Animation
Discription of Animation
Animation is the rapid display of a sequence of images of 2-D or 3-D artwork or
model positions in order to create an illusion of movement. It is an optical
illusion of motion due to the phenomenon of persistence of vision, and can be
created and demonstrated in a number of ways.
The most common method of presenting animation is as a motion picture or
video program, although several other forms of presenting animation also
exist. Animation is a graphic representation of drawings to show movement
within those drawings. A series of drawings are linked together and usually
photographed by a camera. The drawings have been slightly changed between
individualized frames so when they are played back in rapid succession (24
frames per second) there appears to be seamless movement within the
drawings.
History Of Animation
Animation is a word that has practically stormed the film industry these
days. Everyone, right from the 8-year old kids to 80-year old granddads,
loves to watch an animation flick. Have you ever wondered what animation
exactly is and how did it come into existence. Animation is basically the
rapid display of a sequence of images, of 2-D or 3-D artwork or model
positions. The display is so rapid that it creates an illusion of movement
in the viewers. The phenomenon of persistence of vision is the main basis
behind the development of animation.
The earliest instance of animation dates back to the Paleolithic times, when
attempts were made to capture motion in drawings. The cave-paintings of that
time depict animals in superimposed positions, drawn with an aim of
conveying the perception of motion. Persistence of vision, the basis behind
animation, was discovered by Ptolemy, the Greek astronomer, in 130 AD. Fifty
years later, in 180 AD, an unknown Chinese inventor created an early
animation device, which we later came to know as the zoetrope.
Phenakistoscope, praxinoscope and the flip book are the other early
animation devices, which were invented during the 1800s. All these devices
made use of technological means for the purpose of producing movement from
sequential drawings.
J. Stuart Blackton was the first person to make an animated film, which he
called "Humorous phases of funny faces". For the purpose, he used to draw
comical faces on a blackboard, one after the other, and film them. In 1910,
Emile Cohl came out with the first paper cutout animation. The development
of celluloid, around 1913, made animation much easier to manage. Émile
Cohl's Fantasmagorie (1908) was the first animated film that was made using
'traditional (hand-drawn) animation'. Georges Méliès, a creator of
special-effect films, was the first person to use animation, along with
special effects. He was the one who gave the idea of stop-motion animation.
McCay also created a number of animation films, with the most noted ones
being Little Nemo (1911), Gertie the Dinosaur (1914) and The Sinking of the
Lusitania (1918). In fact, many people take ‘Sinking of the Lusitania’ to be
the first animated feature film.
In 1951, an MIT student Ivan Sutherland created a computer drawing program,
Sketchpad, further giving a boost to animation. With time, computer started
gaining an increasing importance in the field of animation. Movies like
‘Star Wars’ relied on computer animation for many of its special effects. In
1995 came ‘Toy Story’, produced by Walt Disney Productions and Pixar
Animation Studios, the first full length feature film animated totally on
computers. Since that time, animation and computer have gone hand in hand,
creating new milestones with time.
Traditional animation
Traditional animation (also called cel animation or hand-drawn animation)
was the process used for most animated films of the 20th century. The
individual frames of a traditionally animated film are photographs of
drawings, which are first drawn on paper. To create the illusion of
movement, each drawing differs slightly from the one before it. The
animators' drawings are traced or photocopied onto transparent acetate
sheets called cels, which are filled in with paints in assigned colors or
tones on the side opposite the line drawings. The traditional cel animation
process became obsolete by the beginning of the 21st century. Today,
animators' drawings and the backgrounds are either scanned into or drawn
directly into a computer system. Various software programs are used to color
the drawings and simulate camera movement and effects.
2D animation
2D computer graphics is the computer-based generation of digital
images—mostly from two-dimensional models (such as 2D geometric models,
text, and digital images) and by techniques specific to them. The word may
stand for the branch of computer science that comprises such techniques, or
for the models themselves. 2D computer graphics are mainly used in
applications that were originally developed upon traditional printing and
drawing technologies, such as typography, cartography, technical drawing,
advertising, etc.
