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Presented By:- Amit Kapoor MCA Deptt. MAIMT. Contents Introduction to Animation  Introduction to Animation  Why Do We See Images As Moving ?  Effects.

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Presentation on theme: "Presented By:- Amit Kapoor MCA Deptt. MAIMT. Contents Introduction to Animation  Introduction to Animation  Why Do We See Images As Moving ?  Effects."— Presentation transcript:

1 Presented By:- Amit Kapoor MCA Deptt. MAIMT

2 Contents Introduction to Animation  Introduction to Animation  Why Do We See Images As Moving ?  Effects On Picture During Animation  Categories Of Animation  Animation Functions  Animation Techniques  Uses Of Animation  Animation Software's  Animation File Formats

3 Introduction to Animation The word “animation” derives from “animate,” which means “to bring to life”. Thus when a multimedia developer wants to bring an Image to life, animation is used. “Animation is the process resulting time-varying visual effects of motion, shape, color and so on.”

4 Why Do We See Images As Moving ? The Persistence of Vision Theory  Our brain holds onto an image for a fraction of a second after the image has passed. If the eye sees a series of still images very quickly one picture after another, then the images will appear to move because our eyes cannot deal with fast-moving images.

5 Effects On Picture During Animation In Animation, you get moving images when the pictures change in some way. Here are some ways in which pictures can change :-  Change in Size  Change in Position  Change in Angle  Change in Color  Change of Shape

6 Categories Of Animation Animation deals with graphics drawn by hand or by animation software. Depending upon the techniques used to create and manage the frame. There are two broad categories of animation :- 1. Cell Animation 2. Computer Animation :- a) Computer Assisted (two-dimensional) animation b) Computer Generated (three dimensional ) animation

7 Animation Functions Zooming  Zooming  Tilting  Panning  Tweening  Morphing

8 Zooming If we fix the window on an object but reduce or increase its size, the object would appear bigger (zoom in) or smaller (zoom out), respectively.

9 Tilt (camera) Tilting is a technique in which the camera is stationary and rotates in a vertical plane (or tilting plane). Tilting the camera results in a motion similar to someone nodding their head "yes" or to an aircraft performing a pitch rotation. pitch rotation.

10 yaw rotation A rotation in a horizontal plane is known as panning (yaw rotation). Tilting the camera results in a motion similar to someone nodding their head “no" or to an aircraft performing a yaw rotation. Panning

11 Tweening Traditional animation sequence is created by two types of artists :- 1. the lead artists or experts who draw those frames where major changes take place within the sequence, called key frames. 2. assistants draw a number of frames in between the frames, process is called tweening.

12 Morphing Transformation of object shapes from one to another is called morphing.

13 Animation Techniques There are four basic techniques used in animation. These are:- 1. Drawn Animation 2. Cut-out Animation 3. Model Animation 4. Computer Animation

14 Drawn Animation This covers any form where one drawing is replaced by another in a sequence. Each drawing is slightly different from one before. Disadvantages:- It takes a very long time to film from start to finish and is expensive needing many animators to complete the work.

15 Cut-out Animation This covers any form where cut-out shapes are moved around or replaced by other cut-out. Flat objects like buttons, matchsticks and string can also be used in this form of animation. Disadvantages:- It is difficult to have more than one or two cut-outs moving at the same time.

16 Model Animation This involves the filming of puppets or any form of three-dimensional models. Disadvantages:- This type of animation needs a lot of time and hard work. The makers of ‘James and the Giant Peach’ were only able to complete 45 seconds of model animation a week, 10 seconds a day. This was because each puppet had so many joint.

17 Computer Animation This refers to drawing of three dimensional models and sets on the computer. Images can be scanned into the computer using digital photography or made within the computer itself.

18 11 Basic Principle of Animation 1.Squash and stretch 2.Anticipation 3.Staging 4.Straight ahead action and pose to pose 5.Follow through and overlapping action 6.Slow in and slow out 7.Arcs 8.Secondary action 9.Timing 10.Exaggeration 11.Appeal

19 1.Squash and Stretch Defining the rigidity and mass of an object by distorting its shape during an action

20 2. Anticipation Preparation for an action Example: Goofy prepares to hit a baseball.

21 3. Staging Presenting an idea so that it is unmistakably clear

22 4. Straight Ahead Action and Pose- to-Pose Action 1. Straight Ahead Animator start from first drawing in the scene and draw all subsequent frames until the end of scene. 2. Pose-to-Pose Animator plans actions, draws a sequence of poses, in between frames etc.

23 5. Follow Through and Overlapping Action Example: Luxo Jr.’s hop with overlapping action on chord. The termination of an action and establishing its relationship to the next action

24 6. Slow in and Out

25 7. Arcs Visual path of action for natural movement. Makes animation much smoother and less stiff than a straight line.

26 8. Secondary Action Example: Body movement is the primary action, facial expression is the secondary action The action of an object resulting from another action

27 9. Timing and Motion Examples: 1. Timing: tiny characters move quicker than larger ones. 2. Motion: can define weights of objects.

28 10. Exaggeration Example: Luxo Jr. made smaller to give idea of a child. Accentuating the essence of an idea via the design and the action

29 11. Appeal Creating a design or an action that the audience enjoys watching

30 Animation File Formats SoftwareFile Format Director.dir &.dcr Animator Pro.fli Studio Max.max SuperCard and Director.pics Windows Audio Video Interleaved.avi Macintosh.qt &.mov Motion Video.mpeg CompuServe.gif Flash.swf Shockwave.dcr

31 Current Companies Pixar Industrial Light and Magic (ILM) Pacific Data Images (PDI) Disney Xaos Rhythm & Hues Digital Domain Lamb & Company Metrolight Studios Boss Film Studios deGraf/Wahrman R/Greenberg Associates Blue Sky Productions Sony Pictures Cinesite Imageworks Apple…..

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33 Thank You All


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