1 / 35

Digital Media

Digital Media. Lecture 11: Animation Georgia Gwinnett College School of Science and Technology Dr. Jim Rowan. But first… a bit about video capture. Capture images using a camera Edit them in a video editor Quicktime iMovie Windows MovieMaker Final Cut Pro. Image Capture and iMovie.

margo
Download Presentation

Digital Media

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Digital Media Lecture 11: Animation Georgia Gwinnett College School of Science and Technology Dr. Jim Rowan

  2. But first…a bit about video capture • Capture images using a camera • Edit them in a video editor • Quicktime • iMovie • Windows MovieMaker • Final Cut Pro

  3. Image Capture and iMovie... Capture images using miniDV camera Manipulate using iMovie http://www.youtube.com/watch?v=LFMp_2TBhBM

  4. Physical animation http://www.youtube.com/watch?v=ONP-Dv7G_Hc

  5. Physical animation http://www.youtube.com/watch?v=i02K9jrPnpg

  6. Animated GIFs http://www.youtube.com/watch?v=bx8V3SyCB7E&feature=youtu.be http://www.youtube.com/watch?v=5TQO4sLQtSI&feature=youtu.be

  7. Animation • “Bring to life” using still images to create frames • Many techniques • draw each frame individually (FlipBook) • cell animation • cut-out manipulation • clayMation or modeling clay manipulation • 3D model animation

  8. Cell Animation... Only have to re-create the parts that change Use paintings on clear plastic Can have a background that is larger than the frame and “slides” past

  9. Cell Animation... • Disney had an army of excellent painters • More skilled painters painted key frames • Less skilled filled in between the key frames • Known as “tweeners” • Shadows had to be individually painted

  10. Disney’s original cells sell for a fortune • So... what about “Simpsons?”

  11. Simpsons • Cell animation • First 14 episodes were • hand painted • Subsequent episodes • used digital-ink-and-paint • to mimic hand-painted cells • So... what about “South Park?”

  12. Monty Python before South Park Pilot was cut-out animation in the style of Terry Gilliam of Monty Python’s Flying Circus fame

  13. South Park • After the pilot, episodes used computer animation that mimicked cut-outs • So… why cut-outs?

  14. Simpsons vs Southpark • Simpsons takes 6-8 Months per episode • produces reasonably high quality animations • South Park takes 6 weeks • so... if you want to have a plot that is derived from very current events, cut out animation allows you to get it produced before it becomes dated

  15. Animation Process... You need to create drawings by some means... • 2D model to 2D frame • hand drawn • cell • cutout • 3D model to 2D frame • physical model manipulation • aka stop motion clay-mation • 3D computer modeling

  16. Animation Process Examples • 2D model producing 2D images? • South Park (cutout) • Simpsons (cell) • 3D model producing 2D images? • 3D model manipulation • Gumby • Wallace and Gromit • 3D computer modeling • Toy Story • Up

  17. 3D model producing 2D images • Two approaches -physical model manipulation -3D animation models • both have these elements • produce the model (the hard part) • move the model • define light source • define camera position and angle • take a picture

  18. Physical model manipulation • build the model • set the lighting • set the camera position and angle • make a frame • move the model • make a frame • move the model... • Very time-consuming! • Wallace and Gromit • 30 frames per day, 5 years to produce

  19. Vector-based 3D model (Blender) • build the model (time consuming) • define light source(s) (in the computer) • define camera position and angle (in the computer) • move the model… a bit different for 3D vector-based • set start and stop key frames • computer generates intervening frames • this is called rendering • render the frames (computationally expensive)

  20. Key Frames http://www.youtube.com/watch?v=WG0s5RpGVKU&feature=youtu.be http://www.youtube.com/watch?v=yadixAn_Nos

  21. Key Frame Interpolation • This is natural since the model is in the computer as numbers already • Forms of interpolation • linear... motion follows a straight line • velocity is constant • moves same distance for each unit of time • not natural... instantly starts, instantly stops • quadratic... motion follows a curve • acceleration (deceleration) is constant • “easing in” and “easing out”

  22. Motion Capture Achieving natural human motion This is REALLY hard to do unless you use motion-capture

  23. Motion Capture Giant Studios

  24. Making of AVATAR http://www.popfi.com/wp-content/uploads/avatar-motion-capture.jpg

  25. Making of AVATAR

  26. Making of AVATAR

  27. Making of AVATAR

  28. Making of AVATAR

  29. Virtual Reality • Total immersive VR (full 3 dimensions) • Stereo head mounted display • sensors to detect your position • on your head • on your hands (or any other part that will be in the scene) • Quicktime VR and VRML (3D on 2D screen) • not immersive (you aren’t in them directly) • not stereo vision • viewed on a 2D screen • you are given navigation tools

  30. Augmented Reality

  31. Augmented Reality

  32. Augmented Reality http://www.youtube.com/watch?v=7JWk_JIE3Ow&feature=related

  33. Augmented Reality Yoda Hallmark card demo

More Related