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Chapter5 Animation

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0% found this document useful (0 votes)
36 views

Chapter5 Animation

Uploaded by

Sara Zara
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPT, PDF, TXT or read online on Scribd
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Multimedia Applications

Chapter 5

Animation
The Power of Animation
• Animation grabs attention
• Transitions are simple forms
of animation
Wipe
Zoom

Dissolve
Principles of animation
• Animation is possible because of a
biological phenomenon known as
persistence of vision and a
psychological phenomenon called phi
• Still images are flashed in sequence
 Frame rate measures the speed of
change
Principles of Animation
• Persistence of Vision -biological
phenomenon - an object seen by the
human eye remains mapped on the
retina for a brief time after viewing.
• Causes the visual illusion of
movement, when images change
slightly and rapidly
Principles of Animation
• Television video creates 30 frames per
second
• Movies are shot at a rate of 24 frames
per second and replayed at 48 frames
per second because shutter flashes
light through each image twice.
• Both are used to create motion and
animation
Principles of Animation
• Cel Animation
 Keyframes identify the start and end of
action
 The process of filling in the action is
called tweening
Animation Techniques
• Cel Animation
– The technique made famous by Disney
– Progressively different graphics on
each frame of movie film
– Clear celluloid sheets were used to
draw each frame
– ( 24 frames/sec. * 60 sec/min) = 1440
separate frames needed to produce one
minute of a movie
Animation Techniques
• Cel Animation
– Begins with keyframes (first and last
frames of an action)
– Tweening – the series of frames drawn
in between the first and last
– Originally hand drawn and “flipped”
through to check the “motion”
– Now replaced by computer generated
graphics
Principles of Animation
• Computer Animation
 Kinematics is the study of motion of
jointed structures
Computer Animation
• Based on the same model as cel
animation
– Uses layers, keyframes, and tweening
techniques
– Inks special methods for computing RGB pixel
values, providing edge detection and layering
so that images can blend or produce
transparencies, inversions and effects
– Speed of the animation depends on computer.
Kinematics
• Study of movement and motion of structures
that have joints, (such as a person or a
walking dog)
• Complex- need to calculate position, velocity,
rotation and acceleration of all joint and body
parts involved
• Inverse kinematics – process of linking
objects together and define their
relationships and limits and then drag the
parts and let the computer calculate the
result ( for example, connect hands and arms and bent the
elbow in various directions)
• Fractal Design’s Poser – a 3-D modeling
program
Principles of Animation
 Morphing is the process of
transitioning from one image to
another
Morphing
• A special effect in which one image
transforms into another
• Process involves connecting a series
of key points, which are mapped
from the start image to the end
image to make a smooth transition
• ( See p.328)
Principles of Animation
• Animation file formats
Windows Media – .AVI, .ASF, or .WMV
Apple QuickTime – .QT or .MOV
Motion Video – .MPG or .MPEG
Flash – .SWF
Shockwave – .DCR
Animated GIF – .GIF
Animation File Formats
• Director (dir) compressed into a
Shockwave animation file (dcr) for the web
• Windows Audio Video Interleaved Format
(avi)
• Macintosh ( quicktime, mov)
• Motion Video ( mpeg, mpg)
• Compuserv ( gif)
• Shockwave (dcr)
• Compression for Director is 75%+ turning
a 100k file into a 25k file
Making Animations that Work
• Use animations carefully so your
screens don’t become too “busy”
• Animation tools
– Director
– Adobe GOLive
– GIF animators
Creating Animation
• Software helps create objects
such as:
 A rolling ball
Creating Animation
• Software helps create objects
such as:
 A rolling ball
 A bouncing ball

s=1/2gt2
Bouncing Ball
• Requires a series of rotations
• A knowledge of physics (s= 1/2gt2)
• Ball will uniformly accelerate and
decelerate by squares 1,4,9,16,….
(as Galileo discovered)
(See examples, pp.329-334)
Creating Animation
• Software helps create objects
such as:
 A rolling ball
A bouncing ball

•An animated scene


Creating an Animated Scene
• (See text p.335)
• A background is chosen
• Then an “actor” is video taped running
against a blue or green screen
• A few frames of the running man are
captured by a video capture board and the
blue background is removed
• Finally, the action is placed on the
background…. And King Kong, or Jurassic
Park is born
Gif Animation Resources
• http://computers.lycos.com/downloads
/dgif.asp
• http://shareware.lycos.com/tucows/img
ani95.shtml

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