Web Application - 11 - PPTshow - Part-1
Web Application - 11 - PPTshow - Part-1
ADVANTAGE: DRAWBACKS:
It run "inside" a browser; no complex installation is The user experience or ease of use is different and some may
needed. dislike it.
It require very little disk space (or computing Web applications need to be coded so they follow standards.
power) on the client. All the client does is display It needs a connection to the server where the application
the data. runs, all the time. The connection may need a certain
It solve some of the "compatibility issues" bandwidth.
(Windows, Mac, Linux); all that is needed is a Many applications are dependent on the server that hosts
browser. them.
In many cases, the data is stored remotely too. When the server is switched off, the application is no longer
(CLOUD) usable.
Help for communication and mail The company offering the web application has complete
control over it.
Unit 2:
Digital Content Creation- Adding Styles to Web Pages (CSS) – (12 )
Part
B
Unit 3
50 Web Scripting (Using Java Script) – (20)
Unit 4:
Work Integrated Learning IT (WA-1): - (08)
Part
Practical File/ Student Portfolio (10) D
10
60 Theory
40 Practical
Animation Concept
↦ What is animation?
↦ What is Frame & Layers?
↦ Motion and Shape tweening
↦ Importing AV files
↦ Publishing work in animation
What is Animation?
‘To animate’ literally means to give life to. Animating is moving something that cannot move on
its own. Animation adds the dimensions of time to graphics which tremendously increase the
potential of transmitting the desired information. In order to animate something the animator
has to be able to specify directly or indirectly how the ‘thing’ has to move through time and
space.
The Heritage of Animation:
In 1824, Peter Roget presented a paper titled “The persistence of vision with regard to moving
objects” to the British Royal Society. Later in 1887, famous scientist Thomas Edison started his
research into motion pictures. He projected a 50ft length of film in approximately 13 seconds.
Winsor McCay used rice paper to draw images each were slightly different from the other.
In 1910 John Bray used celluloid in compositing multiple layers of drawings. Later, In 1915,
Fleischer patented ‘roto scoping.’ Roto scoping is drawing images on cells by tracing over
previously recorded live action.
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In 1928, Walt Disney created the first cartoon with synchronized sound called “Mickey 10
Mouse.” He used ‘story board’ to review the story. In 1998 he used a powerful technique
called Multi-plane camera stand, which allowed allows a sort of parallax effect, moving the
backgrounds @ different rates. The other known production was “Alice in Wonderland”
In 1964, Ken Knowlton, while working at Bell Laboratories, started developing computing
techniques for producing animated movies.
The University of Utah is said to be amongst the earlier pioneers in computer graphics.
In the late sixties, Chuck Csuri of the Ohio State University did some initiatory work in
computer animation as a member of the Computer Graphics Research Group.
In the early 80s, the research group became the Advanced Computing Center for Art and
Design and continues to produce computer animation.
Some of the current activity centers are, University of Toronto’s computer Science
Department, UC San Diego’s Department of Computer Science and Engineering, University
of North Carolina’s Computer Science Department and MIT’s Media Lab and MIT’s Lab for
Computer Science.
Key framing:
• Key framing requires the animator to specify critical or key positions for the objects. The
computer then automatically fills in the missing frames by smoothly interpolating between
those positions. The characters for a movie called Story were made through key framing.
Key framing requires that the animator has well thought of plan about how the moving
objects are going to behave.
Motion Capture:
• In this technique a magnetic or vision-based sensors record the actions of a human or
animal object in three dimensions. A computer then uses these data to animate the object.
This technology has enabled a number of famous athletes to supply the actions for
characters in sports video games. Motion capture is pretty popular because the actions can
be captured with ease, however there can be serious discrepancies between the shapes or
dimensions of the subject and the graphical character and this may lead to problems of
exact execution.
Hardware:
Hardware comes in many shapes, sizes, and capabilities. Some hardware is specialized to do
only certain tasks while other hardware are equipped for a variety of things.
