Graphics Sound Video created by:gaurav shrivastava
Computer Animations 2D animation 3D animation Other techniques created by:gaurav shrivastava
2D ANIMATION Tweening Morphing Skinning Interpolated rotoscoping Eg:- created by:gaurav shrivastava
3D ANIMATION Cel-shaded animation Skeletal animation Motion capture created by:gaurav shrivastava
Other Animation Techniques Paint on-Glass animation Sand animation Flip book created by:gaurav shrivastava
How to create Animations 12 Basics principles of moving Animations Squash and StretchSquash and Stretch ____ Anticipation Staging Straight ahead action(pose-to-pose) Follow through(overlapping) Slow-in Slow-out Arcs Secondary action Timing Exaggeration Solid drawing Appeal e created by:gaurav shrivastava
1. Squash and Stretch Teaches basic mechanics of animation. Defines rigidity of material. Important in facial animation. created by:gaurav shrivastava
Squash and Stretch Cont. Can relieve the disturbing effect of strobing. created by:gaurav shrivastava
2. Timing and Motion Examples: 1. Timing: tiny characters move quicker than larger ones. 2. Motion: can define weights of objects. Gives meaning to movement Proper timing is critical to making ideas readable created by:gaurav shrivastava
3. Anticipation Preparation for an action Example: Goofy prepares to hit a baseball. created by:gaurav shrivastava
A clear presentation of ideas 4. Staging Some Techniques: 1.Use motion in a still scene or use of static movement in a busy scene. 2.Use of silhouettes (to the side) created by:gaurav shrivastava
5. Follow Through and Overlapping Action 1. Follow Through Termination part of an action. 2. Overlapping Action Starting a second action before the first has completed. Example: after throwing a ball created by:gaurav shrivastava
6. Straight Ahead Action and Pose- to-Pose Action 1. Straight Ahead Animator start from first drawing in the scene and draw all subsequent frames until the end of scene. 2. Pose-to-Pose Animator plans actions, draws a sequence of poses, in between frames etc. created by:gaurav shrivastava
7. Slow in and Out Spacing of inbetween frames to achieve subtlety of timing and movement. 1.3d keyframe comp. Systems uses spline interpolation to control the path of an object. 2.Has tendency to overshoot at extremes (small # of frames). created by:gaurav shrivastava
8. Arcs Visual path of action for natural movement. Makes animation much smoother and less stiff than a straight line. created by:gaurav shrivastava
9. Exaggeration Accentuating the essence of an idea via the design and the action. Needs to be used carefully. Example: Luxo Jr. made smaller to give idea of a child. created by:gaurav shrivastava
10. Secondary Action Action that results directly from another action. Used to increase the complexity and interest of a scene. Example: Body movement is the primary action, facial expression is the secondary action created by:gaurav shrivastava
11. Appeal Refers to what an audience would like to see. Character cannot be too simple (boring) or too complex. Examples: Avoid mirror symmetry, assymmetry is interesting. created by:gaurav shrivastava
What techniques used for Wally B.? created by:gaurav shrivastava
What do you think Wally B’s going to do? created by:gaurav shrivastava
The Action: Zooooooooooommmm! created by:gaurav shrivastava
OH! THAT’S ALL created by:gaurav shrivastava