Presented By:-
                 Amit Kapoor
                  MCA Deptt.
                      MAIMT
Contents
 Introduction to Animation
 Why Do We See Images As Moving ?
 Effects On Picture During Animation
 Categories Of Animation
 Animation Functions
 Animation Techniques
 Uses Of Animation
 Animation Software's
 Animation File Formats
Introduction to Animation
The word “animation” derives from “animate,” which
means “to bring to life”.

Thus when a multimedia developer wants to bring an
Image to life, animation is used.

“Animation is the process resulting time-varying
visual effects of motion, shape, color and so on.”
Why Do We See Images As Moving ?

The Persistence of Vision Theory

   Our brain holds onto an image for a
    fraction of a second after the image has
    passed. If the eye sees a series of still
    images very quickly one picture after
    another, then the images will appear to
    move because our eyes cannot deal with
    fast-moving images.
Effects On Picture During Animation
In Animation, you get moving images when the
pictures change in some way. Here are some ways
in which pictures can change :-
            Change in Size
            Change in Position
            Change in Angle
            Change in Color
            Change of Shape
Categories Of Animation
Animation deals with graphics drawn by hand or by animation
software. Depending upon the techniques used to create and
manage the frame. There are two broad categories of
animation :-
1. Cell Animation
2. Computer Animation :-
   a) Computer Assisted (two-dimensional) animation
   b) Computer Generated (three dimensional ) animation
Animation Functions

 Zooming
 Tilting
 Panning
 Tweening
 Morphing
Zooming

If we fix the window on an object but reduce or
increase its size, the object would appear bigger
(zoom in) or smaller (zoom out), respectively.
Tilt (camera)
Tilting is a technique in
which the camera is
stationary and rotates in a
vertical plane (or tilting
plane). Tilting the camera       pitch rotation.
results in a motion similar
to someone nodding their
head "yes" or to an
aircraft performing a pitch
rotation.
Panning

A rotation in a horizontal
plane is known as
panning (yaw rotation).
Tilting the camera results
in a motion similar to             yaw rotation
someone nodding their
head “no" or to an aircraft
performing      a     yaw
rotation.
Tweening

Traditional animation sequence is created by
two types of artists :-
1. the lead artists or experts who draw those
   frames where major changes take place
   within the sequence, called key frames.
2. assistants draw a number of frames in
   between the frames, process is called
   tweening.
Morphing

Transformation of object shapes from one to
another is called morphing.
Animation Techniques

There are four basic techniques used in animation.
These are:-

     1.   Drawn Animation
     2.   Cut-out Animation
     3.   Model Animation
     4.   Computer Animation
Drawn Animation

This covers any form where one drawing is
replaced by another in a sequence. Each drawing is
slightly different from one before.

Disadvantages:-
                    It takes a very long time to film
from start to finish and is expensive needing many
animators to complete the work.
Cut-out Animation

This covers any form where cut-out shapes are
moved around or replaced by other cut-out. Flat
objects like buttons, matchsticks and string can also
be used in this form of animation.

Disadvantages:-
                 It is difficult to have more than one
or two cut-outs moving at the same time.
Model Animation

This involves the filming of
puppets or any form of
three-dimensional models.

Disadvantages:-
                   This type of animation needs
a lot of time and hard work. The makers of
„James and the Giant Peach‟ were only able to
complete 45 seconds of model animation a
week, 10 seconds a day. This was because
each puppet had so many joint.
Computer Animation

This refers to drawing of three dimensional models
and sets on the computer. Images can be scanned
into the computer using digital photography or
made within the computer itself.
11 Basic Principle of Animation
1.    Squash and stretch
2.    Anticipation
3.    Staging
4.    Straight ahead action and pose to pose
5.    Follow through and overlapping action
6.    Slow in and slow out
7.    Arcs
8.    Secondary action
9.    Timing
10.   Exaggeration
11.   Appeal
1. Squash and Stretch


Defining the rigidity and
mass of an object by
distorting its shape
during an action
2. Anticipation

