3d animation - chapter 1

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SCHOOL OF MULT IMEDIA FACULTY OF ART & DESIGN PREPARED BY: SARAIZA KHAIRUL IKRAM CDM303 3D ANIMAT ION CHAPTER  1 Creativ e Develope!t A!" T#e Di$ital Pro%e&&

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8/19/2019 3D Animation - Chapter 1

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SCHOOL OF MULTIMEDIA

FACULTY OF ART & DESIGN

PREPARED BY:SARAIZA KHAIRUL IKRAM

CDM3033D ANIMATION

CHAPTER 1Creative Develop e!t A!"

T#e Di$ital Pro%e&&

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TOPIC OUTLINE

1.1 A Digital Creative Environment.

1.2 Development Of Technology

1.3 Understanding 3D point and polygon

1.4 torytelling! tory"oarding

1.# The $rod%ction $rocess of Comp%ter Animation.

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LEARNIN+ OUTCOMES

At the end of this chapter students should be able to:

Understand the 3d Market Industry needs.Know the development of the technology.Understand the production process of omputer.Understand the concept of 3! point and "olygon

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1-1A Di$ital Creative E!viro! e!t

#oday$s creation and production of images is performed with the aid ofcomputers % increasingly% professionals from wide variety of visualdisciplines are working with digital information.

&ome of the traditional visual practices based on drawings % painting%photography and video techni'ues are merging with digital imagingtechni'ues.

A decade ago% visual professionals used to purchase tools speciali(ed fortheir professions. #hese tool were useful for doing the works in their field butnot in others. A photographer% for e)ample would use a photographiccamera to capture reality on film %and traditional animator would use a penciland light table to create animated se'uences of drawings on paper.

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1.1. 1 Animation & Effects in the Pre-digital Days

It is difficult to imagine today that decades ago all animation% effects andentertainment in general was made % distributed and consumed without anytype of computer or digital technology.*ne of the fully three+dimensional computer animated independent short% ,ohn

-asseter $ s -u)o ,r. /012 Among the former we count the 4ew 5ork and 6ollywood animator who delivergag after gag to amuse audience with the likes of popeye% woody woodpecker%bugs bunny% tom and 7erry %and mickey mouse. #hese animator includes Ma)8leischer% 9alt !isney %9alter -ant(%#e) Avery%8ri( 8releng% huck ,ones .*thers e)perimental animators includes 8rench -eopold &urvage and

Ale)ander Ale)eieff% the german hans richter%*skar 8ischinger and -otteeininger% the canadian 4orman ; Mc-aren% and the american laire "arker

and ,ohn 9hitney %&r.

1-1A Di$ital Creative E!viro! e!t

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1.1.2 Disney Animated Features without Digital Technology

/03< = &now 9hite > the seven !warft/0?@ = "inocchio/0?@ = 8antasia/0?/ = !umbo/0?3 = &aludos Amigos/0? = #he #hree abelleros/0?2 + Make Mine Music/0?< = 8un and fancy 8ree/0?1 + Melody #ime/0?0 = #he adventures of Ichabod and Mr #oad/0 @ = inderella/0 / = Alice in a wonderland/0 3 = "eter pan/0 = -ady and #he #ramp/0 0 = &leeping Beauty/02/ = /@/ !almatians/023 = #he &word in #he &tone

/02< + #he ,ungle Book/0<@ = #he Aristocats/0<3 = obin 6ood/0<< = #he Many Adventures *f 9innie the "ooh/0<<+ #he escuer /01/ + #he 8o) And the 6ound

1-1A Di$ital Creative E!viro! e!t

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1.1.2 Disney Animated Features with Digital Technology

/01 = #he Black auldron/012 =#he Creat Mouse !etective/011 = *liver > ompany/010 = #he -ittle Mermaid/00@+ #he escuer !own Under /00/+ Beauty > #he Beast/00D+ Aladdin/00? =#he -ion King and #he eturn *f ,afar /00 = "ocahontas And A Coofy Movie

/002 = #he hunch Back of 4otre !ame and Aladdin > #he King *f #hieves/00< = 6ercules/001 = Mulan/000 = #ar(an/000 = 8antasia D@@@D@@@ = #he Emperor$s 4ew Croove % !inosaur and #he #igger Movie.D@@/ = Atlantis : #he lost Empire and ecess : &chool$s *utD@@D = -ilo > &tich %#reasure "lanet and eturn to nether -andD@@3 = Brother bear%,ungle Book D and "iglet$s Big MovieD@@?+ 6ome on the ange and Mulan DD@@ = hicken -ittle 3! +CD@@< = Meet the obinsons 3! +CD@@1 = Bolt 3! +CD@@0 = #he "rincess and the 8rogD@/@+ apun(el 3! +C

1-1A Di$ital Creative E!viro! e!t

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1.2.1 Com uter Technology

1-' A Develop e!t o( t#e Te%#!olo$

omputer particularly their visual capabilities are proudly altering the wayin which we create and distribute images. But the powerful of the computersystem are so common today.

