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Animation

Animation. Marco Gillies. Computer Animation. “Making things move” A key aspect of computer graphics Non-realtime for films Realtime for virtual worlds and games. Computer Animation . 2 basic classes of computer animation: Keyframe animation Data driven

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Animation

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  1. Animation Marco Gillies

  2. Computer Animation • “Making things move” • A key aspect of computer graphics • Non-realtime for films • Realtime for virtual worlds and games

  3. Computer Animation • 2 basic classes of computer animation: • Keyframe animation • Data driven • Hand animation or performance driven • Simulation • Procedural/algorithm driven • Particle systems, physics, artificial life

  4. Computer animation • Keyframe animation relies on data • from animators or actors • Simulation or procedural animation takes a more algorithmic approach • Animation is directly generated by an algorithm or calculation

  5. Course Outline • Traditional animation • Cell animation • Stop Motion • Computer animation • Trad vs Computer animation • Keyframe • Interpolation

  6. Traditional Animation

  7. Flip Books • The most basic form of animation is the flip book • Presents a sequence of images in quick succession • In film this becomes a sequence of frames

  8. The Time Line • Animation is a sequence of frames (images) arranged along a time-line Time Lasseter ‘87

  9. Cell Animation • Cell animation works on the same principle • Display a sequence of images at 25 frames per second

  10. Frames • Each frame is an image • Traditionally each image had to be hand drawn individually • This potentially requires vast amounts of work from a highly skilled animator

  11. Layers • Have a background images that don’t move • Put foreground images on a transparent slide in front of it • Only have to animate bits that move • Next time you watch an animation notice that the background is always more detailed than the characters • Asian animation often uses camera pans across static images

  12. Keyframing • The head animator draws the most important frames (Keyframes) • An assistant draws the in-between frames (inbetweening) Lasseter ‘87

  13. Other Techniques • Squash and stretch • Slow in slow out Lasseter ‘87

  14. Other Techniques • Squash and stretch • Change the shape of an object to emphasise its motion • In particular stretch then squash when changing direction Lasseter ‘87

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