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Animation

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Animation

Animation refers to the movement on the screen of the display


device created by displaying a sequence of still images.
Animation is the technique of designing, drawing, making
layouts and preparation of photographic series which are
integrated into the multimedia and gaming products. Animation
connects the exploitation and management of still images to
generate the illusion of movement. A person who creates
animations is called animator. He/she use various computer
technologies to capture the pictures and then to animate these
in the desired sequence.

Animation includes all the visual changes on the screen of display


devices. These are:

1. Change of shape as shown in fig:

2. Change in size as shown in fig:


Traditional Animation:

framebyframe

Traditionally most of the animation was done by hand.


All the frames in an animation had to be drawn by
hand. Since each second of animation requires 24
frames film, the amount of efforts required to create
even the shortest of movies can be tremendous.

Keyframing

In this technique, a storyboard is laid out and then the


artists draw the major frames of the animation. Major
frames are the ones in which prominent changes take
place. They are the key points of animation.
Keyframing requires that the animator specifies critical
or key positions for the objects. The computer then
automatically fills in the missing frames by smoothly
interpolating between those positions.

Procedural

In a procedural animation, the objects are animated by


a procedure − a set of rules − not by keyframing. The
animator specifies rules and initial conditions and runs
simulation. Rules are often based on physical rules of
the real world expressed by mathematical equations.

Behavioural

In behavioural animation, an autonomous character


determines its own actions, at least to a certain extent.
This gives the character some ability to improvise and
frees the animator from the need to specify each detail
of every character's motion.

Performance Based Motion Capture

Another technique is Motion Capture, in which


magnetic or vision-based sensors record the actions of
a human or animal object in three dimensions. A
computer then uses these data to animate the object.

This technology has enabled a number of famous


athletes to supply the actions for characters in sports
video games. Motion capture is pretty popular with the
animators mainly because some of the commonplace
human actions can be captured with relative ease.
However, there can be serious discrepancies between
the shapes or dimensions of the subject and the
graphical character and this may lead to problems of
exact execution.

Physically Based Dynamic


Unlike key framing and motion picture, simulation uses
the laws of physics to generate motion of pictures and
other objects. Simulations can be easily used to
produce slightly different sequences while maintaining
physical realism. Secondly, real-time simulations allow
a higher degree of interactivity where the real person
can maneuver the actions of the simulated character.
Principles of Animations:
Squash and Stretch:
This principle works over the physical properties that are expected to
change in any process. Ensuring proper squash and stretch makes our
animation more convincing.
For Example: When we drop a ball from height, there is a change in
its physical property. When the ball touches the surface, it bends
slightly which should be depicted in animation properly.

Anticipation:
Anticipation works on action. In Anticipation, we make our audience
prepare for action. It helps to make our animation look more realistic.
For Example: Before hitting the ball through the bat, the action of
batsman comes under anticipation. These are those actions in which
the batsman prepares for hitting the ball.

Arcs:
Humans and animals move in arcs. Introducing the concept of arcs
will increase the realism. This principle of animation helps us to
implement the realism through projectile motion also.
For Example, the movement of the hand of bowler comes under
projectile motion while doing bowling.
Slow in-Slow out:
While performing animation, one should always keep in mind that in
reality object takes time to accelerate and slow down. To make our
animation look realistic, we should always focus on its slow in and
slow out proportion.
For Example, It takes time for a vehicle to accelerate when it is
started and similarly when it stops it takes time.

Appeal:
Animation should be appealing to the audience and must be easy to
understand. The syntax or font style used should be easily
understood and appealing to the audience. Lack of symmetry and
complicated design of character should be avoided.

3D Effect:
By giving 3D effects we can make our animation more convincing and
effective. In 3D Effect, we convert our object in a 3-dimensional plane
i.e., X-Y-Z plane which improves the realism of the object.
For Example, a square can give a 2D effect but cube can give a 3D
effect which appears more realistic.

Overlap:
It deals with the nature in which before ending the first action, the
second action starts.
For Example: Consider a situation when we are drinking Tea from the
right hand and holding a sandwich in the left hand. While drinking a
tea, our left-hand start showing movement towards the mouth which
shows the interference of the second action before the end of the
first action.

CHARACTER ANIMATION:
Character animation is a type of animation that uses
movement, speech and tone to bring a character to life.
Character animation is generally defined as the art of
making a particular character move in a two- or three-
dimensional context.

FACIAL ANIMATION:
Computer facial animation is primarily an area of computer
graphics that encapsulates methods and techniques for
generating and animating images or models of a character
face. The character can be a human, a humanoid, an animal,
a legendary creature or character, etc.
The importance of human faces in verbal and non-verbal
communication and advances in computer graphics
hardware and software have caused considerable scientific,
technological, and artistic interests in computer facial
animation.
MOTION CAPTURE:
Motion capture is the name for technology that records the
movement of people or objects. The motion is captured by the tech
and the data is transferred to a computer program to enable
photorealism in a virtual environment.

Motion-capture has become increasingly popular in recent years, as


a method of imbuing computer-generated 3D characters with the
natural and often subtle movements/mannerisms of human
actors.

Motion capture sessions involve the movements of actors many


times per second. Only the movements are recorded - not their real
visual appearance. The animation data is then mapped to a 3D
model which is enabled to perform the actions that were captured.

DEFORMATION:
Free Form Deformation (FFD) is part of the computer graphics
literature on soft objects. The definition of a soft object is an object
that can be deformed by the user or during the process of animation.
Soft object deformation is used for many purposes:

• Shape distortion to highlight dynamic interaction with the


environment

For instance, an animator may want to create a basketball that


will deform when it bounces on the ground. Another use would
be to deform the shape of a car during a collision in a racing
simulation.
• Realistic deformation of an object that has a highly elastic and
flexible shape. Examples include the facial expressions, motion
of the human body, and cartoon animation. In movies like Luxo
Jr. and Toy Story, the character shapes are deformed when they
walk, talk, or hit another object.

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