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Chapter 11 Animation

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Title: Chapter 11 Animation


1
Chapter 11Animation
Multimedia Systems
2
Key Points
  • Animation is the creation of moving pictures one
    frame at a time.
  • Animation can be made using traditional methods
    and captured and digitized one frame at a time
    using a video camera or other input device.
  • Drawn or painted animation can be made using a
    graphics application. Painter provides special
    support for animation using frame stacks.

3
Key Points
  • Animations may be rendered as QuickTime movies,
    exported as a sequence of image files or stored
    as an animated GIF.
  • Layers can be used as the digital equivalent of
    cel to separate independently moving parts of an
    image.
  • Sprites are objects that can be positioned
    independently. Sprite faces are used to alter
    their appearance.

4
Key Points
  • In key frame animation, only important frames are
    stored explicitly in-between frames are
    interpolated (tweened) from the key frames.
  • Flash is designed for producing simple vector
    animations, primarily for display on the World
    Wide Web. It is organized on a time line and
    provides automated tweening.
  • Easing in and easing out are used to produce more
    realistic movement than simple linear
    interpolation.
  • Key frame animation is applied to bitmapped
    images in making motion graphics in programs such
    as After Effects.

5
Key Points
  • In 3-D animation, interpolation is applied to the
    many numerical quantities that describe a
    three-dimensional scene. It requires huge
    resources and great skill to achieve good
    results.
  • Virtual reality (VR), has come to mean 3-D
    graphics that can be explored interactively. VRML
    and QuickTime VR are available formats for
    virtual reality. They come nowhere near the
    original concept of virtual reality as an
    immersive sensory experience of a synthetic
    world.

6
Applications
  • Animation has been used for entertainment,
    advertising, instruction, art and propaganda on
    film or video it is also employed on the World
    Wide Web and in multimedia presentations.

7
Animate Means
  • Animate means to bring to life
  • When played back at normal film or video speeds,
    the still characters, objects, abstract shapes,
    or whatever, that have been photographed in
    sequence, appear to come to life.

8
Frame Rate Requirement
  • Technically, 24 frames per second.
  • In practice, animation that does not require
    seamlessly smooth movement can be shot on 2s,
    which means that two frames of each drawing are
    captured rather than just one. This gives an
    effective frame rate of 12 frames per second for
    film or 15 for NTSC video.

9
Cel Animation
  • Those elements in a scene that might move are
    drawn on sheets of transparent material known as
    cel, and laid over a background drawn
    separately.

10
Stop-Motion Animation
  • Three-dimensional
  • This encompasses several techniques, but all use
    miniature three-dimensional set, like stage sets,
    on which objects are moved carefully between
    shots. The objects may include articulated
    figures, whose limbs can be repositioned, or
    solid figures whose parts are replaced, or
    substituted, between shots, to produce an effect
    of gestures, walking, and so on.

11
Clay Animation
  • It is similar stop-motion animation, but figures
    and other objects made out of a malleable
    modeling material, such as Plasticine (????), may
    be used instead these can be manipulated between
    shots, to produce both natural movement, and
    otherwise impossible changes and transformations.

12
Hybrid Forms of Animation
  • Mixing cel and 3-D
  • Combining animation with live footage (????),
    such as Jurassic Park.

13
Captured Animation and Image sequences
  • Digital Technology
  • Using video camera and traditional animation
    methods together with digital technology offers
    much richer expressive possibilities to the
    animator working in digital media than purely
    computer-generated methods.

14
Frame Grabbing
  • For example, Premiere offers a Stop Frame
    command on its Capture menu. This causes a
    recording window to be displayed, showing the
    current view through the camera.
  • You can use this to check the shot, then press a
    key to capture one frame, either to a still image
    file, or to be appended to an AVI or QuickTime
    movie sequence.
  • You then change your drawing, alter the position
    of your models, or whatever, and take another
    shot.
  • Frames that are unsatisfactory can be deleted.

15
Ghost Image
  • Premiere offers an option allows you to see the
    currently and previously captured frames
    together, to help with alignment and making the
    appropriate changes.
  • Ghost image previously captured frame

16
Multiple Animation Formats
  • When you captured a set of frames that form a
    sequence, Premiere can save it as QuickTime
    movie or a set of sequentially numbered images
    files.

