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SKM 4200 Computer Animation. Chapter 1: Introduction. About the course. 2-hours of lectures per week 3-hours of lab per week* Prerequisite: SKM3200 Evaluation 1 st test 15% 2 nd test 15% Lab 15% Project 25% Final exam 30%. 100%. About the course. 1 st test (15%)
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SKM 4200Computer Animation Chapter 1: Introduction
About the course • 2-hours of lectures per week • 3-hours of lab per week* • Prerequisite: SKM3200 • Evaluation • 1st test 15% • 2nd test 15% • Lab 15% • Project 25% • Final exam 30% 100%
About the course • 1st test (15%) • Topics covered from weeks 1-3 • To be held on the 5thweek, during class hours, God willing • 2nd test (15%) • Topics covered from weeks 5-10 • To be held on the 11th week, during class hours, God willing • Final exam (30%) • Comprehensive… Tests your understanding of what’s been learnt from weeks 1-14 • I have no idea when… • But God willing, from weeks 15-18
About the course • Lab (15%) • Demonstrators Mr. Nabil and Ms. SitiKhadijah • Small assignments will be given/completed during lab sessions • To be completed and submitted to demos by 11:59am on Fridays of the same week • Late submissions will not be entertained • Final project (25%): • In a group of 3-4 people • Submit group name/members: Class time 3rd week • Finalize and submit idea/story synopsis: Class time 6th week • Submit storyboard: Class time 9th week • Final project due: 14th week (2D / 3D animation) • Late submissions will be penalized… and if too late, will not be entertained
Topics covered in this chapter • Fundamentals of Animation • Definition • Persistence of Vision • Frame rate • Key Frames • The Animation Process • Traditional (Disney’s way) • Computerized animation • The 11-basic principles of animation
Definition • What is animation? • A group of consecutive static images rapidly displayed to create the illusion of motion • So in all, animation “tricks” into believing that what we are viewing is actually alive, i.e. animated
Persistence of Vision • Explanations: • Where a rapid succession of images (one after the other), is said to be retained by the visual system • Basically, the eye is ‘thinking’ of one thing while it sees another thing… • The theory suggests that an image persists for a certain period of time after the original exposure • You might have experienced this yourself after looking too long at neon-light signs • Examples: • http://www.youtube.com/watch?v=pdGnn9JzdOE&feature=related - Thaumatrope • http://www.youtube.com/watch?v=xSrDnIVgVv0&NR=1&feature=fvwp - Cut out flipbook • http://www.youtube.com/watch?v=Yacvvtl4Z20&feature=related – BarackObama Illusion • http://www.youtube.com/watch?v=-3yarT_h2ws - Things - Zoetrope • All these made possible based on the basic principle of Persistence of Vision
Frames • What are frames? • Static images/pictures • The basic visual building blocks in animation • When sequentially displayed one after the other, produces animation • Note: Frames must be sequentially displayed fast enough so that effective animation is produced… • Which brings us to the concept of frame rate
Frame Rate • How many static images are produced/displayed within a specific duration of time • Normally expressed in frames-per-second (fps) • Different TV standards define different frame rates • Although this term normally relates to digital video, the same concept applies to animation especially when converting analogue to digital animations… • Determine the smoothness of the end result • Lower frame rates cause a jerky effect • Higher frame rates make the final animation smooth
Keyframes • Frames that defined the starting and ending points of an action • A few keyframes are created over a short period of time • A succession of keyframes do not produce the illusion of motion (with keyframing being the exception) • This requires “in between” frames to be drawn (in the classical sense) or generated (for 2D/3D computer animation)
Keyframes Example: http://www.3dmax-tutorials.com/graphics/il_animation_traditional-2.jpg From the main webpage: http://www.3dmax-tutorials.com/Animation_Concepts.html Keyframes In betweens
Keyframes Example (Walk Cycle Keyframes) Contact Down Pass Up
Keyframes • Applying only the keyframes for animation - http://donbluthanimation.com/forum/showthread.php?t=83&page=2
Keyframes • Same set of keyframes, but with in-between frames added
The Animation Process • Storyboarding • Recording dialogue • Rough, colorless sketches • Inking department • Painting department • Background • Photographing • Adding dialogue (and editing) • Release
The Animation Process • Storyboarding • The idea/concept of the story is discussed and confirmed by the director(s) and animators • Characters, storyline, actions… Image courtesy of Mr. MdNabilZawawi (SMM2005 – Chapter 5 (Animation)
The Animation Process • http://www.justdisney.com/animation/animation.html • Please visit this website
The Animation Process • Recording dialogue • Before the animation is done • Allows animators to know what the character is saying • Simplifies modeling of facial gestures, mouth movements, limb movements etc. http://lightstoneanimation.com/Images/dialogue.jpg http://www.awn.com/imagepicker/image/4357
The Animation Process • Rough, colorless sketches • Lead animators draw the keyframes, which are normally quite messy. Gaps (action, movements) are left in between keyframes • In between animators then “fill in the blanks” to finish the scenes http://haribololz.wordpress.com/2011/01/20/traditional-animation-2/
