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Animation 2006. 4. 4 백 백 백 [email protected]

Animation 2006. 4. 4 백 일 우 [email protected]

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Page 1: Animation 2006. 4. 4 백 일 우 steigensonne@hufs.ac.kr

Animation

2006. 4. 4백 일 우

[email protected]

Page 2: Animation 2006. 4. 4 백 일 우 steigensonne@hufs.ac.kr

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Contents

Animation Intro CEL animation Capture Animation and Image Sequences Digital Cel Key Frame Animation Animated GIFs SWF(Shoch Wave Flash) & Flash Timeline

Page 3: Animation 2006. 4. 4 백 일 우 steigensonne@hufs.ac.kr

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Animation Intro

Definition Creation of moving pictures one frame at a time

Ex) Disney animation The sequence of drawings is photographed in the correct order, a

single frame at a time

As film is projected at 24 frame per second, Technically requires 24 drawings for each second of film

1440 drawings for every minute Even more for animation made on video

In practice, Not seamlessly smoothy animation can be be shot ‘on 2s’

12 frames per second for film, 15

Page 4: Animation 2006. 4. 4 백 일 우 steigensonne@hufs.ac.kr

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Homer J. simpson

CEL animation

If solely make animation, it requires enormous amount of labor Cut-out Animation : Terry Gilliam’s Monty Python Three-dimentional(Stop motion) : Wallace and Gromit

Clay animation (Claymation) Mixture of live action and animation : KING KONG(1933), Matrix

CEL animation Homer simpson : drawn on sheets of transparent material known Simson’s living room was drawn separately

Only moving elements(cel) need to be redrawn The fixed parts of the scene only made once

Many CELs might be overlaid together Prove particularly suitable for tansfer to the digital realm

Many popular cel-like cartiins on TV are now produced digitally

Page 5: Animation 2006. 4. 4 백 일 우 steigensonne@hufs.ac.kr

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Capture Animation and Image Sequences

Computer + video camera + traditional technique Video camera is connected directly to a computer , to capture

each frame of animation to disk Play the serial frames which are captured

Draw animation on paper and scan them

Frame grabbing – record each frame to disk Save as QuickTime &c, edit non-linearly like video Can also use scanner or digital still camera, or create

each frame in a graphics program (e.g. Painter)

Page 6: Animation 2006. 4. 4 백 일 우 steigensonne@hufs.ac.kr

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Digital Cel

Use layers (e.g. in Photoshop) like sheets of acetate in traditional cel animation e.g. static background on one layer, moving simple object on a

layer in front of it. Make the object move by repositioning the layer More complex cases, just need to change those layers where

movement or other change occurs between frames

Types of animation with respect to Moving Background animation

Make one frame as s character, and move the backround Old_fashoined 3D game : Doom2

Sprite animation Charater is moving in front of fixed background

Tacken 5,4,3 Hwarang Steve Fox

Page 7: Animation 2006. 4. 4 백 일 우 steigensonne@hufs.ac.kr

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Key Frame Animation

Traditional: key frames drawn by chief animators at important points in the animation In-between frames drawn by less skilled animators

Computer-based: key frames drawn explicitly In-between frames interpolated by software

One of the Background Key Frame in Lion King

At this backgournd,

Cloud, birds(not yet seen) anything like that could be all CEL(in Digital)

and seperated into different Layers

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Animated GIFs

Sequence of images can be stored in a single GIF file, and displayed one after another by a Web browser or other software No browser plug-in required Can specify looping, delay between frames 256 colour palette No sound

Page 9: Animation 2006. 4. 4 백 일 우 steigensonne@hufs.ac.kr

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SWF(Shoch Wave Flash)

Popular Web animation format Usually generated by Macromedia Flash Vector animation format

Motion represented as numerical operations on vector data

Can also include bitmapped images (e.g. as backgrounds)

Page 10: Animation 2006. 4. 4 백 일 우 steigensonne@hufs.ac.kr

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Flash

Timeline – graphical representation of sequence of frames Key frames – drawn/copied from previous and transformed Simple frames – hold on previous key frame

Stage – sub-window in which frames are created by drawing with vector tools Can also import bitmaps as objects, add text

Page 11: Animation 2006. 4. 4 백 일 우 steigensonne@hufs.ac.kr

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Flash interface

Stage

Timeline and layersRemember to put every new object on a new layer

Property inspector

Page 12: Animation 2006. 4. 4 백 일 우 steigensonne@hufs.ac.kr

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Timeline

Important to use layers Name them!

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Symbols

Reusable objects stored in a library Graphic symbols Button symbols (for interactivity) Movie clip symbols (self-contained animations within a movie)

Create instances by dragging on to stage If symbol is edited, all its instances updated

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Types of symbols

Graphic symbols for static images and to create reusable pieces of animation that are tied to the main Timeline.

Button symbols to create interactive buttons that respond to mouse clicks, rollovers, or other actions.

Movie clip symbols to create reusable pieces of animation. Movie clips have their own multiframe Timeline that is independent from the main Movie clip instances can be placed inside the Timeline of a button symbol

to create animated buttons.

Dolphins & Boat

Page 15: Animation 2006. 4. 4 백 일 우 steigensonne@hufs.ac.kr

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Library

To view your symbols Window > Library

Remember to name everything Example for symbols using Library

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Motion Tweening

Motion tweening Object is placed in a key frame Create Motion Tween

Object is turned into a symbol Add key frame at end of tweened sequence and move or

transform object Motion in intermediate frames is interpolated (tweened) Conditions

Key frame should be inserted at start and end point One object used for Motion tweening in the key frame should be a

group or a symbol

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Types of motion tweening

Between two positions Along a path

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Shape Tweening

Also called morphing Shapes of graphical objects are transformed in between key

frames Have to generate the interpolated frames, so resulting SWF is

bigger than when motion tweening is used Shape Tweening Shape_Tweening Shape_Tweening

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Types of shape tweening

Colour Shape Shape to text

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Linear Interpolation

Constant velocity Motion begins and ends

instantaneously

Page 21: Animation 2006. 4. 4 백 일 우 steigensonne@hufs.ac.kr

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Easing In

Object accelerates, gradual transition from stasis to motion

Page 22: Animation 2006. 4. 4 백 일 우 steigensonne@hufs.ac.kr

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Easing Out

Object decelerates, gradual transition from motion to stasis

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Mask

For spotlight effects and transitions Use a mask layer to create a hole through which

underlying layers are visible A mask item can be a filled shape, a type object, an instance of a

graphic symbol, or a movie clip Flash movie

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Motion Graphics

Like time-based graphic design Move, transform, alter layers of a bitmapped image

between frames Apply time-varying filters and effects

AfterEffects supports linear and Bézier interpolation in both space and time (rate of change)

Can have new effects that only make sense in time, e.g. shatter, particle effects

Example1 Example2

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3-D Animation

"Easy to describe but much harder to do" Properties of 3-D models (shape, size, position, rotation,

surface characteristics, etc), light sources and cameras are numerically defined

Animate a scene by changing the numbers, rendering a new frame, changing further …

Can make objects move, or move the camera Requires 3-D visualization and animation skills and great

amount of processing power