Animation. Adapted from a presentation by Timothy Chan http://www.cs.ubc.ca/~tmm/courses/cpsc533c-04-spr/slides/0324.timchan.ppt. Outline. Principles of Traditional Animation Applied to Computer Animation (Lasseter, 1987) Animation: Can it facilitate? (Tversky and Morrison, 2002)
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Adapted from a presentation by Timothy Chan
Teaches basic mechanics of animation.
Defines rigidity of material.
Important in facial animation.
Goofy prepares to hit a baseball.
Preparation for an action
Use motion in a still scene or use of static movement in a busy scene.
Use of silhouettes (to the side)The silhouette should tell the action/mood of the character.
A clear presentation of an idea.
Don’t have too much going on in the background.
Bad SilhouetteGood Silhouette
Example: after throwing a ball
Example: Luxo Jr.’s hop with overlapping action on chord.
1. Follow Through
Termination part of an action.
2. Overlapping Action
Starting a second action before the first has completed.
1. Straight Ahead
Animator start from first drawing in the scene and draw all subsequent frames until the end of scene.
Animator plans actions, draws a sequence of poses, in between frames etc.
Spacing of inbetween frames to achieve subtlety of timing and movement.
3d keyframe comp. Systems uses spline interpolation to control the path of an object.
Has tendency to overshoot at extremes (small # of frames).
Example: Luxo Jr. made smaller to give idea of a child.
Body movement is the primary action, facial expression is the secondary action
Hardware/Software are simply not enough, these principles are just as important tools too.
That’s All Folks!