. It also covers shots (extreme long shot, long shot, medium shot, close up, extreme close up), viewpoints (objective, subjective), camera angles, describing movement, transitions (fade in, fade out, jump cut, dissolve, wipe), and inserting text and images through superimposition. The goal is to provide guidance on crafting compelling TVCs and using cinematic techniques effectively.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Physiology and chemistry of skin and pigmentation, hairs, scalp, lips and nail, Cleansing cream, Lotions, Face powders, Face packs, Lipsticks, Bath products, soaps and baby product,
Preparation and standardization of the following : Tonic, Bleaches, Dentifrices and Mouth washes & Tooth Pastes, Cosmetics for Nails.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
3. Planning your Animation
Workflow Basics:
I. Establish concept and goals – start by defining the
challenges of the project and the following criteria:
• What’s the message you want to deliver?
• Who’s the audience?
• Existing elements (in the case of branding materials)
• Competition (if any)
4. Planning your Animation
Workflow Basics:
I. Establish concept and goals – start by defining the
challenges of the project and the following criteria:
• Emotional heart and feeling of the message
• Output – DVD, CD, Web
• Software
• Hardware
5. Planning your Animation
Workflow Basics:
II. Project goals – determine what is expected in completing
the project
• What’s your role – how do you fit in?
• Deliverables
• Payment
6. Planning your Animation
Workflow Basics:
IV. Approving final concept and budget:
• Meeting with clients
• Contracts
• Setting Milestones for Review
7. Planning your Animation
Workflow Basics:
V. Producing the result:
• Create folder(s) and file structure
• Adding files
• Naming files properly
9. Animation Strategies
1. Establishing Ground Rules:
• Considering your Signature / Personal style
• Structure – developing rules to guide your designs so that
the animation support your ideas - e.g. knowing how to
differentiate between a home movie and an engrossing
motion picture
• Using music as an example – all music has an underlying
structure of notes and timing
10. Animation Strategies
2. Defining Variables:
• Establish a tone – peaceful, quiet, fast, slick, funny, scary
• What kind of motion suits the style of the project or
personality of a character?
• How does colour communicate your theme or idea?
• How does sound support the atmosphere or character?
• Be consistent, don’t try to do a bit of everything
11. Animation Strategies
I. The Environment:
Establishing a look and feel of your project – Art Direction
or Production Design -
• How light or dark is it?
• Is everything distinct or blurry?
• How crowded or spacious is it?
• How quickly does things move?
12. Animation Strategies
I. The Environment:
Establishing a look and feel of your project – Art Direction
or Production Design -
• How does gravity affect objects?
• Is space limited or endless?
• Help the audience locate themselves in the environment
you create
13. Animation Strategies
I. The Environment:
Establishing a look and feel of your project – Art Direction
or Production Design -
• Consider historical and cultural contexts – Retro?
Post-modern? Futuristic? Multicultural? Or a specific
subculture?
20. Animation Strategies
II. The Materials:
Consider the finer details of your environment -
• Do you want elements to be Smooth? Jagged? Hard?
Fuzzy? Squishy?
• How much volume does the graphic elements have? Are
they transparent?
• If objects are soft, hard heavy or light, the motion must
relate to them
21. Animation Strategies
VI. The Motion:
• Controlling the speed and pattern
• Analyze the real world
• Study rhythm and timing
22. Animation Strategies
2. Adding Personality:
• How fast or slow does an object move? Does it accelerate
or decelerate?
• How does an object(s) movement loop or change over
time? Finding the right music to establish timing and pace
usually helps in this regard
• Is the object’s motion repetitive or random?
23. Animation Strategies
2. Adding Personality:
• Does the object give some visual cue as to its movement
or is it sudden?
• How big or small are the movements the object can make?
Does it move all around the screen or is it restricted to a
specific area? How much of the object moves at any time?
31. Animation Strategies
2. Manipulating Perception and Depth:
• Using sylized methods to play tricks on your audience
• Supension of disbelief – If you believe its real then it is
• Visual tricks such as a swirling cyclone of lines to show a
character’s feet moving very fast
• Consider cartoon effects such as a cloud with hands and
feet sticking out to show a fight or moving lines to show a
gust of wind
36. Animation Strategies
I. Viewpoint, Framing and Depth:
• Use of perspective
• Planning overlapping of images – avoiding tangents by not
allowing foreground and background images to touch each
other
• Using a natural frame as a reference point to exaggerate
depth e.g. creating the viewpoint of looking out the back of a
van or a character running into the camera to convey panic
42. Animation Strategies
II. Anticipation:
• Adding bounces to exaggerate a character walking
• Winding up before a run
• Follow through to head turns
III. Secondary Motion:
• E.g., movement of a character’s belly and/or a hat during a
run
44. Animation Strategies
2. Understanding the Laws of Nature:
• Inertia – objects should show a change in force if there is a
change in motion e.g. use of ease in and out
• Acceleration – gravitational forces act differently on objects
of different mass e.g., a canonball and a feather falling to
the ground
46. Animation Strategies
2. Understanding the Laws of Nature:
• Action / reaction force pairs – for every action there is an
equal and opposite reaction e.g., a ball bouncing back in the
air lower and lower after hitting the ground or a character
pulling a rope and falling back after the rope snaps
48. Creating Timeline Animation and
Effects
Time Based:
This is animation that is created over time where keyframes
are set at specific points to define the action e.g., key poses
of a character and the software creates the in-between
frames or tweening.