In many domains, such as desktop publishing, engineering, and business, a
description of a document based on 2D computer graphics techniques can be
much smaller than the corresponding digital image—often by a factor of
1/1000 or more. This representation is also more flexible since it can be
rendered at different resolutions to suit different output devices. For
these reasons, documents and illustrations are often stored or transmitted
as 2D graphic files.
2D graphics techniques
Direct painting
A convenient way to create a complex image is to start with a blank "canvas"
raster map (an array of pixels, also known as a bitmap) filled with some
uniform background color and then "draw", "paint" or "paste" simple patches
of color onto it, in an appropriate order. In particular, the canvas may be
the frame buffer for a computer display. Some programs will set the pixel
colors directly, but most will rely on some 2D graphics library and/or the
machine's graphics card, which usually implement the following operations:
- paste a given image at a specified offset onto the canvas.
- write a string of characters with a specified font, at a given position
and angle.
- paint a simple geometric shape, such as a triangle defined by three
corners, or a circle with given center and radius.
- draw a line segment, arc, or simple curve with a virtual pen of given
width.
Extended color models
Text, shapes and lines are rendered with a client-specified color. Many libraries and cards provide color gradients, which are handy for the generation of smoothly-varying backgrounds, shadow effects, etc. Painting a pixel with a given color usually replaces its previous color. However, many systems support painting with transparent and translucent colors, which only modify the previous pixel values. The two colors may also be combined in fancier ways, e.g. by computing their bitwise exclusive or. This technique is known as inverting color or color inversion, and is often used in graphical user interfaces for highlighting, rubber-band drawing, and other volatile painting—since re-painting the same shapes with the same color will restore the original pixel values.
Layers
The models used in 2D computer graphics usually do not provide for three-dimensional shapes, or three-dimensional optical phenomena such as lighting, shadows, reflection, refraction, etc.. However, they usually can model multiple layers (conceptually of ink, paper, or film; opaque, translucent, or transparent—stacked in a specific order. Layered models are sometimes called 2 1/2-D computer graphics. They make it possible to mimic traditional drafting and printing techniques based on film and paper, such as cutting and pasting; and allow the user to edit any layer without affecting the others. For these reasons, they are used in most graphics editors.
3D animation
An Introduction to 3D
3D animation are digitally modeled and manipulated by an animator. In order to manipulate a mesh, it is given a digital skeletal structure that can be used to control the mesh. This process is called rigging. Various other techniques can be applied, such as mathematical functions (ex. gravity, particle simulations), simulated fur or hair, effects such as fire and water and the use of Motion capture to name but a few, these techniques fall under the category of 3d dynamics. Many 3D animations are very believable and are commonly used as Visual effects for recent movies. 3D is a broad subject, and a typical finished composition will be composed of several - perhaps dozens - of hours of work in an array of skills.
Types of 3D Art
Modeling: Modeling is the act of creating a 3D mesh, whether the end result is a bug-eyed alien or a teacup
Animation: Animation is the process of taking a 3D object and getting it to move. Animation comes in a few different flavors. There's keyframe animation, where the animator manipulates the objects on a frame-by-frame basis, similar to hand-drawn cartoons. Other methods of animation include placing objects on splines and setting them to follow the path of the curve, or importing motion capture data and applying it to a character rig. Another way to animate is to use your 3D application's built-in physics engines, such as when your scene requires that objects fall.
Texturing: Without some kind of texture art, everything will be variations of solid colors. The most common and accurate way to create a texture for a model is to "unwrap" the mesh (flatten it out) and paint over it in an application such as Photoshop. The final texture is then "wrapped" over the original mesh again.
Rendering: Rendering an image is typically the last step, and is perhaps the most important part. It's often overlooked by beginners, who are more focused on creating models and animating them. There are many aspects to creating a good final render of a scene, including attention to camera placement, lighting choices which may affect mood, shadows, reflections, transparency and the handling of special effects, such as fluids or grasses.
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