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Animation History and Techniques Week 9 :CCT370 – Introduction to Computer Visualization
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Animation Animate = “to give life to” Specify, directly or indirectly, how ‘thing’ moves in time and space Tools
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Two main categories Computer-assisted animation 2D & 2 1/2 D Inbetweening Inking, virtual camera, managing data, etc Computer generated animation Low level techniques Precisely specifying motion High level techniques Describe general motion behavior
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Low level techniques Shape interpolation (in-betweening) Have to know what you want
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High level techniques Generate motion with set of rules or constraints Physically based motion http://www.youtube.com/watch?v=qQU7UoS2AfQ http://www.youtube.com/watch?v=qQU7UoS2AfQ
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Abstraction Animator colors each pixel to Tell computer to “make movie about a dog”
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Perception of Animations Playback rate Sampling or update rate TV: 30 images/second Sat Morning Cartoons: 6 different images per second Each image repeated five times
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Heritage of Animation Persistence of vision: discovered about 1800s Zoetrope or “wheel of life” - http://www.youtube.com/watch?v=yrO2Qc1KyZc&feature=rela ted http://www.youtube.com/watch?v=yrO2Qc1KyZc&feature=rela ted Flip-book
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Heritage of Animation Camera to make lifeless things move Meleis 1890 using simple tricks Emil Cohl (1857-1938, French)
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Heritage of Animation J. Stuart Blackton (American) Meet Thomas Edison in 1895 Combine drawing and file: “The Enchanted Drawing” - http://www.youtube.com/watch?v=rYDmH2B9XJw http://www.youtube.com/watch?v=rYDmH2B9XJw Six years later: “Humorous Phases of Funny Faces - http://www.youtube.com/watch?v=wGh6maN4l2I http://www.youtube.com/watch?v=wGh6maN4l2I Animated smoke in 1900; First animated cartoon in 1906
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Heritage of Animation First celebrated Animator Winsor McCay (American) Little nemo - http://www.youtube.com/watch?v=kcSp2ej2S00http://www.youtube.com/watch?v=kcSp2ej2S00 Gertie the Dinosaur (1914)
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Heritage of Animation First major technical development John Bray /Earl Hurd (1910) Translucent cels (short for celluloid) in compositing multiple layers Use of grey scale (as opposed to B&W) Color short in 1920 John Randolph Bray'sColonel Heeza Lair.
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Heritage of Animation Out of Bray’s studio Max Fleischer (Betty Boop,, Popeye) Patented rotoscoping in 1915 Draing images on cells by tracing over previously recorded live action - http://www.youtube.com/watch?v= 9UjM9UI40jk http://www.youtube.com/watch?v= 9UjM9UI40jk Paul Terry (Terrytoons: Mighty Mouse) George Stallings(?) Walter Lantz (Woody Woodpecker)
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Heritage of Animation Animation as an art form First animated character with personality Felix the cat by Otto Messmer (1920s) http://www.youtube.com/watch?v=sxailD4Ofq4&feature=fvst Force to reckoned with http://www.youtube.com/watch?v=sxailD4Ofq4&feature=fvst Sound and Walt Disney
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Disney: Animation as an art form Innovations Story board to review story Pencil sketch to review motion Multi-plane camera stand Color (not first to use color) Sound! Steamboat Willie (1928) http://www.youtube.com/watch?v=BBgghnQF6E4 http://www.youtube.com/watch?v=BBgghnQF6E4
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Multiplane Camera Move scene layers independently of camera
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MGM and Warner Brothers, etc.
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Other Media Animation Computer animation is often compared to stop motion animation Puppet animation Willis O’Brian (King Kong) Ray Harryhausen (Might joe Yong, Jason and the Argonauts) http://www.youtube.com/watch?v=ixF8KumaszM
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Other Media Animation Claymation Pinhead animation Sand animation Physical object is manipulated, image captured, repeat http://www.youtube.com/watch?v=QFPt6Si8Jrg http://www.youtube.com/watch?v=QFPt6Si8Jrg
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Hierachy of film/animation Presentation Act Scene Shot Frame
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Production of Animation Preliminary story Story board Detailed story Key Frames Test shot Pencil test Inbetweening Inking Coloring Computer Animation basically follows this pipeline
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Computer Animation as Animation Lasseter translated principles of animation as articulated by two of Nine Old Men of Disney to computer animation Lasseter is conventionally trained animator Worked at Disney before going to Pixar Many celebrated animations Knick-knack (oscar-winning) http://www.youtube.com/watch?v=qOndBDxZxWA http://www.youtube.com/watch?v=qOndBDxZxWA
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Short History of Computer Animation In Research labs NYIT - http://www.youtube.com/watch?v=AhczFRlBT2Ehttp://www.youtube.com/watch?v=AhczFRlBT2E Still frame from Gumby animation by Hank Grebe and Dick Lundin, 1984.
