GggggggggggggggggggComputer animation.pptx

HiteshGharat2 3 views 45 slides Mar 06, 2025
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About This Presentation

Animattin


Slide Content

Computer animation

animation Animation – object motions, series of images rapidly changing to create an illusion of movement Computer animation – refers to any time sequence of visual changes in a scene In addition to changing object positions with translation/ rotation , a computer animation could display time variations in object size, color, transparency or surface texture Computer animations can also be generated by changing camera parameters, such as position, orientation, and focal length, lightning effects

Principles

1. Squash and Strech : This principle works over the physical properties that are expected to change in any process. Ensuring proper squash and stretch makes our animation more convincing. For Example: When we drop a ball from height, there is a change in its physical property. When the ball touches the surface, it bends slightly which should be depicted in animation properly. 2. Anticipation: Anticipation works on action. Animation has broadly divided into 3 phases: 1. Preparation phase 2. Movement phase 3. Finish In Anticipation, we make our audience prepare for action. It helps to make our animation look more realistic. For Example: Before hitting the ball through the bat, the actions of batsman comes under anticipation. This are those actions in which the batsman prepares for hitting the ball .

This effect gives animation an elastic life-like quality because although it may not seem like it, squash and stretch is all around you. All shapes are distorted in some way or another when acted upon by an outside force; it’s just harder to see in real-life. Squash and stretch imitates that and exaggerates it to create some fun.

3. Arcs: In Reality, humans and animals move in arcs. Introducing the concept of arcs will increase the realism. This principle of animation helps us to implement the realism through projectile motion also. For Example, The movement of the hand of bowler comes under projectile motion while doing bowling. 4. Slow in-Slow out: While performing animation, one should always keep in mind that in reality object takes time to accelerate and slow down. To make our animation look realistic, we should always focus on its slow in and slow out proportion. For Example, It takes time for a vehicle to accelerate when it is started and similarly when it stops it takes time.

5. Appeal: Animation should be appealing to the audience and must be easy to understand. The syntax or font style used should be easily understood and appealing to the audience. Lack of symmetry and complicated design of character should be avoided. 6. Timing: Velocity with which object is moving effects animation a lot. The speed should be handled with care in case of animation. For Example, An fast-moving object can show an energetic person while a slow-moving object can symbolize a lethargic person. The number of frames used in a slowly moving object is less as compared to the fast-moving object.

7. 3D Effect: By giving 3D effects we can make our animation more convincing and effective. In 3D Effect, we convert our object in a 3-dimensional plane i.e., X-Y-Z plane which improves the realism of the object. For Example, a square can give a 2D effect but cube can give a 3D effect which appears more realistic. 8. Exaggeration: Exaggeration deals with the physical features and emotions. In Animation, we represent emotions and feeling in exaggerated form to make it more realistic. If there is more than one element in a scene then it is necessary to make a balance between various exaggerated elements to avoid conflicts.

3D effect

exaggeration

9. Stagging: Stagging is defined as the presentation of the primary idea, mood or action. It should always be in presentable and easy to manner. The purpose of defining principle is to avoid unnecessary details and focus on important features only. The primary idea should always be clear and unambiguous. 10. Secondary Action: Secondary actions are more important than primary action as they represent the animation as a whole. Secondary actions support the primary or main idea. For Example, A person drinking a hot tea, then his facial expressions, movement of hands, etc comes under the secondary actions.

Stagging

Secondary action

11. Follow Through: It refers to the action which continues to move even after the completion of action. This type of action helps in the generation of more idealistic animations. For Example: Even after throwing a ball, the movement of hands continues. 12. Overlap: It deals with the nature in which before ending the first action, the second action starts. For Example: Consider a situation when we are drinking Tea from the right hand and holding a sandwich in the left hand. While drinking a tea, our left-hand start showing movement towards the mouth which shows the interference of the second action before the end of the first action

Follow through

overlap

appeal

keyframing The drawing of an object is called frame A keyframe is a drawing that defines the starting & ending position of an animation IT requires interpolation Interpolation is the creating of new frames in between the existing frames Method: Interpolate the in between frames Compute keyframes at equal intervals of time Advantages: Effective animation, good user interface

deformations It is the change in the shape of an object Don’t make permanent changes to the original object Original objects parameters are retained, but the object appears deformed Types: Bone deformations & Curve deformations

Bone deformations IT is used to animate the characters joint motions i.e arms & legs Called skeletion deformation It can be manipulated to rotate a limb at an articulation joint and to shorten or elongate the extremities of a limb. It's also quite handy for bending the torso

Curve deformation Used to animate the characters movement in curved motions Eg : elbows, wrists Called skinning deformation Used to animate elements that don’t have joints or body parts with so many joints that they seem curved Eg : hair bangs, facial features

Character animation It involves bringing animated characters to life using emotions, personality, expression The character model consist of two layers : skin & skeleton The hierarchical structure of joints is known as skeleton The surface representing outer shell of the character is skin It is the art of making the particular character move in 2D or 3D

kinematics Refers to the study of translational & rotational motion of the objects Forward  Directly manipulates the rotational parameters of all joints of character considering degree of freedom Inverse  Provides automatic movement of objects

Physics based animation S imulation uses the laws of physics to generate motion of pictures and other objects. Simulations can be easily used to produce slightly different sequences while maintaining physical realism. Generate physically plausible animation with AI Animations are usually played using a virtual character in 2D or 3D Generation, Simulation, Extinction

Particle system It uses many minute sprites, 3D models or other objects to simulate certain kinds of phenomena which are otherwise very hard to reproduce Eg : natural phenomena, processes caused by chemical reactions Eg : fire, explosion, smoke, moving water, falling leaves, snow, clouds, fog Or abstract visual effects like magic spells It can be 2D or 3D Particle systems motion is controlled by emitter, which acts as a source of particles

Rigid body Undergo no deformation Cheap & easy to implement Eg : interactive games & simulations

Flexible simulation Also called soft body simulation Implemented using spring mesh systems Changes in shape

Fluid simulation Flowing liquid/water effects Expensive Requires complex logic to implement Eg : video games Simulating height of water to show waves, ripples or other surface features

Flock systems Flocking refers to a technique that models the complex behavior of birds, schools of fish, and swarms of insects using virtual forces.  These virtual forces simulate the tendency for flocks to center their velocities, avoid collisions and crowding, and move toward the group. In these simulations, individual members of the flock act without collaboration using only information about the position and velocity of their peers to create the illusion of synchronized, group behavior efficiently. Flocking can be used to efficiently approximate the behavior of crowds of humans as well

Procedural techniques In a procedural animation, the objects are animated by a procedure − a set of rules − not by keyframing. The animator specifies rules and initial conditions and runs simulation. Rules are often based on physical rules of the real world expressed by mathematical equations Procedural animation is used to simulate  particle systems  (smoke, fire, water),  cloth and clothing ,  rigid body dynamics , and hair and fur dynamics, as well as character animation.

Groups of objects Similar to the animation of flock of birds / crowd of humans Animation as a whole can be applied to the entire group Simulate the group of objects
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