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ANIMATION in computer graphics using 3 D.pptx
ANIMATION
INTRODUCTION
• Animation is the act of making something alive.
• Animation is the art of creating moving images via use of computers
• Animation is defined as a series of images rapidly changing to create an
illusion of movement. We replace the previous image with a new image
which is a little bit shifted.
• A person who creates animation is called animator.
Types of animation
• Traditional Animation
• 2D Animation
• 3D Animation
• Motion Graphics
• Stop Motion
Traditional Animation
• Traditional animation can also be referred to as cell animation. This type of
animation requires the animator to draw every single frame by hand to create
an animated scene. This is usually done on a light table that allows the artists
to see the previous drawing through the top layer of paper. Well-known
companies like Disney are known for using this type of animation.
Traditional animation is still done today on computers with special tablets.
Key Steps in Traditional Animation:
• Concept and Storyboarding:
• The process starts with the creation of a storyboard. This is a visual
representation of the story, broken down into key scenes and actions.
• Character Design and Layouts:
• Characters and environments are designed, including how they will look
from different angles. This design is crucial because every movement or
angle in the animation must remain consistent.
Cont..
• .
• In-betweening (Tweening):
• After the keyframes are done, other animators create the in-between
frames. These frames connect the keyframes to create smooth movement.
This process is often called tweening.
• Drawing on Transparent Cels:
• Traditionally, the final drawings are traced onto transparent sheets of
celluloid (called cels). Each cel represents one frame, and the characters or
objects are drawn and painted onto the cels.
• Backgrounds:
• Background artists paint static backgrounds for the animation. The
backgrounds remain consistent while characters move in front of them.
• Sound Synchronization:
• The animation is synchronized with sound, including dialogue, music, and sound
effects. The "lip-syncing" of characters is planned during the keyframe and
tweening stages.
• Final Compilation:
• Once all frames are shot, they are compiled together at a standard frame rate,
typically 24 frames per second (fps), to create the illusion of continuous
movement.
Characteristics of Traditional Animation
• Labor-intensive: Each frame is drawn by hand, making it time-consuming.
• Fluid Motion: When done well, it creates smooth and fluid animation.
• Visual Style: Traditional animation often has a distinctive hand-drawn
aesthetic, which can vary depending on the style of the animators.
Tools
• Historically: Pencils, inks, and celluloid sheets.
• Today: Digital tools like Toon Boom Harmony or Adobe Animate can
simulate the traditional animation process without physical cells, streamlining
the production.
2D Animation
• 2D animation refers to vector-based animations similar to the ones used in
Flash.
• 2D animation is a type of animation in which characters, objects, and
backgrounds are created in a two-dimensional space.
• These elements are drawn, either by hand or digitally, and animated by
sequencing individual frames to create the illusion of movement.
Key Steps in 2D Animation:
• Concept Development:
• start with a solid idea or story.
• Create a storyboard that maps out key scenes, actions, and camera angles.
• Character and Scene Design:
• Draw the characters, objects, and backgrounds.
• You can use digital drawing tools like Adobe Animate, Toon Boom, or open-
source software like Synfig
• Animatics:
• Create a rough version of the animation (using key frames) to visualize timing and
movement.
• think of this as the blueprint before the actual detailed animation work.
• Keyframing:
• Animate your characters by setting "keyframes," which are significant poses or
positions in your animation.
• The software then fills in the "in-between" frames, called "tweening."
•Final Animation:
•Once you have your keyframes set, refine the motion by adjusting timing, adding details,
and correcting any rough spots.
•Add visual effects like shading, lighting, and textures if needed.
•Sound Design and Editing:
•Add voiceovers, sound effects, and music.
•Sync your animation to sound for a more immersive experience.
•Rendering and Exporting:
•Export the final project in your desired video format.
3D Animation
• 3D animation is also known as computer animation and it is currently the most
commonly used form of animation. The process of 3D animation is very different
from the traditional style but they both require the artist to share the same
principles of movement and composition in animation. 3D animation has less to
do with drawing and more to do with moving a character in a program.
• 3D animation involves the creation of models (characters, objects, etc.) in a 3D
environment. These models are animated by manipulating their shape, movement,
and interactions in a virtual space. The finished animations provide depth and
realism that can be more lifelike compared to 2D.