17
Traditional Animation Supports
  • A film scanner will even allow you to digitize
    animation made directly onto film stock.For
    example, Painter provides special support for
    animators wishing to draw or paint animations
    digitally, in the form of features that resemble
    some of the ways in which traditional animators
    work with a stack of drawings.

18
Frame Stack
  • A Painter frame stack is a set of images, all
    of the same dimensions and colour depth. When you
    create or open a frame stack, you are provided
    with controls for navigating through it.

19
Onion Skinning
  • Painter offers an option allow you to make up
    to four frames adjacent to the one you are
    currently working on visible.

20
Rotoscoping
  • A process of painting on existing video
    frames.For example, Painter can paint onto or
    otherwise alter original video material, which is
    one way of adding animation to live action.

21
Web Page Animation File Formats(1)
  • GIF Files
  • GIF89as ability to store a sequence of images
    has been used to provide a cheap and cheerful
    form of small animation for Web page
    advertisements.

22
Web Page Animation File Formats(2)
  • GIF Shortcomings
  • However, even when GIF animation is properly
    implemented and enabled, it has many
    shortcomings.
  • Sound can not be added.
  • Colour palette is restricted to 256.
  • Images are losslessly compressed.

23
QuickTime
  • For animation of any duration, especially if it
    is accompanied by sound, the best result will be
    achieved using a video format, and QuickTime has
    become the standard.

24
Digital Cel
  • Cel in digital animation layer
  • Layers allow you to create separate parts of a
    still image for example, a person and the
    background of a scene they are walking through
    so that each can be altered or moved
    independently.

25
Sprite Animation
  • We store a single copy of all the static layers
    and all the objects, together with a description
    of how the moving elements are transformed
    between frames.
  • This form of animation, based on moving objects,
    is called sprite animation.

26
Faces
  • Slightly more sophisticated motion can be
    achieved by associating a set of images,
    sometimes called faces.This would be suitable to
    create a walk cycle for a humanoid character.

27
Key Frame Sample
  • QuickTime supports sprite tracks, which store an
    animation in the form of a key frame sample
    followed by some override samples.
  • The key frame sample contains the images for all
    the faces of all the sprites used in this
    animation, and values for the spatial properties
    (position, orientation, visibility, and so on) of
    each sprite, as well as an indication of which
    face is to be displayed.

28
Override Samples
  • Override samples contain no image data, only new
    value for the properties of any sprites that have
    changed in any way. They can therefore be very
    small.

29
Dynamically Generated Sprite Animation
  • Instead of storing the changes to the properties
    of the sprites, the changed values can be
    generated dynamically by a program.

30
Key Frame Animation(1)
  • Breaking down complex tasks into small repetitive
    sub-tasks that could be carried by relatively
    unskilled workers
  • Character design, concept art, storyboards, tests
  • Trained animators creation of key frames

31
In-betweening
  • The intermediate frames can be drawn almost
    mechanically by in-betweeners.

32
Flash
  • Flash is designed for producing simple vector
    animations, primarily for display on the World
    Wide Web.
  • A Flash animation is organized using a timeline,
    a graphical representation of a sequence of
    frames, similar to the timeline in video editing
    applications.

33
Flashs Stage
  • Flashs stage is a sub-window in which frames are
    created by arranging objects (
  • vector imagesWMF, EPS, AI,
  • bitmapped imagesGIF, JPEG, PNG, BMP), and which
    is also used to preview animations.

34
Symbol
  • Graphical objects can be stored in a library in a
    special form, called symbol, that allows them to
    be reused.
  • Generating Key Frames
  • To animate a symbol, a key frame is selected in
    the timeline, and the symbol is placed on the
    stage the current frame is then moved to the
    next key frame, and the symbol is moved, scaled,
    or otherwise transformed, to create the new
    frame.

35
Interpolation
  • In-between Frames Interpolation
  • Double-clicking anywhere in the timeline between
    frames brings up a dialogue, which allows you to
    specify that the in-between frames should be
    interpolated.
  • Flashs interpolation is linear.
  • Flash does not offer an non-linear interpolation
    but borrows a technique from hand-made animations
    (easing in, easing out).

