Computer animation involves generating animated images using computer graphics. Modern animation typically uses 3D graphics, though 2D is still used. Animation works by displaying a series of images fast enough to create the illusion of movement, with a minimum of 12 frames per second needed.
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Computer Animation
Computer animation involves generating animated images using computer graphics. Modern animation typically uses 3D graphics, though 2D is still used. Animation works by displaying a series of images fast enough to create the illusion of movement, with a minimum of 12 frames per second needed.
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Computer animation is the process used for
generating animated images by using computer
graphics. Modern computer animation usually uses 3D computer graphics, although 2D computer graphics are still used for stylistic, low bandwidth, and faster real-time renderings. Computer animation only refers to moving images produced by exploiting the persistence of vision to make a series of images look animated. To trick the eye and brain into thinking they are seeing a smoothly moving object, the pictures should be drawn at around 12 frames per second (frame/s) or faster (a frame is one complete image). Hand drawn cartoons runs at 15 frames per second. Animated movies runs at 24 frames per second, which is sufficient to create the illusion of continuous movement. For high resolution, adapters are used. Computing each frame would take too long. Mesh 3D animation is digitally modeled and manipulated by an animator. The animator starts by creating an external 3D mesh to manipulate. A mesh is a geometric configuration that gives the visual appearance of form to a 3D object or 3D environment. The mesh may have many vertices which are the geometric points which make up the mesh; it is given an internal digital skeletal structure called an armature that can be used to control the mesh with weights. This process is called rigging and can be programmed for movement with keyframes. Animation Techniques- Present 3D Animation Early 2D Animation: Used traditional techniques Early 3D Animation: Neglected traditional techniques. Virtual world where objects and characters can interact with one another. 3 Main components of 3D Animation. Model, describing the elements of a scene. Animate, specifies how the objects move in the environment. Render, coverts the information (object and their motion) into images. Animation Tecniques- KeyFraming A key frame in animation and filmmaking is a drawing that defines the starting and ending points of any smooth transition. A sequence of key frames defines which movement the viewer will see, whereas the position of the key frames on the film, video or animation defines the timing of the movement. At key frames, animator positions objects and lights, sets parameters, etc.
Because only two or three keyframes over the span of a second do not create the illusion of movement. Interpolate the remaining frames in-between these key frames (in-betweening). Interpolation is creating a new position between existing positions Systems uses spline interpolation to control the path of an object. Applied to color transformations, shape transformations, motion of an object.
Linear Interpolation The easiest form of interpolation Given the same point in two different keyframes, a line is drawn between them The new point exists somewhere on this line. Done for every point and combined to make a new keyframe Disadvantage: the formula doesnt always give a good approximation of the points
Spline Interpolation This method shares the same idea as linear interpolation Considers two frames before and after the desired new frame, instead of one before and after Point approximation is more accurate than linear interpolation
Animation Techniques Modeling Articulated Model Collection of objects connected together by joints. The collection of joints resembles a Hierarchy tree- like structure. Moving the elbow would affect the location of the wrists position.
Animation Techniques Modeling Particle System Collection of points in space. Particles move or collide with each other is decided by a set motion. A set motion is determined by a set of rules, i.e.: The laws of physics. Examples are watersplash, smoke, a flock of birds flying.
Animation Techniques Modeling Deformable Objects Models similar to articulated but without the defined joints. The structure of the object is too great to implement joints. Examples: water, hair, rocks, ground. Animation Techniques Modeling The diver represents an articulated object The body of water is a deformed object. The splash of course would be a particle system Animation Techniques- 3D Rotoscoping Rotoscoping is an animation technique in which animators trace over footage, frame by frame, for use in live-action and animated films. Rotoscoping (often abbreviated as "roto") has often been used as a tool for visual effects in live- action movies. By tracing an object, a silhouette (called a matte) is created that can be used to extract that object from a scene for use on a different background. Kinematics One method to constrain an animation of human or animal figures is to use a jointed skeletons. The skeleton is made up of a set of links. Each link in the chain is rigid, and the movement is constrained by the degree of freedom at each joint. The skeleton can be fleshed out in any way to create the animated figure. Kinematics determines parameters needed for a jointed, flexible object to achieve a pose Factors in maintaining balance, joint angle limitations, and collisions between the body and limbs. Two ways of doing this
Inverse Kinematics Inverse Kinematics: figure out what angles joints will need in order to achieve a pose, given the desired configuration based on a hierarchy. Specify the position of one object and every object above it in the hierarchy. Motion is inherited up. To perform one action must be able to move multiple joints. Example: to move the arm and torso to one position, the algorithm can figure the position of where the shoulder and elbow should be. Factors in maintaining balance, joint angle limitations, and collisions between the body and limbs. Disadvantage: There is no general analytical solution Must be solved through non-linear programming techniques Forward Kinematics Forward Kinematic Animation: given desired angle changes for the figures joints will result in a pose. Motion is inherited down the hierarchy. Easier than inverse kinematics Motion Capture Motion capture is the process of recording a live motion event and translating it into actionable data that allows for a 3d recreation of the performance. In other words, transforming a live performance into a digital performance. A person wears sensors near each joint. Computer software records positions, angles, velocities, accelerations, and impulses for all sensors.
