ITBIS351 Multimedia Systems and Hypermedia Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia
OUTLINE Define animation and describe how it can be used in multimedia Discuss the principles of animation Discuss the animation techniques of cel and computer animation Create computer-generated animations from multiple still images OUTLINE
The Power of Motion
Principles of Animation Persistence of Vision (Biological) Phi (Psychological) Principles of Animation
Persistence of Vision
Phi
Principles of Animation Frames Flickering Principles of Animation
2D animation: the visual changes that bring an image alive occur on the flat Cartesian x and y axes of the screen. 2 ½ D animation: where shadowing, highlights, and forced perspective provide an illusion of depth, the third dimension. 3D animation: software creates a virtual realm in three dimensions, and changes (motion) are calculated along all three axes (x, y, and z). Animation by Computer
Path animation
Path Animation
Animation Techniques When creating an animation Brainstorm ideas Script and Storyboard Select best tools Animate! When creating an animation Animation Techniques
Cel Animation
Cel animation: Also known as hand drawn animation uses a number of celluloid sheets to drawn frames. One minute of cel animation requires 1,440 frames to be drawn. Cel Animation
Keyframes Tweening Pencil Test Ink and Paint Cel Animation Process
Keyframes and Tweening
Pencil Test
Computer animation uses the principles of cel animation Computer 3D animation adds more focus on modeling, lighting and rendering. Computer Animation
Kinematics is the study of the movement and motion of structures that have joints, such as a walking man. Kinematics
Inverse kinematics: is the process by which you link objects such as hands to arms and define their relationships and limits (for example, elbows cannot bend backward). Inverse Kinematics
12 principles of animation Squash and stretch Anticipation Staging Straight ahead action and pose to pose Follow through and overlapping action Slow in and slow out Arcs Secondary action Timing Exaggeration Solid drawing Appeal 12 principles of animation
Type the following SVG code into notepad, then open the file on an HTML5 compliant browser (IE9, Firefox(updated), Chrome(updated) etc.. <svg width="8cm" height="3cm" viewBox="0 0 800 300" xmlns="http://www.w3.org/2000/svg" version="1.1"> <rect x="1" y="1" width="800" height="300" fill="none" stroke="rgb(255,0,255)" stroke-width="4" /> <rect id="RectElement" x="300" y="100" width="300" height="100" fill="rgb(255,0,0)" > <animate attributeName="x" attributeType="XML" begin="0s" dur="3s" fill="freeze" from="300" to="0" /> <animate attributeName="y" attributeType="XML" begin="0s" dur="3s" fill="freeze" from="100" to="0" /> <animate attributeName="width" attributeType="XML" begin="0s" dur="3s" fill="freeze" from="300" to="800" /> <animate attributeName="height" attributeType="XML" begin="0s" dur="3s" fill="freeze" from="100" to="300" /> </rect> </svg> Chapter 5 Try@Home