This method is used in 3D Animation or Motion Graphics.
50. Creating Timeline Animation and
Effects
Frame Based:
This is animation that is created frame-by-frame where a
drawing is done at each stage of movement over a set time
period.
This is also called traditional animation and used in cartoons.
52. Creating Timeline Animation and
Effects
1. Methods:
• Frame by frame animation
• Tweened animation – shape and motion
• Timeline effects – e.g. dissolves, plug-ins (After Effects)
• Path animation
• Animated masks
53. Creating Timeline Animation and
Effects
2. Storyboarding Scenes and Shots:
• Sketching key moments – like a comic strip
• Description of Scenes, e.g., “A Bright and Sunny Day at the
Beach...”
• Description of Shots, e.g., Wide Shot, Medium Close Up,
Extreme Close Up
• Description of Sound FX, Dialogue, Visual FX, etc.
57. Creating Timeline Animation and
Effects
Animatic:
In animation and special effects work, the storyboarding stage
may be followed by simplified mock-ups called "animatics" to give
a better idea of how the scene will look and feel with motion and
timing.
At its simplest, an animatic is a series of still images edited
together and displayed in sequence with a rough dialogue and/or
rough sound track added to the sequence of still images (usually
taken from a storyboard) to test whether the sound and images
are working effectively together.
59. Creating Timeline Animation and
Effects
Shot Sizes:
An extreme close-up (ECU) makes a very small details
such as only part of a character's facefill the screen.
A close-up (CU) is a shot framed tightly on a specific area,
like a character's face.
A medium close-up (MCU) widens the scope further. A
character's head and shoulders would constitute a
medium close-up.
60. Creating Timeline Animation and
Effects
Shot Sizes:
A medium shot (MS) shows a broader area than a close-up.
Often a medium shot shows a character's upper body,
arms, and head.
A wide shot (WS or WIDE) shows a broad view of an entire
location, subject, or action. Often a wide shot will show an
entire character from head to toe, or a whole group of
characters.
62. Creating Timeline Animation and
Effects
Wider shots can show whole environments, capture broader actions,
or show the positions of multiple characters at once. Before moving in
to show close-up detail, you can give your audience an idea of the
overall scene with an establishing shot.
An establishing shot is usually a wide shot that sets up the scene and
shows the surroundings that might not be appear in each close-up.
For example, an establishing shot might show the exterior of a
building, providing context for the location where an interior scene is
to follow.
66. Creating Timeline Animation and
Effects
Z-Axis Blocking:
A shot can function as both a close-up and a wide shot at
once by using a technique called z-axis blocking: populating
a scene with subjects at varying distances from the camera.
Z-axis blocking may sound like a computer graphics term,
but in reality cinematographers were using the phrase long
before the advent of 3D rendering.
68. Creating Timeline Animation and
Effects
POV Shots:
A point-of-view shot (POV) creates the illusion of viewing the
scene from a character's perspective.
Usually you will want to hide the character whose POV is
being shown; you don't need to show body parts, such as
arms and hands moving as the character walks, in a POV.
69. Creating Timeline Animation and
Effects
The Two-Shot:
Specific types of shots can be put together to help you stage a
conversation, interview, or other scenes in which two characters
are facing each other.
While this is a convenient, straightforward way to show both
characters, it can look flat and uninteresting. To make a scene
more visually diverse, you can use a two-shot as an establishing
shot, and then cut in to close-ups and over-the-shoulder shots.
71. Creating Timeline Animation and
Effects
The Over-the-Shoulder Shot:
An over-the-shoulder shot (OSS) is a close-up or medium shot
that focuses on one of the characters while showing just enough of
the other characters portion of his back and shoulder, generally to
indicate his position.
A series of shots that alternate between an OSS of each
character, sometimes also including close-ups of the
characters, is called shot/countershot coverage.
72. Creating Timeline Animation and
Effects
High-Angle and Low-Angle Shots:
A low-angle shot, with the camera positioned below your
character, looking up, can serve to make a character look bigger,
stronger, more honest, or more noble. Low-angle shots can also
exaggerate the size of environments and architectural spaces.
A high-angle shot, with the camera aimed downward from a
position above the character, can make a character look sly, small,
young, weak, confused, cute, or childlike.
74. Creating Timeline Animation and
Effects
Camera Moves:
Pan: In a pan, the camera rotates from side to side so that it aims
more to the left or right. The camera does not change location in a
pan; it needs only to face a different direction. Panning is one of
the most common and subtle of all camera moves.
Tilt: The camera rotates to aim upward or downward, without
changing the position where the camera is mounted. Both a tilt
and a pan can be done while the camera is mounted on a tripod.
