Ch03c_AnimatiASSSSSSSSSSSSSSSSSSSSSSSSSSSSons (1).pptx

alexsiryani02 0 views 12 slides Oct 14, 2025
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About This Presentation

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Slide Content

Chapter 3-C Anim a tions

Animation - Definition : The act of making something (object) static comes alive. It is concerned with the visual change over time that adds a great power to multimedia. It is a visual illusion of making objects seem to be moving. - It takes many forms/applications such as: animated text, user interface, cartoon movies, charts that grows and shrinks, and for training people how to assemble parts or how to do things, and many more. - It used many usual effects like: wipes, fades, zooms and much more as in powerpoint. - How animation comes about (created)? Animation is possible because of two phenomena which both create the illusion of movement: Persistence of vision: it is a biological phenomenon phi : it is a psychological phenomenon

Animation (Cont.) 1- Persistence of vision: When we look at an object, the image is projected onto the retina at the back of our eye. After an image is presented to our eyes and then removed, there is a short period during which the image continues to be perceived by the retina (it keeps an after image for about 1/16 of a second. The illusion that the eye is still seeing the image after it’s gone.). This is due to the persistence of the retinal image. In the context of motion pictures or animation, multiple still images (frames) are presented in rapid succession. As each frame is displayed, the persistence of vision causes the previous image to linger briefly in our perception. The rapid succession of frames, each slightly different from the previous one, creates the illusion of smooth motion. Our brains blend these individual frames into a continuous and coherent moving image. The frame rate at which images are presented is crucial. If the frame rate is too slow, the persistence of vision may not be sufficient to create a smooth motion, and the images may appear jerky. On the other hand, a higher frame rate enhances the illusion of continuous motion.

Animation (Cont.) 2- phi : It is the illusion of movement that arises to when two or more visual stimuli (such as images or lights) are presented in quick succession then they seem to blend together.

Animation Space Animation can be rendered in: 1) 2-D space : the visual changes occur on the flat coordinate axes x and y with no depth of objects. Examples: color cycl ing , blinking text. Softw are: flash or power Point It could be simple animation without changing position like blinking text and object shrinking or expanding, or it could be complex animation in which you have number of objects move either randomly or in predefined path like cartoon movies. 2) 2 & ½-D space : it is a technique that gives the impression that 2-D objects look like they are in 3-D by using shadowing, highlighting, layering, and some other adjustments. In other words, it is 2-D objects on a flat background (on x and y axes) with the illusion of depth.

Animation Space (Cont.) 3) 3-D space : creates virtual display in three dimensions (x, y, z) and the motion is calculated along t he three axes. In this space, we create objects (mode ls: vector images consists of vertices and lines ) with front, back, top, bottom, sides views. This allows you to view the model from all angles, coming close to you or moving away from you. This requires a large processing power because models are also colored and having texture and when the y are in motion the software has to calculate all effects on the model at different places including depth(close or far) an gles of views (what you see and what you don’t), the effect of shadow and light . The animation is rendered frame by frame using high-end animation program such as Maya, 3DMax.

Types of Animation 1- Cel Animation : a traditional or hand-drawn animation technique in which a series of progressively different graphics are used on each frame of a movie . - We use a number of sheets (celluloid) to draw objects on them. - We create frames (one complete image) in an action/scene. There are first frame and last frame each is called Keyframe and the action happens between two Keyframes by drawing number of frames. - If we have a long scene, we might see more than two Keyframes. - Tweening : a process of creating in-between frames between Keyframes to create smooth and fluid motion. In other words, tweening is calculating number of frames in an action and the path of actions it takes (and involves interpolating values, such as position, or rotation). 2- Computer Animation : is very similar to Cel Animation in terms of Keyframes, creating the models. the only difference is the tweening process which is done by hand in Cel Animation but it is done by a software in the Computer Animation. Computer animation also uses layers.

Types of Animation (Cont.) - In animation, we also use: - Paint: refers to the process of applying colors ( drawn or filled ) to frames or characters within an animation. It involves the use of digital or traditional tools to add color to the various elements of the animation. - Anti-aliasing : is a technique used to reduce visual artifacts, such as jagged edges or "jaggies," in animations. It makes them appear less blurred and blends colors along the boundary between the object and its background to make visuals look natural (ex. games on a PC ). - Inks : refers to the process of outlining or defining the shapes and contours of characters and objects. It involves adding visible lines to the animated elements to provide definition and clarity . - In animation in general, it runs usually 15 frames/sec, or 24 fps or 30 fps to get a smooth animation (neither slow nor fast). The display and its power affects the smoothness. - Most animation recently includes sound but it requires high processing power.

Animation C oncepts - Kinematics : is the study of the movements and motion of structures that have joints without considering the forces causing the motion. In animation, kinematics involves the description of motion, including the position, velocity but not forces that cause these movements. - Inverse Kinematics (IK) : is a technique used to calculate the joint movements needed to achieve a particular desired position or orientation of an end effector (e.g., a hand or foot) in a robotic system or animated character. Also, it is the process of linking objects and defining their relationships and limits. - If animation is cartoon based, IK is not enforced. However, if you need to create a smooth natural motion of (people, animals), you have to take IK in to consideration. - Motion Capture Suit (MoCap Suit): a suit that is full of sensors and it captures our motion and our joints.

Animation C oncepts (Cont.) - Advantages of capturing motion of structures with joint: science analysis science design simulation crime analysis

Animation C oncepts (Cont.) - Morphing : an effect in which a still or moving image is transformed smoothly into another. So we transform from image to another image . - Warp : a n effect in which an area in still or moving image is turned as if out of shape. So the effects appears on the same image. It involves distorting or deforming the shape of an object or image. It can be used to stretch, twist, or manipulate specific regions within an image without necessarily transitioning between two distinct states .

File Formats for Animation - Animation Pro: .fli,.flc - 3-D Studio Max: .max - Flash + Shockwave Flash: .fla, .swf
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