Lecture #2 History of Animation Oh-young Song Sejong University Computer Animation History of Animation Lecture #2 Oh-young Song Sejong University
Related Courses Computer Graphics Virtual Reality Handling the basics Focusing on realism Virtual Reality Focusing on Immersion Human Computer Interaction Focusing on Interaction
Early Animation Do you know this?
How about these? Zeotrope - 1834 Phenakistiscope - 1832
Kineograph (flipbook) - 1868 Maybe you know this. Kineograph (flipbook) - 1868
From Lasseter’s Paper
From Lasseter’s Paper
From Lasseter’s Paper
From Lasseter’s Paper
From Lasseter’s Paper
A History of Animation 1887: Goodwin invented nitrate celluloid film (For cell animation)
A History of Animation 1887: Goodwin invented nitrate celluloid film 1892: Reynard invented Praxinoscope
A History of Animation 1887: Goodwin invented nitrate celluloid film 1892: Reynard invented Praxinoscope 1893: Edison invented the Kinetscope Only one viewer at a time 1894: Lumiere invented the cinematograph Camera + Project + Printer
A History of Animation 1900: THE ENCHANTED DRAWING Live action films + replacement technique 1906: HUMOROUS PHASES OF FUNNY FACES The first animation recorded frame by frame http://memory.loc.gov/ammem/oahtml/oahome.html
A History of Animation 1925: “The Adventures of Prince Achmed” Lotte Reiniger, 1st feature animation Silhouette animation
A History of Computer Animation 1885: CRT (Cathode Ray Tube) 1960: William F. Boeing coins “Computer Graphics” 1961: John Whitney, “Father of Computer Graphics”
John Whitney
A History of Computer Animation 1885: CRT (Cathode Ray Tube) 1960: William F. Boeing coins “Computer Graphics” 1961: John Whitney, “Father of Computer Graphics” w/ Saul Bass, Intro. to Alfred Hitchcock’s Vertigo 1961: Spacewars, 1st video game 1963: Ivan Sutherland, Sketchpad
Sketchpad Created by Ivan Sutherland (1963) Sketchpad: A man-machine graphical communication system
Sketchpad Created by Ivan Sutherland First GUI Using lightpen Icons Copying Rubber-banding of lines Zoom in-out Line, Arc
A History of Computer Animation 1974: z-buffer, Ed Catmull 1980: Tron, 1st feature film by CG
A History of Computer Animation 1974: z-buffer, Ed Catmull 1980: Tron, 1st feature film by CG 1986: Luxo Jr. 1987: nominated for Academy Awards 1987: Silver Berlin Bear in Berlin International Film Festival 1995: Toy Story, 1st full CG feature film
Short films of Pixar http://www.pixar.com/shorts/
How to Create Expressive Animation ? Bill Tytla at the Walt Disney Studio, June 28, 1937. "There is no particular mystery in animation.., it's really very simple, it is about the hardest in the world to do"
Principles of Animation “The Illusion of Life”, by Thomas Johnson and Ollie Johnson
Principles of Animation “The Illusion of Life”, by Thomas Johnson and Ollie Johnson Principles of Traditional Animation Applied to 3D Computer Animation, John Lasseter, Siggraph 87.
11 Principles Squash and Stretch Timing Anticipation Staging Follow Through Pose to Pose Slow In, Show Out Arcs Exaggeration Secondary Action Appeal
Squash and Stretch Movement emphasizes rigidity Preserve volume
Squash and Stretch
Squash and Stretch
Squash and Stretch
Timing Timing, or the speed of an action gives meaning to movement Weight, Scaling, Emotion
Timing Two keyframes of a head No: hit by a tremendous force ONE: hit by a frying pan TWO: nervous tic THREE: dodging a brick FOUR: a crisp order “Move it!” FIVE: friendly “Come on-hurry” SIX: tracing a pretty girl SEVEN: Getting a better look EIGHT: Searching for the peanut butter NINE: Considering thoughtfully TEN: stretch a sore muscle
Anticipation The preparation of an action Revealing Indicating Speed, Weight Directing Attention
Aniticipation
Anticipation
Anticipation
Staging Staging is the presentation of an idea so that it is completely and unmistakably clear. Readability Personality Mood
Follow Through The termination of an action Weight and drag Initiation Overlapping
Pose-to-Pose Keyframes
Slow In, Slow Out The spacing of the inbetweens Non-linear interpolation
Slow In, Slow Out The spacing of the inbetweens Non-linear interpolation
Arcs The visual path of action from one extreme to another is always described by an arc
Arcs
Exaggeration Exaggerate the essence of the action Action, emotion, shape, color, sound, …
Secondary Action An action that results directly from another action
Secondary Action
Appeal The animated character has appeal. A quality of charm Pleasing design Simplicity It doesn’t mean that the character/animation should be realistic.
Luxo Jr. vs Final Fantasy
Uncanny Valley Human psychological reaction to animation Coined by Japanese roboticist Masahiro Mori Emotional response against similarity to human appearance and movement
Uncanny Valley
CG Techinques for Animation What can CG do for the principles ? Keyframing Timing, Arc, Slow In & Out Geometric deformation Squash and Stretch Rendering Staging Physics based techniques Secondary Action
Physics-based Techniques Rigid body 10-plank_test_withcontact_c.avi 1000ring.avi tank_straight_comp.avi Deformable body buddha_gear.avi warping.mov hair.mov movie1.avi BreakingObjects.avi,Materials.avi Fluid Burning_Paper.avi glass00.avi melting_ice.avi torus_cage.avi pouring4.avi water-curtain-front_new.avi goop-et-web.avi Derivative Particles.mov vfx.mov, rnd.mov
Discussion Are they all? Personality Story, Character >>> Technique