Motion Graphics
• Unlike the previously mentioned types of animation, motion graphics are not
driven by characters or storylines. This art form focuses on the ability to
move graphic elements, shapes, and text. This process is commonly used for
things like television promotions, explainer videos, and animated logos.
• Motion Graphics: Focuses on animated graphic elements (text, logos,
shapes), often for commercial or informational purposes.
Stop Motion
• Stop Motion is a unique and captivating animation technique where physical
objects are manipulated and photographed one frame at a time. When these
photos are played in sequence, the objects appear to move on their own. This
method is used in iconic films like Coraline
• Stop motion involves creating movement by incrementally adjusting objects
between each frame of photography. This creates the illusion of motion
when the frames are played in sequence. Because it uses real-world objects,
stop motion can produce a distinct, tactile look.
Principle of Animation
Squash and Stretch
• This principle works over the physical properties that are expected to change
in any process. Ensuring proper squash and stretch makes our animation
more convincing. For Example: When we drop a ball from height, there is a
change in its physical property. When the ball touches the surface, it bends
slightly which should be depicted in animation properly.
• This describes the importance and understanding of the weight and volume
of drawing any object or character.
Anticipation
• In Anticipation, we make our audience prepare for action. It helps to make our
animation look more realistic. For Example: Before hitting the ball through the
bat, the actions of batsman comes under anticipation
• This is the situation where the animator will try to create some scenes, and the
audience will wait for something happening, but nothing will happen.
• Arcs
• Introducing the concept of arcs will increase the realism. This principle of
animation helps us to implement the realism through projectile motion also.
Staging
• Staging should be perfect in any animation. Staging means the animator
should create such types of scenes and characters that the audience is
attracted to these scenes. This makes a complete animation more interesting,
and the audience does not lose their interest.
• Straight Ahead
• This principle describes that all the scenes should be drawn first from the
beginning to the ending, the animator should fill the interval scene.
Slow in-Slow out
• While performing animation, one should always keep in mind that in reality
object takes time to accelerate and slow down. To make our animation look
realistic, we should always focus on its slow in and slow out proportion.
• Flow Through and Overlapping Action
• This principle describes about the different speeds of two or more objects in
the same scene.
TECHNIQUES OF ANIMATION
• TWEENING
• MORPHING
• ONION SKINNING
TWEENING
• Tweening (short for "in-betweening") is a fundamental animation technique
used to create smooth transitions between keyframes.
• It is also known as shape motion
• In traditional animation, keyframes are the major frames that define the start
and end points of any motion or change, while tweening generates the
frames that fill the gaps between these keyframes.
How Tweening Works:
•Keyframes: In any animation sequence, you start by defining the key poses or important
•moments in time. For example, if you're animating a ball bouncing, you'd create keyframes for:
•The ball at the highest point in the air.
•The ball hitting the ground.
•In-between Frames: Tweening creates the transition frames between these key poses.
• The software or animator will calculate how the object moves from the starting keyframe
• to the ending keyframe and automatically fill in the middle frames.
MORPHING
• Morphing is an animation technique that smoothly transforms one image,
shape, or object into another through a seamless transition. It’s widely used
in both 2D and 3D animation to create visually compelling transformations
that appear fluid and natural.
• I t is also known as motion tweening.
How Morphing Works
• Morphing involves the gradual transformation of one object into another by
changing its shape, size, or other attributes over time. The process is typically done
in stages:
• Keyframes: The starting and ending images or shapes are defined as keyframes.
These could be two entirely different objects (e.g., a face morphing into an animal).
• In-between Frames: The software or animator generates the intermediate frames
(also called "tweens") to create a smooth transition between the two keyframes.
Onion skinning
• onion skinning is a technique used in creating animated cartoons and
editing movies to see several frames at once. This way, the animator or editor
can make decisions on how to create or change an image based on the
previous image in the sequence.
APPLICATION OF ANIMATION
• Entertainment
• Advertising and Marketing
• Education
• Healthcare and Medicine
• Architecture and Engineering
• Science and Research
• Virtual Reality (VR) and Augmented Reality (AR)

ANIMATION in computer graphics using 3 D.pptx

  • 1.