Preparation for an action

Example:
Goofy prepares to hit a baseball.
3. Staging

Presenting an idea so that it is unmistakably clear
4. Straight Ahead Action and Pose-
            to-Pose Action

1. Straight Ahead
Animator start from first drawing in the scene and
draw all subsequent frames until the end of scene.
2. Pose-to-Pose
Animator plans actions, draws a sequence of poses,
  in between frames etc.
5. Follow Through and
           Overlapping Action

 The termination of an action and establishing its
 relationship to the next action



Example: Luxo Jr.‟s hop with
overlapping action on chord.
6. Slow in and Out
7. Arcs


• Visual path of action for natural movement.
• Makes animation much smoother and less
  stiff than a straight line.
8. Secondary Action

The action of an object resulting from another action



 Example:
 Body movement is the primary
 action, facial expression is the
 secondary action
9. Timing and Motion



Examples:
1. Timing: tiny characters move quicker than
larger ones.

2. Motion: can define weights of objects.
10. Exaggeration

Accentuating the essence of an idea via the
design and the action



Example: Luxo Jr.
made smaller to give
idea of a child.
11. Appeal

Creating a design or an action that the audience
enjoys watching
Animation File Formats
Software                          File Format
Director                          .dir & .dcr
Animator Pro                      .fli
Studio Max                        .max
SuperCard and Director            .pics
Windows Audio Video Interleaved   .avi
Macintosh                         .qt & .mov
Motion Video                      .mpeg
CompuServe                        .gif
Flash                             .swf
Shockwave                         .dcr
Current Companies

• Pixar                  •   Metrolight Studios
• Industrial Light and   •   Boss Film Studios
  Magic (ILM)            •    deGraf/Wahrman
• Pacific Data Images    •   R/Greenberg
  (PDI)                      Associates
• Disney                 •   Blue Sky Productions
• Xaos                   •   Sony Pictures
• Rhythm & Hues          •    Cinesite
• Digital Domain         •   Imageworks
• Lamb & Company         •   Apple…. .
Thank You All

