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Digital Media Dr. Jim Rowan ITEC 2110 Animation
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Two ways to create moving images Capture using a camera –edit in a video editor like iMovie Create using animation techniques today we will spend most of our time here
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Two ways to create moving images Capture using a camera –edit in a video editor like iMovie Create using animation techniques
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Image Capture and iMovie... Capture images using miniDV camera Manipulate using iMovie
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Two ways to create moving images Capture using a camera –edit in a video editor like iMovie Create using animation techniques
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Animation “Bring to life” using still images to create frames Many techniques –draw each frame individually (FlipBook) –paint on (or otherwise modify) existing video or film rotoscope changes frames of an existing film –Trace some portion of a frame and delete it –Add something drawn-in later –cell animation –cut-out manipulation –clayMation or modeling clay manipulation –mixed cell and film
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Cell Animation... Only have to re-create the parts that change Disney, Snow White 1937 Use paintings on clear plastic Can have a background that is larger than the frame and “slides” past Disney had an army of excellent painters Disney’s original cells sell for a fortune So... what about “Simpsons?”
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Simpsons Cell animation First 14 episodes were hand painted Subsequent episodes used digital-ink- and-paint to mimic hand-painted cells So... what about “South Park?”
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South Park Pilot was cut-out animation in the style of Terry Gilliam of Monty Python fame (197-) Subsequent episodes used computer animation that mimicked cut-outs Added some live film in later episodes Late added some shadowing effects Why cut-outs?
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South Park vs Simpsons Simpsons takes 6-8 Months per episode –produces reasonably high quality animations South Park takes 6 weeks –so... if you want to have a plot that is derived from very current events, cut out animation allows you to get it produced before it becomes dated
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Animation Process... Create drawings by some means... –2-D model to 2-D frame hand drawn cell cutout –3-D model to 2-D frame physical model manipulation stop motion clay-mation 3-D computer modeling
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Animation Process... Examples 2-D model producing 2-D images? –South Park (cutout) –Simpsons (cell) 3-D model producing 2-D images? –3-D model manipulation Gumby Wallace and Gromit –3-D computer modeling Toy Story Up
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Animation Process... The Process Create drawings by some means… –2-D model producing 2-D images simple, really create the image store the image as a frame create another image...
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Animation Process... The Process Create drawings by some means.. –3-D model producing 2-D images –Two approaches (physical model and vector models) –both have these elements produce the model manipulate the model define light source define camera position and angle
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Animation Process... The Process 3-D model producing 2-D images? Using a physical 3-D model –Move the model –Capture the frame –Very time-consuming! Wallace and Gromit –30 frames per day, 5 years to produce Using a vector-based 3-D model –Toy Story, Up, A Bug’s Life, Monsters –Build the model (takes a lot of time for the human) –Move the model (not too bad for the human) –Render frame (time consuming for the computer but not the human)
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3-D model, 2-D images Use a physical 3-D model –build the model –set the lighting –set the camera position and angle –make a frame –move the model –make a frame –move the model...
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3-D model, 2-D images Using a vector-based 3-D model (like Blender) –build the model (in the computer) –define light source(s) (in the computer) –define camera position and angle (in the computer) –define the object(s) movement (in the computer) –render the frames
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Other Computer Animation Techniques Create a series of image files and import them to Quicktime Build an animated GIF Directly manipulate cutouts
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Build an animated GIF Allows for sequences of images to be placed in one “image” that, when displayed, shows movement
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Directly Manipulate Cutouts
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Computer-Based Animation Processes We’ve seen 3-D to 2-D –physical modeling (claymation) –computer modeling (like Blender) We’ve seen 2-D to 2-D –physical modeling (flipBook, cutouts, cell) Let’s look at 2-D to 2-D –computer-based modeling
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2D to 2D Digital Cell and Vector animation 2-D model Works on the idea of layers –like bitmapped image layers One layer is the background Other layers are of the different parts that will move By moving each part a little bit you create frames of an animation
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2D to 2D Digital Cell and Vector animation Works on the idea of objects that are automated –A file of vector objects –A file of movement and morphing vectors that move and transform the objects Minimizes the amount of information that needs to be transmitted –Good for the web Flash is an example –refer to the book for further detail
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Key Frames Came from Disney following Ford’s ideas Break production into simpler tasks Assign tasks to less skilled labor At Disney, Key Frames, the important frames, –done by skilled animators –came at important portions of the action –came at scene changes Less skilled labor connected the action –key-frame to key frame (in-betweeners) Process is similar to interpolation
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Key Frame Interpolation This is natural since model is in the computer as numbers already Forms of interpolation –linear... motion follows a straight line velocity is constant moves same distance for each unit of time not natural... instantly starts, instantly stops –quadratic... motion follows a curve acceleration (deceleration) is constant “easing in” and “easing out”
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Achieving natural human motion This is REALLY hard to do unless you use motion- capture http://en.wikipedia.org/wiki/Motion_capture
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A word about... Virtual Reality Total immersive VR –Stereo head mounted display –sensors to detect your position on your head on your hands (or any other part that will be in the scene Quicktime VR and VRML –not immersive (you aren’t in them directly) –not stereo vision –viewed on a screen –you can navigate through them
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Questions?
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