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In Research Labs University of Utah Films on walking and talking figure Animated hand and animated face (1972) University of Pennsylvania Human figure animation (Norm Badler) Cornell University architectural walk-throughs (Don Greenberg)
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History of Computer Animation 1974: Hunger by Rene Jodoin and Peter Foldes 2.5D system, object interpolation
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Current activity Centers University of Toronto's Computer Science Department Simon-Fraser University's Graphics and Mulitmedia Research Lab Georgia Tech's Graphics Visualization and Usability Center Brown Computer Graphics Group Ohio State University's ACCAD Ohio State University's Department of Computer and Information Science George Washington University Graphics Group UC San Diego's Department of Computer Science and Engineering University of North Carolina's Computer Science Department MIT's Media Lab MIT's Laboratory for Computer Science University of Wisconsin at Madison
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History of Film & Video Companies Mathematical Applications Group, Inc. (MAGI) Information International Inc. (III, or Triple-I) Digital Production Digital Effects Image West Robert Abel and Associates Cranston-Csuri.
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Current Companies Pixar (Disney Studios) Industrial Light and Magic (ILM) Pacific Data Images (PDI) Xaos Rhythm & Hues Digital Domain Lamb & Company Metrolight Studios Boss Film Studios deGraf/Wahrman R/Greenberg Associates Blue Sky Productions Sony Pictures Cinesite Imageworks Apple…..
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Animations that paved the way Pixar Luxo Jr. (1986) first computer animation to be nominated for an Academy Award Red's Dream (1987) Tin Toy (1988) - http://www.youtube.com/watch?v=vNZtl5SZvbM http://www.youtube.com/watch?v=vNZtl5SZvbM first computer animation to win an Academy Award Knick Knack (1989)
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Early CG in film Future World (1976) Star Wars (1977) Lawnmower man (1992, Xaos, Angel Studios) Hollywood’s view of VR Tron (1982, MAGI) Supposed to look like a computer The Last Starfighter (1984) Use CG in place of models Willow (1988, ILM) Morphing video First digital blue screen matte extraction Howard the Duck (1986, ILM) First wire removal The Abyss (1989, ILM)
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More early CG in film Jurassic Park (1993, ILM) Forest Gump (1994, Digital Domain) Insert CG ping pong ball Babe (1995, Rhythm & Hues) Move mouths of animals & fill in background Toy Story (1995, Pixar & Disney) First full length fully CG 3D animation
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Early CG on TV Reboot (1995, Limelight Ltd. BLT Productions) Similar intention of “inside computer” First fully 3D Sat. morning cartoon Babylon 5 (1995) Routinely used CG models as regular features Simpsons (1995 PDI)
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Early 2D Animation: Used traditional techniques Early 3D Animation: Neglected traditional techniques. Understanding the 11 Fundamental principles of traditional animation techniques is essential to producing good computer animation. Animation Techniques Disney animators Ollie Johnston and Frank Thomas in their 1981 book
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1. Squash and Stretch Teaches basic mechanics of animation. Defines rigidity of material. Important in facial animation.
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Squash and Stretch Cont. Can relieve the disturbing effect of strobing. http://www.youtube.c om/watch?v=1Fy8hxG NvS4&feature=relate d http://www.youtube.c om/watch?v=1Fy8hxG NvS4&feature=relate d
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2. Timing and Motion Gives meaning to movement. Proper timing is critical to making ideas readable. Examples: 1. Timing: tiny characters move quicker than larger ones. 2. Motion: can define weights of objects. http://www.youtube.com/watch?v=Syih3pmdEyM&feature =related
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Heavy vs. Light Objects http://www.youtube.com/watch?v=2MwyTIBiZT0
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3. Anticipation Preparation for an action http://www.youtube.com/watch?v=MoNxhbUsit8&feature=relat ed Example: Goofy prepares to hit a baseball.
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4. Staging A clear presentation of an idea. http://www.youtube.com/watch?v=8YbvFIYCHaE 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)
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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 Example: Luxo Jr.’s hop with overlapping action on chord. http://www.youtube.com/watch?v=lgcw2d4wFQw
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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.
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7. Slow in and Out Spacing of inbetween frames to achieve subtlety of timing and movement. http://www.youtube.com/watch? v=PptuB4WWttk 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).