36
Linear Interpolation
37
  • Two Problems with Linear Interpolation
  • Unnatural movement
  • Nothing really moves like this motion begins
    and ends instantaneously, with objects attaining
    their full velocity as soon as they start to
    move, and maintaining it until they stop.
  • Solution using hand-made animation

38
Easing In
  • The object accelerate from a standstill to its
    final velocity.

39
Easing Out
  • The converse process of deceleration.

40
Abrupt Change of Velocity
  • As the velocity graph clearly shows, this will
    appear as a sudden deceleration at that point in
    the animation.
  • Second problem

41
Abrupt Change of Velocity
  • Solution
  • Non-linear Interpolation
  • Using Bezier curves instead of straight lines to
    interpolate between key frames, smooth motion can
    be achieved.
  • Note that we do not mean that objects should
    follow Bezier shaped paths, but that the rate at
    which their properties change should be
    interpolated using a Bezier curve.

42
Motion Graphics
  • Interpolation between key frames can be applied
    to bitmapped images.
  • Since bitmaps do not contain identifiable
    objects, the use of layers to isolate different
    elements of an animation is essential.
  • These geometrical transformations are easily
    interpolated, but since we are now concerned with
    bitmapped images, they may require resampling,
    and consequently cause a loss of image quality.

43
After Effects
  • Leading desktop application for animation of
    motion graphics
  • Photoshop or Illustrator prepares the elements of
    an animation on a separate layer, and import the
    result into After Effects.

44
Repositioning Layers
  • Simplest animations
  • After Effects
  • Linear interpolation Figs. 11.7, 11.9
  • Bezier interpolation Figs. 11.8, 11.10

45
Time-varying Filters
  • Motion graphics are the effects that can be
    achieved using time-varying filters on bitmapped
    images have more in common with graphic design
    than with mainstream cartoons or art animations.
  • Motion graphic effects can be applied to live
    video as well as to still images.

46
3D Animation
  • 3D models are defined by numerical quantities.
  • Object
  • Position in space
  • Rotation
  • Surface characteristics
  • Shape
  • Light source
  • Intensity
  • Direction
  • Camera
  • Position
  • Orientation

47
  • Motion paths in 3D
  • Add time -gt 4D
  • Render 3D animation
  • Advanced shading algorithms
  • Ray tracing
  • A long time to process a single image

48
Behavior
  • A simple type of behavior
  • Making one object point at another
  • Camera is pointed at an object.
  • Spotlight pointed at an object.
  • Sunflower can be made to point at the sun
  • Have one object track another
  • Follow its motion at a distance
  • Camera
  • Behavior based on physical laws of motion

49
Kinematics
  • Study of the motion of bodies without reference
    to mass or force
  • It is only concerned with how things can move,
    rather than what makines them do so.
  • Jointed structure
  • Kinematic constraints
  • If upper arm is raised, lower arm and hand must
    come with it.

50
Inverse Kinematics
  • It is more useful to be able to position the
    object which is at end of the chain and then the
    object which is at end of chain move to
    accommodate it.
  • Works backwards from effect to cause
  • Poser
  • Many different ways
  • Minimizing the potential energy

51
Bracy
  • Bracy
  • Basic animation by interpolation between key
    frames
  • After Effects
  • Animating layers with Bezier motion paths and
    velocity graphs that can be modified.
  • Bracy
  • Terrain modeling
  • Sky, Clouds, Rainbows
  • Earthquake

52
Virtual Reality
  • Head-mounted displays
  • Data gloves track hand movements
  • Haptic interfaces provide tactile feedback
  • Haptics is the study of human touch and
    interaction with the external environment via
    touch.
  • 'Haptic' comes from a Greek term meaning 'able to
    lay hold of'
  • For flight and industrial simulation, games

53
VRML
  • Virtual Reality Modeling Language
  • Text-based language
  • VRML 2.0 added support for interactivity, via
    scripting.
  • Cube, cylinder, sphere, and so on
  • Textures can be mapped onto surfaces of objects
  • Constructing VRML scenes by hand is a painstaking
    and error-prone business
  • Using normal interactive modeling tools

54
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55
QuickTime VR
  • Basic VR experience
  • Panoramic movies
  • 360? view of a scene
  • Object movies
  • Examine an object from different angles
  • Hot spots
  • Active areas contain links
  • Can be generated from Brace
  • Stitching software

56
Panoramic Image
57
Object Movies
  • Object image array
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