3Dstudio Max
The successor to 3DStudio 3.0. 3DStudio Max runs under Windows NT. It is entirely object
oriented, featuring new improvements, such as volumetric lighting, space warps, and all new
redesigned interface.
LightWave3D
Originally developed for the Amiga platform, it is considered as the best 3D product for the PC.
This software has been used for quite a few television productions such as Babylon 5 and Sea
Quest.
Adobe Premiere
Adobe Premiere is a tool that is used to composite Digitized video, stills, and apply a variety of
transitions and special effects. Adobe Premiere runs both on Macintoshes and PC Windows.
Flash
Flash on the other hand was built for the Web and was purchased by Macromedia in the mid-90s
from a company called FutureSplash. The product earlier known as the Animator was recoined as
Flash. Flash is based on scalable vector graphics instead of fixed size bitmapped images. Web
builders have adopted Flash as a somewhat replacement for HTML. The Shockwave Player, in
contrast, doesn't lend itself well to full window presentations because of the bitmapped Director
graphics. Flash graphics can bend and stretch and still look gorgeous, but bitmapped graphics end
up distorted when manipulated. Director content is usually developed for a fixed size and the
included as a supplement to standard HTML text.
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Streaming differences
Streaming was a big advantage of Flash over Director. Director now has streaming capabilities. 19
From the user's point of view there is not a big difference between the streaming performance of
Flash and Director Content. The quality of playback in both the tool is about the same.
The Interfaces
Flash and Director have interfaces similar in function but quite different in appearance and
implementation. Director has a very strictly defined authoring metaphor of Cast, Score and Stage.
All objects including pictures, sounds and behaviours used in a movie are called Cast
Members and are centrally organized in the window. Time based activity is laid out and edited
using the Score window, which allows only one object per layer. On the other hand Flash has a
slightly fuzzy authoring metaphor. The Timeline places no restrictions on the number of object
combinations that can occupy a single layer, and scripting can be organized according to the
developer’s team.
Layer Frame
Each number has a matching frame. These frames are white
when they are empty and turn gray when they contain content.
Let us explore:
Let us create an animation that’s about 10 seconds in length.
• Right now our movie contains only one frame, a Key frame.
Key
• Use a frame rate of 12 frames per second (fps) which is the default in Flash. Frame
Frame
• To develop a movie of 10 seconds and frame rate at 12 fps, we’ll need 120 frames.
• We can always add or remove frames if we decide to change the length of our movie.
• Shift-click on each of the other layers. (As you shift-click on each layer it will turn blue/grey)
• Pull down the Insert menu, choose Timeline, and select Frame (F5).
• The frames will all be shaded with blue/grey because each layer contains content.
Motion Tweening:
• Motion tweens move objects from one place on the Stage to another.
• Places an object at the starting point at a Key frame.
• Create a Key frame somewhere along the Timeline and move an instance of the object to the end point.
• The creator returns to the beginning frame and chooses the motion tween option.
• The software then moves the object on a direct path from the beginning to the ending point.
• Flash provides options to tweak the tweening so that it looks more realistic.
• For example, motion guide can be used to move the animation along an established line so it looks like a
plane is taking off.
• Easing is used to make it look like a ball is really bouncing.
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Creating Animation 32
Shape Tweening:
• Shape tweens morph one image into another image.
• For example, we’ll change the shape of the cloud as is moves across the Stage. You can also
change circles into stars, a seed into a plant, or a bike into a car.
• Shape tweening really works well with the vector graphics. In other words, Flash shape
tweening won’t work well on a photograph of a human face, but it would work for a line-
based smiley face.
ActionScript:
• Besides frame-by-frame and tweening, objects can be animated using ActionScript. In
addition to animation, scripting is also used for highly interactive projects such as video
games and simulations. Finally, you can also choose from pre-built animations provided by
Flash
Create a picture for the simple animation. Use the line and shape tools to draw a simple stick
person on the extreme left side of the screen.
Building the animation involves creating a series of Key frames with small changes to the figure.
The default setting is 12 frames per second. Let’s create movement every 5-10 frames.
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