chapter 5: animation itbis351 multimedia systems and hypermedia

21
Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

Upload: fay-nichols

Post on 22-Dec-2015

239 views

Category:

Documents


6 download

TRANSCRIPT

Page 1: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

Chapter 5: AnimationITBIS351 Multimedia Systems and Hypermedia

Page 2: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

OUTLINE

Define animation and

describe how it can be used

in multimedia

Discuss the principles of animation

Discuss the animation techniques

of cel and computer animation

Create computer-generated

animations from multiple

still images

Page 3: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

The Power of Motion

Page 4: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

Principles of Animation

Animation

Persistence of Vision

(Biological)

Phi

(Psychological)

Page 5: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

Persistence of Vision

Page 6: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

Phi

Page 8: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

Animation by Computer

• 2D animation: the visual changes that bring an image alive occur on the flat Cartesian x and y axes of the screen.

• 2 ½ D animation: where shadowing, highlights, and forced perspective provide an illusion of depth, the third dimension.

• 3D animation: software creates a virtual realm in three dimensions, and changes (motion) are calculated along all three axes (x, y, and z).

Page 9: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

Path animation

Page 10: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

Path Animation

Page 11: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

Animation Techniques

Brainstorm ideas

Script and Storyboard

Select best tools Animate!

When creating an animation

Page 12: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

Cel Animation

Page 13: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

Cel Animation

• Cel animation: Also known as hand drawn animation uses a number of celluloid sheets to drawn frames.

• One minute of cel animation requires 1,440 frames to be drawn.

Page 14: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

Cel Animation Process

Keyframes Tweening Pencil Test Ink and Paint

Page 15: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

Keyframes and Tweening

Page 16: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

Pencil Test

Page 17: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

Computer Animation

• Computer animation uses the principles of cel animation

• Computer 3D animation adds more focus on modeling, lighting and rendering.

Page 18: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

Kinematics

• Kinematics is the study of the movement and motion of structures that have joints, such as a walking man.

Page 19: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

Inverse Kinematics

• Inverse kinematics: is the process by which you link objects such as hands to arms and define their relationships and limits (for example, elbows cannot bend backward).

Page 20: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

12 principles of animation

• Squash and stretch• Anticipation• Staging• Straight ahead action and pose to pose• Follow through and overlapping action• Slow in and slow out• Arcs• Secondary action• Timing• Exaggeration• Solid drawing• Appeal

Page 21: Chapter 5: Animation ITBIS351 Multimedia Systems and Hypermedia

Chapter 5 Try@Home

 

Type the following SVG code into notepad, then open the file on an HTML5 compliant browser (IE9, Firefox(updated), Chrome(updated) etc..

 

<svg width="8cm" height="3cm" viewBox="0 0 800 300" xmlns="http://www.w3.org/2000/svg" version="1.1">

<rect x="1" y="1" width="800" height="300" fill="none" stroke="rgb(255,0,255)" stroke-width="4" />

<rect id="RectElement" x="300" y="100" width="300" height="100" fill="rgb(255,0,0)" >

<animate attributeName="x" attributeType="XML" begin="0s" dur="3s" fill="freeze" from="300" to="0" />

<animate attributeName="y" attributeType="XML" begin="0s" dur="3s" fill="freeze" from="100" to="0" />

<animate attributeName="width" attributeType="XML" begin="0s" dur="3s" fill="freeze" from="300" to="800" />

<animate attributeName="height" attributeType="XML" begin="0s" dur="3s" fill="freeze" from="100" to="300" />

</rect>

</svg>