  • 2.
    INTRODUCTION • Animation isthe act of making something alive. • Animation is the art of creating moving images via use of computers • Animation is defined as a series of images rapidly changing to create an illusion of movement. We replace the previous image with a new image which is a little bit shifted. • A person who creates animation is called animator.
  • 6.
    Types of animation •Traditional Animation • 2D Animation • 3D Animation • Motion Graphics • Stop Motion
  • 7.
    Traditional Animation • Traditionalanimation can also be referred to as cell animation. This type of animation requires the animator to draw every single frame by hand to create an animated scene. This is usually done on a light table that allows the artists to see the previous drawing through the top layer of paper. Well-known companies like Disney are known for using this type of animation. Traditional animation is still done today on computers with special tablets.
  • 8.
    Key Steps inTraditional Animation: • Concept and Storyboarding: • The process starts with the creation of a storyboard. This is a visual representation of the story, broken down into key scenes and actions. • Character Design and Layouts: • Characters and environments are designed, including how they will look from different angles. This design is crucial because every movement or angle in the animation must remain consistent.
  • 9.
    Cont.. • . • In-betweening(Tweening): • After the keyframes are done, other animators create the in-between frames. These frames connect the keyframes to create smooth movement. This process is often called tweening.
  • 10.
    • Drawing onTransparent Cels: • Traditionally, the final drawings are traced onto transparent sheets of celluloid (called cels). Each cel represents one frame, and the characters or objects are drawn and painted onto the cels. • Backgrounds: • Background artists paint static backgrounds for the animation. The backgrounds remain consistent while characters move in front of them.
  • 11.
    • Sound Synchronization: •The animation is synchronized with sound, including dialogue, music, and sound effects. The "lip-syncing" of characters is planned during the keyframe and tweening stages. • Final Compilation: • Once all frames are shot, they are compiled together at a standard frame rate, typically 24 frames per second (fps), to create the illusion of continuous movement.
  • 12.
    Characteristics of TraditionalAnimation • Labor-intensive: Each frame is drawn by hand, making it time-consuming. • Fluid Motion: When done well, it creates smooth and fluid animation. • Visual Style: Traditional animation often has a distinctive hand-drawn aesthetic, which can vary depending on the style of the animators.
  • 13.
    Tools • Historically: Pencils,inks, and celluloid sheets. • Today: Digital tools like Toon Boom Harmony or Adobe Animate can simulate the traditional animation process without physical cells, streamlining the production.
  • 14.
    2D Animation • 2Danimation refers to vector-based animations similar to the ones used in Flash. • 2D animation is a type of animation in which characters, objects, and backgrounds are created in a two-dimensional space. • These elements are drawn, either by hand or digitally, and animated by sequencing individual frames to create the illusion of movement.
  • 15.
    Key Steps in2D Animation: • Concept Development: • start with a solid idea or story. • Create a storyboard that maps out key scenes, actions, and camera angles. • Character and Scene Design: • Draw the characters, objects, and backgrounds. • You can use digital drawing tools like Adobe Animate, Toon Boom, or open- source software like Synfig
  • 16.
    • Animatics: • Createa rough version of the animation (using key frames) to visualize timing and movement. • think of this as the blueprint before the actual detailed animation work. • Keyframing: • Animate your characters by setting "keyframes," which are significant poses or positions in your animation. • The software then fills in the "in-between" frames, called "tweening."
  • 17.
    •Final Animation: •Once youhave your keyframes set, refine the motion by adjusting timing, adding details, and correcting any rough spots. •Add visual effects like shading, lighting, and textures if needed. •Sound Design and Editing: •Add voiceovers, sound effects, and music. •Sync your animation to sound for a more immersive experience. •Rendering and Exporting: •Export the final project in your desired video format.
  • 18.
    3D Animation • 3Danimation is also known as computer animation and it is currently the most commonly used form of animation. The process of 3D animation is very different from the traditional style but they both require the artist to share the same principles of movement and composition in animation. 3D animation has less to do with drawing and more to do with moving a character in a program. • 3D animation involves the creation of models (characters, objects, etc.) in a 3D environment. These models are animated by manipulating their shape, movement, and interactions in a virtual space. The finished animations provide depth and realism that can be more lifelike compared to 2D.
