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Animation

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0% found this document useful (0 votes)
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Animation

Uploaded by

paratevedant1403
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 31

ANIMATION

Presented by:
Asan Baker Kanbar
Basics of animation
Animation is defined as a time-based
manipulation of a target element (or more
specifically of some attribute of the target
element, the target attribute). The animation
defines a mapping of time to values for the
target attribute. This mapping accounts for all
aspects of timing, as well as animation-specific
semantics.

2
Basics of animation
Animations specify a begin, and a simple
duration that can be repeated. Each animation
defines an animation function that produces a
value for the target attribute, for any time within
the simple duration. The author can specify
how long or how many times an animation
function should repeat. The simple duration
combined with any repeating behavior defines
the active duration.

3
Computer Animation
Computer animation generally refer to any
time sequence of visual changes in a picture.
İn addition to changing object positions using
translations or rotations,a computer animation
could display time variation in object size,
color, shape transparency, or surface texture.

4
Computer Animation
We can olso generate computer animation by
varing camera parameters, such as position ,
orientation, or focal length. And variations in
lighting effects or other parameters and
procedures associated with illumination and
rendering can be used to produce computer
animation.

5
Computer Animation
 Computer graphics methods are now
commonly used to produced animations for a
variety of applcations, including intertainment
(motion pictures and cartoons),
advertising,scientific and engineering studies,
training and educations .

6
Computer Animation
Another consideration in computer_generated
animation is realism . Many applications require
realistic displays. An accurate representation of
the shape of the thunderstorm or other
phenomena described with a numerical model is
important for evaluating the reliability of the
model.

7
The Basic Methods For
Constructing a Motion
There are two basic methods for constructing
a motion sequence :

 Real-time Animation.
 Frame-by-frame Animation.

8
The Basic Methods For
Constructing a Motion
 Real-time Animation:

In the real-time computer animation, each


stage of the sequence is viewed as it is
created thus the animation must be generated
at a rate that is compatable with the
constraints of the refresh rate .

9
The Basic Methods For
Constructing a Motion
 Frame-by frame Animation :

In this method, each Frame of the motion is


separately generated and stored. Later the
frames can be recorded on film or they can be
consecutively displayed on a video monitor in
“real-time playback” mode.

10
The Basic Methods For
Constructing a Motion

11
The Basic Methods For
Constructing a Motion
Simple animation displays are generally
produced in real-time, while more complex
animations are constructed more slowly,
frame by frame. but some applications
require real time animations.

12
The Basic Methods For
Constructing a Motion
For example A flight-simulator animation
prodused in real time because the video
displays must be generated in immediate
response to changes in the control settings. In
such cases special hardware and software
systems are often developed to allow the
complex display sequences to be develeoped
quickly.

13
Design Of Animation
Sequences

Constructing an animation sequence can be a


complicated task, particularly when it ivolves a
story line and multiple objects, each of which
can move in a different way.

14
Design Of Animation
Sequences
A basic approach is to design such animation
sequences using the following development
stages .
 Storyboard Layout.
 Object Definitions.
 Key-Frame specifications.
 Generation of In-Between Frames.

15
Design Of Animation
Sequences
 Storyboard Layout
storyboard is an outline of the action. It defines the
motion sequence as a set of basic events that are to
take place. Depending on the type of animation to
be produced, the storyboard could consist of a set of
rough sketches, along with a brief decribtion of the
motions, or it could just be a list of the basic ideas
for the action.

16
Design Of Animation
Sequences

Orgenally, the set of motion sketches was


attached to a large board that was to present an
overall veiw of the animation project .hence the
name of “storyboard”.

17
Design Of Animation
Sequences
 Object Definitions
An object definition is given for each participants
in the action. Object can be defined in terms of
basic shapes, such as polygons or spline
surfaces. In addition a description is often given
of the movements that are to be perfomed by
each character or object in the story.

18
Design Of Animation
Sequences
 Key-Frame specifications
key frame is a detailed drowing of the scene at
a certain time in the animation sequence.
Withen each key frame, each object (or
character) is positioned according to the time
squence for that frame. Some key frames are
chosen at extreme positions in the action;
others are spaced so that the time interval
between key frames is not too great.

19
Design Of Animation
Sequences
More key frames are specified for intricate
motions than for simple ,slowly varying
motion. Developmemt of the key frames is
generally the responsibility of the senior
animators, and often a separate animators is
assigned to each character in the animation.

20
Design Of Animation
Sequences
 Generation of In-Between Frames
In-betweens are the intermediate frames between
the key frames. The total number of frames, and
hence the total numbers of in-betweens, needed
for an animation is detemined by the display media
that is to be used.
Film rquires 24 frames per second. And graphics
terminals are refreshed at the rate of 60 or more
frames per second. Typically,time intervals for the
motion are set up so that there are from three to
five in-betweens for each pair of key frames.
21
General Computer Animation
Function
Typical animation Function include managing
object motion,generating views of objects,
producing camera motions, and the generation of
in-between frames.
Some animation pakages, such as wavefront for
example, provide special functions for both the
overall animation design and the processing of
individual object.

22
Computer Animations Usage Fields

 Intertainment
 Advertising
 Education
 Medicine
 Forensics
 Movies
 Astronomy

23
Computer Animations Usage Fields

 Intertainment
The first thing we
remember is the motion
pictures and cartoons and
the computer games.

24
Computer Animations Usage Fields

 Advertising
After using the computers for
advertising many kinds of
advertisings are producted
and they had been more
effective and useful .

25
Computer Animations Usage Fields

Education
Computer animations makes
the education more exciting
and easier to axplain the
subjects by showing the
examples done by using
animated pictures.

26
Computer Animations Usage Fields

 Medicine
Computer animations brought
great changes to medicine. It
is widely used to show the
body parts of the humen
beyings. for example using
MRI (Magnetic Resinonce
Imaging)

27
Computer Animations Usage Fields

 Forensics
Cmputer animations widely
used to liven up the
accedents and get o watch
of how the event had
hapened.

28
Computer Animations Usage Fields

 Movies
In order to add special
effects to the films the
computer animations
are the best way to do
so.

29
Computer Animations Usage Fields

 Astronomy
Computer animations are
very important to view the
pictures captured by the
spaceships.

30
Referances
 http://www.introduction to computer
animation.html
 http://www. Tricks to Animating Characters with
a Computer.html
 Computer Graphcs with OpenGL (Donald
Hearn).

31

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