Animation

  • 1.
    Presented By:- Amit Kapoor MCA Deptt. MAIMT
  • 2.
    Contents  Introduction toAnimation  Why Do We See Images As Moving ?  Effects On Picture During Animation  Categories Of Animation  Animation Functions  Animation Techniques  Uses Of Animation  Animation Software's  Animation File Formats
  • 3.
    Introduction to Animation Theword “animation” derives from “animate,” which means “to bring to life”. Thus when a multimedia developer wants to bring an Image to life, animation is used. “Animation is the process resulting time-varying visual effects of motion, shape, color and so on.”
  • 4.
    Why Do WeSee Images As Moving ? The Persistence of Vision Theory  Our brain holds onto an image for a fraction of a second after the image has passed. If the eye sees a series of still images very quickly one picture after another, then the images will appear to move because our eyes cannot deal with fast-moving images.
  • 5.
    Effects On PictureDuring Animation In Animation, you get moving images when the pictures change in some way. Here are some ways in which pictures can change :-  Change in Size  Change in Position  Change in Angle  Change in Color  Change of Shape
  • 6.
    Categories Of Animation Animationdeals with graphics drawn by hand or by animation software. Depending upon the techniques used to create and manage the frame. There are two broad categories of animation :- 1. Cell Animation 2. Computer Animation :- a) Computer Assisted (two-dimensional) animation b) Computer Generated (three dimensional ) animation
  • 7.
    Animation Functions  Zooming Tilting  Panning  Tweening  Morphing
  • 8.
    Zooming If we fixthe window on an object but reduce or increase its size, the object would appear bigger (zoom in) or smaller (zoom out), respectively.
  • 9.
    Tilt (camera) Tilting isa technique in which the camera is stationary and rotates in a vertical plane (or tilting plane). Tilting the camera pitch rotation. results in a motion similar to someone nodding their head "yes" or to an aircraft performing a pitch rotation.
  • 10.
    Panning A rotation ina horizontal plane is known as panning (yaw rotation). Tilting the camera results in a motion similar to yaw rotation someone nodding their head “no" or to an aircraft performing a yaw rotation.
  • 11.
    Tweening Traditional animation sequenceis created by two types of artists :- 1. the lead artists or experts who draw those frames where major changes take place within the sequence, called key frames. 2. assistants draw a number of frames in between the frames, process is called tweening.
  • 12.
    Morphing Transformation of objectshapes from one to another is called morphing.
  • 13.
    Animation Techniques There arefour basic techniques used in animation. These are:- 1. Drawn Animation 2. Cut-out Animation 3. Model Animation 4. Computer Animation
  • 14.
    Drawn Animation This coversany form where one drawing is replaced by another in a sequence. Each drawing is slightly different from one before. Disadvantages:- It takes a very long time to film from start to finish and is expensive needing many animators to complete the work.
  • 15.
    Cut-out Animation This coversany form where cut-out shapes are moved around or replaced by other cut-out. Flat objects like buttons, matchsticks and string can also be used in this form of animation. Disadvantages:- It is difficult to have more than one or two cut-outs moving at the same time.
  • 16.
    Model Animation This involvesthe filming of puppets or any form of three-dimensional models. Disadvantages:- This type of animation needs a lot of time and hard work. The makers of „James and the Giant Peach‟ were only able to complete 45 seconds of model animation a week, 10 seconds a day. This was because each puppet had so many joint.
  • 17.
    Computer Animation This refersto drawing of three dimensional models and sets on the computer. Images can be scanned into the computer using digital photography or made within the computer itself.
  • 18.
    11 Basic Principleof Animation 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight ahead action and pose to pose 5. Follow through and overlapping action 6. Slow in and slow out 7. Arcs 8. Secondary action 9. Timing 10. Exaggeration 11. Appeal
  • 19.
    1. Squash andStretch Defining the rigidity and mass of an object by distorting its shape during an action
  • 20.
    2. Anticipation Preparation foran action Example: Goofy prepares to hit a baseball.
  • 21.
    3. Staging Presenting anidea so that it is unmistakably clear
  • 22.
    4. Straight AheadAction and Pose- to-Pose Action 1. Straight Ahead Animator start from first drawing in the scene and draw all subsequent frames until the end of scene. 2. Pose-to-Pose Animator plans actions, draws a sequence of poses, in between frames etc.
  • 23.
    5. Follow Throughand Overlapping Action The termination of an action and establishing its relationship to the next action Example: Luxo Jr.‟s hop with overlapping action on chord.
  • 24.
    6. Slow inand Out
  • 25.
    7. Arcs • Visualpath of action for natural movement. • Makes animation much smoother and less stiff than a straight line.
  • 26.
    8. Secondary Action Theaction of an object resulting from another action Example: Body movement is the primary action, facial expression is the secondary action
  • 27.
    9. Timing andMotion Examples: 1. Timing: tiny characters move quicker than larger ones. 2. Motion: can define weights of objects.
  • 28.
    10. Exaggeration Accentuating theessence of an idea via the design and the action Example: Luxo Jr. made smaller to give idea of a child.
  • 29.
    11. Appeal Creating adesign or an action that the audience enjoys watching
  • 30.
    Animation File Formats Software File Format Director .dir & .dcr Animator Pro .fli Studio Max .max SuperCard and Director .pics Windows Audio Video Interleaved .avi Macintosh .qt & .mov Motion Video .mpeg CompuServe .gif Flash .swf Shockwave .dcr
  • 31.
    Current Companies • Pixar • Metrolight Studios • Industrial Light and • Boss Film Studios Magic (ILM) • deGraf/Wahrman • Pacific Data Images • R/Greenberg (PDI) Associates • Disney • Blue Sky Productions • Xaos • Sony Pictures • Rhythm & Hues • Cinesite • Digital Domain • Imageworks • Lamb & Company • Apple…. .
  • 33.