  • 19.
    Motion Graphics • Unlikethe previously mentioned types of animation, motion graphics are not driven by characters or storylines. This art form focuses on the ability to move graphic elements, shapes, and text. This process is commonly used for things like television promotions, explainer videos, and animated logos. • Motion Graphics: Focuses on animated graphic elements (text, logos, shapes), often for commercial or informational purposes.
  • 20.
    Stop Motion • StopMotion is a unique and captivating animation technique where physical objects are manipulated and photographed one frame at a time. When these photos are played in sequence, the objects appear to move on their own. This method is used in iconic films like Coraline • Stop motion involves creating movement by incrementally adjusting objects between each frame of photography. This creates the illusion of motion when the frames are played in sequence. Because it uses real-world objects, stop motion can produce a distinct, tactile look.
  • 21.
  • 22.
    Squash and Stretch •This principle works over the physical properties that are expected to change in any process. Ensuring proper squash and stretch makes our animation more convincing. For Example: When we drop a ball from height, there is a change in its physical property. When the ball touches the surface, it bends slightly which should be depicted in animation properly. • This describes the importance and understanding of the weight and volume of drawing any object or character.
  • 23.
    Anticipation • In Anticipation,we make our audience prepare for action. It helps to make our animation look more realistic. For Example: Before hitting the ball through the bat, the actions of batsman comes under anticipation • This is the situation where the animator will try to create some scenes, and the audience will wait for something happening, but nothing will happen. • Arcs • Introducing the concept of arcs will increase the realism. This principle of animation helps us to implement the realism through projectile motion also.
  • 24.
    Staging • Staging shouldbe perfect in any animation. Staging means the animator should create such types of scenes and characters that the audience is attracted to these scenes. This makes a complete animation more interesting, and the audience does not lose their interest. • Straight Ahead • This principle describes that all the scenes should be drawn first from the beginning to the ending, the animator should fill the interval scene.
  • 25.
    Slow in-Slow out •While performing animation, one should always keep in mind that in reality object takes time to accelerate and slow down. To make our animation look realistic, we should always focus on its slow in and slow out proportion. • Flow Through and Overlapping Action • This principle describes about the different speeds of two or more objects in the same scene.
  • 26.
    TECHNIQUES OF ANIMATION •TWEENING • MORPHING • ONION SKINNING
  • 27.
    TWEENING • Tweening (shortfor "in-betweening") is a fundamental animation technique used to create smooth transitions between keyframes. • It is also known as shape motion • In traditional animation, keyframes are the major frames that define the start and end points of any motion or change, while tweening generates the frames that fill the gaps between these keyframes.
  • 29.
    How Tweening Works: •Keyframes:In any animation sequence, you start by defining the key poses or important •moments in time. For example, if you're animating a ball bouncing, you'd create keyframes for: •The ball at the highest point in the air. •The ball hitting the ground. •In-between Frames: Tweening creates the transition frames between these key poses. • The software or animator will calculate how the object moves from the starting keyframe • to the ending keyframe and automatically fill in the middle frames.
  • 30.
    MORPHING • Morphing isan animation technique that smoothly transforms one image, shape, or object into another through a seamless transition. It’s widely used in both 2D and 3D animation to create visually compelling transformations that appear fluid and natural. • I t is also known as motion tweening.
  • 31.
    How Morphing Works •Morphing involves the gradual transformation of one object into another by changing its shape, size, or other attributes over time. The process is typically done in stages: • Keyframes: The starting and ending images or shapes are defined as keyframes. These could be two entirely different objects (e.g., a face morphing into an animal). • In-between Frames: The software or animator generates the intermediate frames (also called "tweens") to create a smooth transition between the two keyframes.
  • 33.
    Onion skinning • onionskinning is a technique used in creating animated cartoons and editing movies to see several frames at once. This way, the animator or editor can make decisions on how to create or change an image based on the previous image in the sequence.
  • 35.
    APPLICATION OF ANIMATION •Entertainment • Advertising and Marketing • Education • Healthcare and Medicine • Architecture and Engineering • Science and Research • Virtual Reality (VR) and Augmented Reality (AR)