#he early computer models were called mainframes because all their bulkycomponent were housed in large steel frames.

Minicomputers smaller and less e)pensive than mainframes but almost aspowerful were developed in an attempt to bring computers to a wideraudience and range of application.

&upercomputer usually bigger and more e)pensive than mainframescomputer %were develop to tackle most ta)ing computing pro7ects regardlessthe cost and with an emphasis on speed and performance.

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1-' A Develop e!t o( t#e Te%#!olo$

Before the mid+/0<@s the large ma7ority of artist found computers veryuninteresting. #hey were too e)pensive and difficult to operate % even thesimplest task re'uired e)tensive programming. Most Model lacked monitors% printers % mice or graphic tablet.

Microcomputers with millions of microscopic electronic switches on a singlesilicon chip was develop in the mid+/0<@s.4ow powerful microcomputersare small enough to be carried in a briefcase.

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1.2.2 Com uter !ra hic Technology

1-' A Develop e!t o( t#e Te%#!olo$

omputer graphic technology was developed in the early /0 @$s to makevisible what was invisible to the human eye. Most of these early applicationwere related to the military % manufacturing or the applied science.

4on of the early years of computer graphic technology systems wasdevelop for artistic work.

" Can you gi#e e$am les of com uter gra hic technology used onearly stage%

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1-3 U!"er&ta!"i!$ 3D poi!t 2 Pol $o! A!i atio! te%#!i45e&

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!rawing on filmMultiple drawings

Acetate cells% multiple plane cells3! models eg. clay or dolls"i)ilation : animation of real ob7ects nothing to do with screen pi)els "ainting under camera

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1.'.1 Con#entional Animation Techni(ues

1.'.2 Com uter Animation Techni(ues

Key frame simple transformation6ierarchical animation = dummy node ; null node

Inverse Kinematics skeleton;bones % chain% root % effector Motion path&hape changes nonlinear deformers

amera Animation Animating lights and surface properties

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'D ) ace

In a omputer =generate 3! animation% there is no drawing instead %in threedimensions% you construct or model each element . haracter or scenery that appearin screen %

'D animation includes *-

Modelingigging Bone set Up

&urface properties-ighting

Animationendering

1-3 U!"er&ta!"i!$ 3D poi!t 2 Pol $o! A!i atio! te%#!i45e&

1.'.' +ntroduction to 'D Animation

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"oints% lines and surfaces are among the important basic elements of 3!. A point can easily be defined by its F5G location will be e)plain in chapterD .

A line can be defined by the F5G location will be e)plain in chapter D of itstwo endpoints. An edge is defined by two ad7acent surfaces. A planar surface can be defined by the position of its bounding lines.

a 3! ob7ect b: surfaces c: lines

1-3 U!"er&ta!"i!$ 3D poi!t 2Pol $o! A!i atio! te%#!i45e&

1.'., Point ines And )urfaces

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"olygons or facets are the planar surfaces that define most three+dimensionalob7ects."olygons are closed planes bounded by straight lines.#he word polygon originated from a Creek word polygonon % meaning Hwith manyangles .Many of the three+dimensional ob7ects created with computer are made of polygons.&imple geometric shapes may have do(ens of polygons while the more complicatedone may have thousand of polygons.#he modeling of natural phenomena may contain millions of polygons.!ifferent in polygons amount

Clic/ For E$am les

1.'.0 Polygons

1-3 U!"er&ta!"i!$ 3D poi!t 2Pol $o! A!i atio! Te%#!i45e&

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1-, Stor telli!$

&tories are the most common and most powerful vehicle we useto talk about life .

J &tories communicate life

J&tories provided answer to 'uestion

J&tories make us feel different emotion.

J&tories sometimes provoke action that shape reality.

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1-, Stor telli!$

1.,.2 asic story structure & )torytelling Techni(ues

In designing your story %choose the moment and event that matter in thenarrative of the character. meaningful moment about meaningful change.Meaning produce emotion.

hange occur through conflict and the resolution of conflict.onsider the topic and the setting of your story% the driving challenge9hat %#he motivations and changes 9hy %the period 9hen %the

duration how long %the location 9here and the level of challenge orconflict.#here are no rigid rules about best way to structure a story.

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1-, Stor telli!$

)T 34TE +5!

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1-, Stor telli!$

1.,.' inear )torytelling

As agreed by variety of storytelling tradition% stories are told in the conte)t ofa linear medium such as video or film consist of a beginning% middle and anend. #he action of the story usually moves from one event to another.

In most traditional sense%

The 6eginning of the story = also called e)position or setup. #he situationthat develop story.

