George Boudman. Animation Techniques Animation has certainly come a long way in the decades since its debut in the early 1900s. The techniques used by.

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Presentation transcript:

George Boudman

Animation Techniques Animation has certainly come a long way in the decades since its debut in the early 1900s. The techniques used by animators to bring characters and stories to life have improved immeasurably over the years, yet there remains only three primary types of animation: Traditional stop-motion computer.

Traditional Animation Traditional animation made its debut in 1906 with a short film featuring different facial expressions. The genre allows for the illusion of animated movement due to the frame-by-frame manipulation of drawings and illustrations. The release of Snow White and the Seven Dwarfs in 1937 marked the first time that traditionally animated films began to be taken seriously by the Hollywood community and audiences alike.

Stop Motion Animation Stop-motion actually predates traditional, hand-drawn animation: The first attempt, The Humpty Dumpty Circus, was released in There’s little doubt that the biggest hindrance to stop- motion animation’s success is its time consuming nature, as animators must move an object one frame at a time to mimic movement. K:\PV Animation\Dirpy\joe mania stop motion animation _fantasy_.wmv K:\PV Animation\Dirpy\joe mania stop motion animation _fantasy_.wmv

Just what is Computer Animation? Computer animation is the process used for generating animated images by using computer graphics. The more general term computer generated imagery encompasses both static scenes and dynamic images, while computer animation only refers to moving images. The term "computer animation" itself broadly covers a wide variety of genres and applications, though the simplest way to break it down is into the categories of 2D and 3D animation.

Vector Animation (2D) "2D", short for "two-dimensional", is sometimes also called “vector animation", and is typically done in programs like Macromedia Flash and Macromedia Director. Vector graphics is the use of geometrical primitives such as points, lines, curves, and shapes or polygon(s), which are all based on mathematical equations, to represent images in computer graphics. The most familiar form of 2D animation can be found just by turning on your TV on a Saturday morning: traditional cartoons, which are progressing more and more into the digital realm.

Vector Animation (2D) You probably see simpler animations every day just while surfing the web, in the form of advertisements, E-cards, and cartoon shorts. Vector animation is also useful in designing interactive interfaces for the web. 2D animation, true to its name, is rendered in a two- dimensional space. For Example:

3D Animation 3D animation, however, is rendered in a virtual three- dimensional space, using polygons captured by various virtual "cameras" to "film" the animation. 3D animation has a variety of applications, from video games to animated films. 3D animation is also used to render many of the special effects seen in live-action films, removing the need for scale model sets or staged stunts. Software like Rhino, 3D Studio Max or others are required for 3D animation.

Aniboom.com K:\PV Animation\Dir py\Spaced out - Funny Animation.wmv K:\PV Animation\Dir py\Spaced out - Funny Animation.wmv

Where do we start with Animation Sequence A sequence is a series of individual events that are put in a proper order. It is a road map of events or steps to follow. Examples include: Alphabetical and numerical order; a recipe, assembly instructions, a table of contents, a class list, a production flow chart, block diagram, and a story board. Before any recipe, cartoon, commercial, or TV show is made, the chef, cartoonist, or film maker needs to know the proper sequence or what order to put things in.

Storyboards A story board is special type of sequence. It provides a visual description of the shots, in their proper order or sequence, of your production. Each scene should have its own story board, which contains information on graphics, video, sound, text, audience interaction, color, type fonts, type size, etc. In other words, everything necessary for crew members involved in the production to do their jobs.

Storyboards

Character Development Six Basic Emotions Fear – Perception of physical or psychological danger or threat Anger – belief situation is not what it should be: the restraint, interference or criticism is illegitimate Disgust – getting rid or of getting away from a contaminated (bodily, interpersonal and moral), deteriorated or spoiled object. Function of disgust is rejection. Sadness – Most negative, aversive emotion arises primarily through separation or failure. Joy – Desirable outcomes related to personal success and interpersonal relatedness Interest – Most prevalent in day to day functioning, ever-present, desire to explore, investigate, seek out manipulate and extract information from the objects that surround us.

Character Development K:\PV Animation\PV Animation Videos\_Chicken Joe_ - Character Build & Development.wmv K:\PV Animation\PV Animation Videos\_Chicken Joe_ - Character Build & Development.wmv

Theater or Stage Design..\PV Animation\PV Animation Videos\CAD Studio Architectural Animation Showreel cadstudio.co.nz.wmv..\PV Animation\PV Animation Videos\CAD Studio Architectural Animation Showreel cadstudio.co.nz.wmv

Draw, Draw and Draw

Select Software and Begin

12 Principles of Animation Squash and Stretch Anticipation Staging Straight ahead action and pose to pose Follow through and overlapping action Slow in Slow out Arcs Secondary action Timing Exaggeration Solid Drawing Appeal

Audio..\PV Animation\PV Animation Videos\Monsters Inc. Trailer.wmv..\PV Animation\PV Animation Videos\Monsters Inc. Trailer.wmv

Your Final Project…..\PV Animation\Dirpy\Prime Time - Funny Animation.wmv..\PV Animation\Dirpy\Prime Time - Funny Animation.wmv

References Bancroft, Tom; Glen Keane (2006). Creating Characters with Personality: For Film, TV, Animation, Video Games, and Graphic Novels. Watson-Guptill. Lasseter, John ( ). "Principles of Traditional Animation applied to 3D Computer Animation". ACM Computer Graphics 21 (4): pp. 35–44. er_animation/principles/prin_trad_anim.htm. Mattesi, Mike (2002). Force: Dynamic Life Drawing for Animators, Second Edition. Focal Press. Osipa, Jason (2005). Stop Staring: Facial Modeling and Animation Done Right (2nd ed.). John Wiley & Sons. Whitaker, Harold; John Halas (2002). Timing for Animation. Focal Press. White, Tony (1998). The Animator's Workbook: Step-By-Step Techniques of Drawn Animation. Watson-Guptill.

Images and Graphics carroll.html carroll.html