Computer Graphics Lecture 45 Animation Taqdees A Siddiqi
- Slides: 71
Computer Graphics Lecture 45 Animation Taqdees A. Siddiqi cs 602@vu. edu. pk
The passage of time – a fascination for artists, scientists and theologians They have attributed to it different interpretations, implications & conclusions.
A general agreement on one aspect of time – - we are all conditioned by it and - there is a time space into which we have to fit
Einstein’s theory of relativity maintains that space and time are merely different aspects of the same thing. An inference by physicists - - objects can be moved backward and forward in space, but nothing can be moved back in time.
Another method of describing the concept of time is through the ‘three arrows of time’. Thermodynamic Historical ‘arrow’ Cosmological
Film Time – Vital concept to understand to use in Animation. – An essential raw material which can be compressed or expanded and – used for effects and moods in a highly creative way.
How time can be applied to animation? - the animator can creatively manipulate time - an action must be timed prior to carrying out the actual physical work on a film.
How the audience will react? Time sense is just as important as colour sense and skill of drawing or craftsmanship in film animation.
A performance on stage and on the screen requires a basic understanding of how timing works. However, we will consider hand drawn animation.
Timing for TV series
- Animation is expensive - TV series use simple minimum animation-Limited animation plots are carried along by means of dialogue prerecorded blocks of dialogue
The director has room to maneuver sections: Available Time = Total Time – Dialogue Time It can be split and distributed throughout the film
Limited Animation
24 frames per second required but: No more than 6 drawings used for one second of animation. Hold is lengthened
Animator skill required: for Limited animation = for Full animation
Full animation
Large number of drawings per second of action. May use 24 drawings per second of animation
Time and money not spared on animation. As a rule only TV-commercials and feature-length animated films can afford this luxury.
Animation is expensive and time-consuming. It is not economically possible to animate more than is needed and edit the scenes later, as it is in liveaction films.
In cartoons the director carefully pre-times every action so that the animator works within exact limits and does no more drawings than necessary.
Ideally, the director should be able to view line test loops of the film as it progresses and so have a chance to make adjustments. But often there is no time to make corrections in limited animation.
Timing for Animation in General
Timing in animation is an elusive subject. It only exists whilst the film is being projected, in the same way that a melody only exists when it is being played. A melody is more easily appreciated by listening to it than by trying to explain it in words.
So with cartoon timing, it is difficult to avoid using a lot of words to explain what may seem fairly simple when seen on the screen.
Timing is also a dangerous factor. The only real criterion for timing is: if it works effectively on the screen it is good, if it doesn't, it isn't.
Animation Principles
What is good timing?
GRAVITY Forces working against gravity Arrangement of Jointed body and muscles Psychological reason or motivation for action Live vs. lifeless objects
The Storyboard
A smooth visual flow is the major objective in any film, especially if it is an animated one. Good contin-uity depends on coordin-ating the action of the character, choreography, scene changes and camera movement.
The storyboard should serve as a blueprint for any film project No production should proceed until a satisfactory storyboard is achieved Creative & Technical issues must be addressed in advance
A rough guideline is approximately 100 storyboard sketches for each minute of film. For technically complex films, it may double
The Basic Unit of Time in Animation
The basis of timing in animation is the fixed projection speed of 24 frames per second (fps) for film and video. On television and video this becomes 25 frames per second (PAL) or 30 fps (NTSC), but the difference is usually imperceptible.
If an action on the screen takes one second it covers 24 frames of film, and if it takes half a second it covers 12 frames. This fixed number of frames provides the basis on which all actions are planned and timed by the director.
“The basic unit of time in animation”
For single frame animation, a second of action needs 24 drawings. If the same action is animated on double frames, 12 drawings are necessary the speed of the action would be the same in both cases.
The unit of time within which an animator works is, therefore, 1/24 sec, 1/25 sec or 1/30 sec and an important part of the skill, which the animator has to learn is what this specific timing ‘feels’ like on screen. With practice the animator also learns what multiples of this unit look like — 4 frames, 8 frames, 12 frames and so on.
Animation and properties of matter
The basic question which an animator is continually asking himself is: ‘What will happen to this object when a force acts upon it? ’. And the success of his animation largely depends on how well he answers this question.
Objects have their own weight, construction and degree of flexibility, different behaviour on application of force This behaviour - a combination of position and timing – is the basis of animation
Animation consists of drawings: no weight no forces acting are moving patterns have to be made to look live
Animators must consider Newton's laws of motion. Not verbal definitions but actual realization of these laws in action. Nothing moves automatically. Nothing stops suddenly.
The timing of a scene for animation has two aspects: The timing of lifeless objects The timing of the movement of a living character
With lifeless objects the problems are straightforward dynamics. ‘How long does a door take to slam? ’, ‘How quickly does a cloud drift across the sky? ’.
With living characters the same kind of problems occur because a character is a piece of flesh and a structure of jointed bones which has to be moved around by the action of forces on it.
In addition, time must be allowed for the mental operation of the character. He must appear to be thinking his way through his actions, making decisions and finally moving his body around under the influence of his own will power and muscle.
“Animation and properties of matter”
Animation consists of sequences of weightless drawings. The success of animation on the screen depends largely on how well these drawings give the impression of reacting in an exaggerated way when weight and forces are made to act upon them.
Movement and Caricature
“Movement and caricature”
Cartoon is a medium of caricature. Naturalistic action looks weak in animation. Look at what actually happens, simplify down to the essentials of the movement and exaggerate these to the extreme.
Cause and Effect
The strength of the forces pulling the rope The flexibility or rigidity of the object being squeezed. Exaggerate the tendency
Fig A: A rope wrapped around something
Fig B: The ends of the rope are pulled tight
Looking back History Devices Drawing Primitives – Point – Line – Circle – Ellipse
Area Filling – Polygon Filling – Scanline Fill – Boundary Fill – Flood Fill – 4 -Connected vs. 8 -Connected
Mathematics – Matrices – Vectors – Matrix Operations – Vector Operations
2 -D Transformations – Translation – Rotation – Scaling – Reflection – Shear – Homogeneous Coordinates
Clipping – Point – Line – Polygon – Filled Polygon
3 D Concepts 3 D Transformations – Translation – Rotation – Scaling – Reflection – Shear – Homogeneous Coordinates
Projection Parallel Projection Perspective Projection Triangles and Planes Triangle Rasterization
Light Color Lighting and Shading Types of Lighting Equation Lighting Models
Light Color Lighting and Shading Types of Light Directional Positional
Components of Light Ambient Diffuse Specular Back-Scattering
Open. GL Introduction Architecture Advantages GLUT Open. GL Programming Examples
Curves Plane Curves Space Curves Bezier Curves Surfaces and Subdivision Icosahedron
Fractals Open. GL – Lighting Open. GL – Viewing Open. GL – Modeling Open. GL – Curves Open. GL – Surfaces Open. GL – Evaluators
Fractals Open. GL – Lighting Open. GL – Viewing Open. GL – Modeling Open. GL – Curves Open. GL – Surfaces Open. GL – Evaluators
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