The middle of the story- also called confrontation or body clima).

The end of the story = also called resolution usually contain the outcomeof the dramatic se'uence of events in the story.

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1-, Stor telli!$

1.,., 5on- inear )torytelling

&torytelling in most visual media happens in a linear way because images %sounds and te)t follow each other in a single predetermined order.

But variety of possible se'uences may be possible in an interactive pro7ectbecause users can make different re'uest and also follow a variety of path .Interactive pro7ect may have multiple ending and even multiple beginningeach time they played.

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1-. T#e Pro"5%tio! Pro%e&& o( Co p5ter A!i atio!

omputer animation pro7ects can differ a lot from each other depending onwhat type of production they are . E)ample includes :

An E)perimental Animation &hort. A Lisual Effect &hot for a live action film. A ommercial production An episode for an animated series for television A real+time platform game

A feature movie production.

#here is no standard length of time determines what is a shorts or a longpiece of computer animation

1.0.1 Ty es f Production .

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1-. Pro"5%tio! Strate$ie&

#here is no standard length of time determines what is a shorts or a long piece ofcomputer animation

Animation shorts usually range between / and ten minutes . omputer animationsunder / minutes .

omputer animation under / minutes are commonly created for e)perimental piece%student pro7ects % #L commercials % movie titles etc.

1.0.1 Ty es f Production .

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1-. T#e Pro"5%tio! Pro%e&& o( Co p5ter A!i atio!

omputer animated production that fall in the medium length category

includes episodes for animated series % a collection of visual effect to beinserted in a feature film or #L series % se'uences for an amusement parkmotion ride % scientific visuali(ation or architectural walkthrough . &tandardlength for feature movie is 0@ minutes but for individual or small teamproduction anything over 3@ minutes is long and re'uires a huge amount ofwork% time and energy.

1.0.1 Ty es f Production .

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1-. T#e Pro"5%tio! Pro%e&& o( Co p5ter A!i atio!

1.0.2 The Production Process of Com uter

Animation

#here are multiple styles and approach for producing a computer animationor digital visual effects and this process is in constant transformation basedon factor like creative goal %budget % schedule and resource.

asic stage includes *

"re+production"roduction"ost+ production

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1-. T#e Pro"5%tio! Pro%e&& o( Co p5ter A!i atio!

1.0.2 The Production Process of Com uterAnimation

Pre- roduction

"re+production includes visual task like creating storyboards and animaticsand non visual task like recording. *nce the script is ready % a productionready =version is issued to the team.

)tory6oards

#he creation of storyboards help to translate the story and script to images . A storyboard is a consist of series of panel that contain in visual form thescenes and shots specified in the screenplay . #here are no standardsmediums for storyboards but they are usually drawn on boards %on plainpaper % preprinted paper with guides

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1-. T#e Pro"5%tio! Pro%e&& o( Co p5ter A!i atio!

1.0.2 The Production Process of Com uterAnimation

They are ' ty es of story6oards*

#he conceptual &toryboards#he presentation &toryboards

#he production &toryboards

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1-. T#e Pro"5%tio! Pro%e&& o( Co p5ter A!i atio!

1.0.2 The Production Process of Com uterAnimation

Pre- roduction

Animatics )tory 3eels and Pre#isuali7ation

&toryboards are often used to put together as animatic which is a collection of simplemoving images used to visuali(ed how final pro7ect may be structured and timed . A3+!imensional a step further by using preliminary visual material like wireframe or lowresolution motion test to rough cut of a computer animation.

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Production

"roduction includes the production stage such as modeling% rough and finalscene layout. igging %te)ture painting % lighting and rendering .

"ost+production includes compositing %balancing % retouching and recordingof the image onto wide variety media including%films%videotape and !L!s

1-. T#e Pro"5%tio! Pro%e&& o( Co p5ter A!i atio!

1.0.2 The Production Process of Com uterAnimation

Post - Productions

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1-. T#e Pro"5%tio! Pro%e&& o( Co p5ter A!i atio!

A demoreel is a compilation of your best animation and effect work and it shows aprospective employer% client or colleague what you are capable of both technicallyand creatively.

1.0.' Assem6ling a Demo 3eel

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C +C8 9E3E F 3 4 :3 A ACT+;+T4.! D :C8

A5DT34 4 :3 E)T

LA6 ACTI7IT8

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ACTI7IT8

+!9T<A;E PA3T 1

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NE9T SESSION PRE7IE:

In the ne)t class we are going to learn

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LIST OF REFERENCES

/.!an Ablan% Inside -ightwave 0% 4ew iders% D@@0

D.Arnold Callardo% 3! -ighting% harles iver Media Inc% D@@ .

3.Isaac Lictor Kerlow% #he Art of 3+! omputer Animation and Imaging

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APPENDI9

End of slide show, li ! "o e#i"$

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