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8. Arcs Visual path of action for natural movement. Makes animation much smoother and less stiff than a straight line.
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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.
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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
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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.
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Summary of techniques http://www.youtube.com/watch?v=Dlyed2M5Zok&feature=r elated http://www.youtube.com/watch?v=Dlyed2M5Zok&feature=r elated
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Role of Personality Animator’s first goal is to entertain. Success of animation lies in the personality of the characters. Conclusion Hardware/Software are simply not enough, these principles are just as important tools too.
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Critique PROs 1. Clear and concepts explained well with pictures and examples. CONs 1. Need more examples on “bad animation” 2. What really makes good vs bad animation? Need to make a better one on one comparison. 3. Personality section: is it necessary?
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Outline 1. Principles of Traditional Animation Applied to Computer Animation. 2. Animation: Can it facilitate? 3. On Creating Animated Presentations
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Overview Graphics have many advantages. What makes graphics effective ? 1. Congruence Principle 2. Apprehension Principle Can Animation facilitate?
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Advantage Graphics 1. Help in communication. 2. May save words by showing things that would otherwise need many. 3. Externalize internal knowledge I. Reduces the burden on memory and processing by off-loading. II. Makes underlying structures and processes transparent. 4. Used carefully can facilitate comprehension, learning, memory, communication and inference Graphics are not always effective. (text vs graphics)
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Criteria 1: Congruence Principle The structure and content of the external representation should correspond to the desired structure and content of the internal representation.
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Animation By Congruence Principle: should be natural way for conveying concepts of change, just as space in graphics is a natural for conveying actual space. Appear to be effective for expressing processes ie. Weather patterns, circuit diagrams, or circulatory systems etc. Compelling and attractive
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Evaluating Animation Needs to be compared to graphics that do not change with time, as it is change with time that animation adds. How well does animation teach complex systems: mechanical, biological, physical, and operational.
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Selective Review of Research on Animation
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Incomparable Procedures In Static and Animated Graphics. 1.Interactivity versus Animation 2.Prediction versus Animation Why the confusion? Success of animation due to advantages of extra information conveyed, rather than animation of the information. Animation is attractive and exciting.
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Criteria 2: Apprehension Principle The structure and content of the external representation should be readily and accurately perceived and comprehended.
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Why Do Animations Fail? 1. Animations may be hard to perceive. 2. Animations may be comprehended discretely. 3. Not universally preferred and often require expertise for understanding.
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Conclusions and Implications 1. Many apparent successes turn out not to be successes. 2. Congruence and Apprehension Principles. 3. Interactivity may be key to overcome animations’ drawbacks. 4. Animation must be used with care.
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Outline 1. Principles of Traditional Animation Applied to Computer Animation. 2. Animation: Can it facilitate? 3. On Creating Animated Presentations
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Overview 1. Microsoft estimates ~30 million ppt presentations are made everyday 2. Animation could improve them. 3. PPT is essentially static in nature. 4. Examine how meaningful animations can be created to improve live presentations.
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Authoring Principles for Animations for Presentations 1. Use parameterization at all levels of the system. 2. Treat animations as models - animations are treated as parameterized models that have a single parameter: time. 3. Build slides hierarchically
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Example of Parameterization
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Example of Parameterization:
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Test Harness
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Animation Test Harness Example of Animation Script:
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Animation Principles for Presentations. 1. Make all movement meaningful 2. Avoid instantaneous changes 3. Reinforce structure with transitions 4. Create a large virtual canvas 5. Smoothly expand and compress detail
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Animation Principles for Presentations cont. 6. Manage complexity through overlays Do one thing at a time. Reinforce animation with narration. Distinguish dynamics from transitions.
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Resources Milestones of the animation industry in the 20th Century http://www.awn.com/mag/issue4.10/4.10pages/cohenmilestone s.php3 http://www.awn.com/mag/issue4.10/4.10pages/cohenmilestone s.php3 http://www.fact- index.com/a/an/animation.html#History%20of%20Animatio n http://www.fact- index.com/a/an/animation.html#History%20of%20Animatio n Brief History of NYIT Computer Graphics Lab http://www- 2.cs.cmu.edu/~ph/nyit/masson/nyit.htmlhttp://www- 2.cs.cmu.edu/~ph/nyit/masson/nyit.html
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Next class Topic: Visualizing Faces in Digital Spaces (Guest Speaker: Joseph Ferenbok) Readings: Slides will be posted after lecture In labs today: Using Google SketchUp to create specific figures for Photoshop CS4.
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