75. Creating Timeline Animation and
Effects
Camera Moves:
Zoom: The camera's lens is adjusted to increase or decrease the
camera's field of view, magnifying a portion of the scene without
moving the camera. A zoom in narrows the field of view to create
more of a close-up, while a zoom out widens the field of view.
Rack focus: A camera's focal distance changes during a shot, so
that subjects at a different distance from the camera come into or
fall out of focus, This is also called a focus pull.
76. Creating Timeline Animation and
Effects
Camera Moves:
Dolly: The camera's actual position changes, such as to move
alongside a subject or to travel closer to a character during a scene. A
dolly in moves the camera physically closer to the subject, to create
more of a close-up. A dolly out backs the camera away from the
subject.
Dollying is considered more dramatic but also more noticeable than
zooming, because a dolly actually changes the camera's perspective.
77. Creating Timeline Animation and
Effects
The Rule of Thirds:
Placing a subject dead-center in a frame does not look very
natural or interesting, and generally produces a bad
composition. Your rendering will look better composed if you
place your subject off-center.
A useful guideline when composing a shot is to picture the
frame divided into thirds, both horizontally and vertically, This
is known as the rule of thirds.
78. Creating Timeline Animation and
Effects
The Rule of Thirds:
Your shot will be better composed
if you position the subject along
one of the lines (shown in black),
or position a subject that you want
noticed exactly at a point where
two lines intersect (shown in red).
79. Creating Timeline Animation and
Effects
Positive and Negative Space:
Most images can be said to consist of both positive space
and negative space. Positive space is the part of the frame
showing the main subject or foreground objects. Negative
space can be considered the background, or the area
around the subject.
Composition is a balance between the positive and negative
space.
81. Creating Timeline Animation and
Effects
Positive and Negative Space:
A balanced composition (top) leaves
look space for a character
(shown in yellow).
An unbalanced composition (bottom)
can trap your eye in the side of the
frame.
82. Creating Timeline Animation and
Effects
Lines:
Another way to examine and improve your composition is to picture the
dominant lines that can be seen within the shot. Look at any line, whether
it is the horizon, a fence, or the edge of a shadow, and think about where
it leads.
People's eyes naturally follow lines within the image, so placing an
interesting subject along a line, or having lines within your composition
point to a subject that you want a viewer to notice, will help direct people
where you want them to look.
84. Creating Timeline Animation and
Effects
Tangencies:
A tangency is a place where two lines meet within your
composition, such as where an edge of one object aligns
with an edge of another object, or where a shadow falls
along an edge in a surface.
When two lines become tangent, they essentially become
the same line in your composition, and that can cause your
scene to lose definition.
86. Creating Timeline Animation and
Effects
3. Conceptual Drawings:
• Characters
• Backgrounds
• Objects
• Establishing the Look and Feel of the project
92. Creating Timeline Animation and
Effects
4. Exporting Animation:
• Formats - .avi, quicktime (.mov) or sequence of still images
• Output to Film, Video Tape, Internet, DVD - Must be familiar
with all and depending on your deliverables
• Video is 30 Frames Per Second (FPS), Film is 24 fps, but
can be at lower rates as well for cartoon animation and higher
(60 fps) for 3D Animation
93. Creating Timeline Animation and
Effects
Persistence of Vision:
Persistence of vision is the phenomenon of the eye by which
an afterimage is thought to persist for approximately one
twenty-fifth of a second on the retina.
In drawn animation, moving characters are often shot "on
twos", that is to say, one drawing is shown for every two
frames of film (which usually runs at 24 frames per second),
meaning there are only 12 drawings per second.
94. Creating Timeline Animation and
Effects
Persistence of Vision:
Animation for most "Saturday morning cartoons" is produced
as cheaply as possible, and is most often shot on "threes", or
even "fours", i.e. three or four frames per drawing. This
translates to only 8 or 6 drawings per second, respectively.
95. Creating Timeline Animation and
Effects
This animated cartoon of a
galloping horse is displayed at
12 drawings per second, and
the fast motion is on the edge
of being objectionably jerky.
96. Creating Timeline Animation and
Effects
Formats and Aspect Ratios:
The actual frames in which you arrange your scene can have
different proportions, depending on the format of film or
television for which you are rendering your animation.
The proportion of the width to the height of an image is called
its aspect ratio. For example, if the width of an image were
exactly twice its height, it would have an aspect ratio of 2:1.
98. Creating Timeline Animation and
Effects
Cropping and Overscan:
In television, a cropping problem occurs when a process called
overscanning crops a portion of a video signal off of the screen.
Important actions should be kept in the center 90 percent of the
screen, because some viewers might miss them if they happen too
near the edge.
Most software programs have optional guides to safe image areas
that can be displayed in your viewport.
100. Planning your Animation
Consider these techniques as you plan your next project.
Animation can be rewarding despite its challenges. One must
be open minded, prepared to take risks and above all, have
fun doing it!
Next Activity - Animation Concept and Storyboard
Exercise