Animation Method- Morph Target Animation In a morph target animation, a "deformed" version of a mesh is stored as a series of vertex positions. In each key frame of an animation, the vertices are then interpolated between these stored positions. The "morph target" is a deformed version of a shape. When applied to a human face, for example, the head is first modelled with a neutral expression and a "target deformation" is then created for each other expression. When the face is being animated, the animator can then smoothly morph (or "blend") between the base shape and one or several morph targets. Typical examples of morph targets used in facial animation is a smiling mouth, a closed eye, and a raised eyebrow, There are advantages to using morph target animation over skeletal animation. The artist has more control over the movements because he or she can define the individual positions of the vertices within a keyframe, rather than being constrained by skeletons. This can be useful for animating cloth, skin, and facial expressions because it can be difficult to conform those things to the bones that are required for skeletal animation. Motion Capture Advantages: Faster than manually creating animations Can have much more natural looking motions and catch subtleties of the object. Disadvantages: Cant do anatomically impossible motions Motion is restricted to the laws of physics. Sensors attached to the skin can shift out of position during human movement causing real performance to differ from data recorded.
Squash & 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. The most important aspect of this principle is the fact that an object's volume does not change when squashed or stretched. If the length of a ball is stretched vertically, its width (in three dimensions, also its depth) needs to contract correspondingly horizontally. Three-dimensional squash and stretch can be implemented with a variety of techniques: skin and muscle, springs, direct mesh manipulation and morphing. Anticipation Anticipation is used to prepare the audience for an action, and to make the action appear more realistic. A dancer jumping off the floor has to bend his knees first; a golfer making a swing has to swing the club back first. In three-dimensional computer animation it can be fine-tuned using digital time-editing tools such as time sheets, timelines, and curves. More anticipation equals less suspense. Horror films, for example, switch back and forth from lots of anticipation to total surprise.
Example: Goofy prepares to hit a baseball. 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; This can be done by various means, such as the placement of a character in the frame, the use of light and shadow, and the angle and position of the camera. Straight Ahead Action & Pose To Pose. These are two different approaches to the actual drawing process. "Straight ahead action" means drawing out a scene frame by frame from beginning to end. While "pose to pose" involves starting with drawing a few key frames, and then filling in the intervals later. Motion capture and dynamics simulations, even three- dimensional rotoscoping , are clearly the straight- ahead techniques of three-dimensional computer animation. They can all be blended intelligently using channels.
Follow through & Overlapping Follow-through action consists of the reactions of the character after an action, and it usually lets audiences know how he or she feels about what has just happened or is about to happen. Example: after throwing a ball. In overlapping action: starting a second action before the first has completed. The layers and channels in three-dimensional computer animation software allow us to mix and blend different overlapping motions from different areas of the character.
Slow-In & Slow-Out Slow-in and slow-out consist of slowing down the beginning and the end of an action, while speeding up the middle of it. In three-dimensional computer animation slow-ins and slow-outs can be fine-tuned with digital time- editing tools. Arcs Using arcs to animate the movements of characters helps achieve a natural look because most living creatures move in curved paths, never in perfectly straight lines. In three-dimensional computer animation we can use software constraints to force all or some of the motion within arcs. Timing Timing is the precise moment and the amount of time that a character spends on an action. Most three-dimensional computer animation tools allow us to fine tune the timing by shaving off or adding frames with non-linear time-editing. Timing can also be controlled and adjusted by placing each character on a separate track, and using sub- tracks for parts of the character such as head, torso, arms and legs.
Exaggeration Usually helps cartoon characters to deliver the essence of an action. A lot of exaggeration can be achieved with squash and stretch. In three-dimensional computer animation we can use procedural techniques, motion ranges and scripts to exaggerate motion. Solid Modelling & Rigging Solid and precise modeling helps to convey the weight, depth and balance of the character, and it also simplifies potential production complications due to poorly modeled characters. Animation rigs are at their best when they are optimized for the specific personality and motion of the character. Character Personality Character personality, or appeal as it was originally called, facilitates the emotional connection between character and audience. Characters must be well developed, have an interesting personality, and have a clear set of desires or needs that drive their behavior and actions. Complexity and consistency of motion are two elements of character appeal that can be easily developed with three-dimensional computer animation. New 3D Principles A few of the new issues that need to be addressed by new principles of three-dimensional computer animation include: visual styling, blending cartoon physics with real world physics, using cinematography, mastering facial animation, and optimizing user-controlled animation.
Visual Styling Visual styling has a significant impact on rendering, on animation techniques, and overall production complexity. As we develop a visual look we must keep in mind that it is feasible to produce within the boundaries of the project. A certain look for the skin of a beast, for example, might look cool but might also require too complex a rig, too detailed a model and too complex an animation process.
Blending Motion It is possible today to blend motion from different sources, and we need to develop a clear approach for blending cartoon with realistic motion. Before production starts it is necessary to define clear guidelines for a variety of motion/animation styles including cartoon physics, realistic cartoon, realistic human motion and rotoscoping. Cinematography Since we have absolute control over camera positions and movement in three-dimensional computer animation, we should make the cinematography a crucial component of our animation, not just an afterthought. The composition, lighting, and sequencing of our moving images has a huge impact on storytelling. The lighting style needs to be addressed separately, since it impacts both the look and the rendering pipeline.
Facial Animation Three-dimensional computer animation offers more facial animation control than ever before, including the subtle motion of eyelids and eyeballs. Establishing early in the process the level of facial control and techniques has a positive effect on the styling of the character and the design of the production flow. User-Controlled Animation Computer and platform games put much of the animation control in the hands of gamers. This poses the challenge to create great animation that works regardless of what move the gamer decides to make. Games are a combination of user-controlled animation and preset/narrative animation. User-controlled animation relies on strong animation cycles with built-in anticipation that are able to branch smoothly into reaction shots.