The Animation Process • Inking department • The drawings are copied onto Cels (clear celluloid acetate material) • Example: http://upload.wikimedia.org/wikipedia/commons/e/e1/Animation_example-inked_drawing.png
The Animation Process • Painting department • Painters at the painting department will apply the pre-mixed colors on the backside of the Cel • Example: http://upload.wikimedia.org/wikipedia/commons/5/5b/Animation_example-key_cel.png
The Animation Process • Background • Background images are then added adhering to the particular scene • Cels are transparent… therefore the backgrounds will be visible • Backgrounds can either be static, moving, or multi-planed Background of clouds from: http://mashfreaks.com/backgrounds/Clouds/tile_cartoon_clouds.jpg
The Animation Process • Background • Video on multi-planed background - http://www.youtube.com/watch?v=8d4-AUwkKAw&feature=player_embedded - Moving Backgrounds
The Animation Process • Photographing • Using a camera, facing down • Camera captures each frame of the animation (can go up to hundreds of thousands, depending on the animation’s duration) • Dialogue is added • The whole animation process can be viewed here: http://www.youtube.com/watch?v=OebUzEhSLBI&feature=related - Making Of Disney's Snow White • HOMEWORK: Watch http://www.youtube.com/watch?v=BJX0EoHx3w8 • Something might just come out in the exam about this…
The 11 Basic Principles of Animation • Squash and Stretch • Timing • Anticipation • Staging • Follow Through and Overlapping Action • Straight Ahead Action and Pose-to-Pose Action • Slow In and Out • Arcs • Exaggeration • Secondary Action • Appeal Reference to be downloaded (Please pay close attention to Sections 2.1 until 3.0!!!: JOHN, L. (1987) Principles of traditional animation applied to 3D computer animation. SIGGRAPH Computer Graphics, Volume 21, Pages 35-44. The link below might only work within UPM: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.93.811&rep=rep1&type=pdf
The 11 Basic Principles of Animation 1. Squash and Stretch • Defining the rigidity and mass objects via shape distortion to convey flexibility • Gives illusion of weight and volume to a character as it moves • Useful in animating dialogue and facial expressions • Reduce the effects of strobing
The 11 Basic Principles of Animation Using Squash and Stretch to convey flexibility of the characters
The 11 Basic Principles of Animation 2. Timing • The speed of an action • Gives meaning to movement • Conveys the properties of the object whether it’s heavy, light, big or small (e.g. heavier objects moves slower • Object motion can give an idea of its weight • Consider Video_1 and Video_2 • http://www.siggraph.org/education/materials/HyperGraph/animation/character_animation/principles/timing.htm
The 11 Basic Principles of Animation 2. Timing • No in-betweens - the character has been hit by a strong force and its head almost snappedd off • One in-between - the character has been hit by something substantial, .e.g., frying pan • Two in-betweens - the character has a nervous twitch • Three in-betweens - the character is dodging a flying object • Four in-betweens - the character is giving a crisp order • Six in-betweens - the character sees something inviting • Nine in-betweens - the character is thinking about something • Ten in-betweens - the character is stretching a sore muscle
The 11 Basic Principles of Animation 3. Anticipation • Action involves: PREPARATION, THE ACTION and TERMINATION • Prepares the viewer/audience for the upcoming action… (gives a hint of what the character will do) • Leads their minds to what will or might happen next!!! http://www.officialpsds.com/images/thumbs/Road-Runner--Wile-E-Coyote-psd36956.png
The 11 Basic Principles of Animation 4. Staging • Presentation of an idea so that it is unmistakably clear • Audience’s view must be directed to where it needs to be so the idea is conveyed and not missed • Don’t include too many ideas at a time
The 11 Basic Principles of Animation 5. Follow Through and Overlapping Action • The termination of an action… • Actions often do not end abruptly • Dog Running and Falling - http://www.youtube.com/watch?v=lgcw2d4wFQw - Follow through and overlapping action
The 11 Basic Principles of Animation 6. Straight Ahead and Pose-to-Pose Actions • Straight Ahead • More spontaneous • Animator knows how the scene should go along, and how it tallies with the storyline • Requires high creativity • Pose-to-Pose • Actions are planned • Charted with key drawings done at intervals throughout the scene • Size, volumes, and proportions are controlled better this way, as is the action.
The 11 Basic Principles of Animation 7. Slow In and Out • Spacing of in between drawings (frames) between the extreme poses • Fewer in-betweens make the action faster and more in-betweens make the action slower • Slow-ins and slow-outs soften the action, making it more life-like http://www.siggraph.org/education/materials/HyperGraph/animation/character_animation/principles/bouncing_ball_example_of_slow_in_out.htm
The 11 Basic Principles of Animation 8. Arcs • Describes the visual path taken by an object from one extreme pose to another • Smoothens the animation (compared to moving in a straight line) • Sometimes an arc can be a straight line, e.g. something falling from the sky Image courtesy of Mr. MdNabilZawawi (SMM2005 – Chapter 5 (Animation)
The 11 Basic Principles of Animation 9. Exaggeration • Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time • It’s like a caricature of facial features, expressions, poses, attitudes and actions • Exaggeration in a walk or an eye movement or even a head turn will give your animation more appeal… http://3.bp.blogspot.com/_ZfuIfdBJC2s/S1Vb1Rhe4cI/AAAAAAAAAjU/aO_NnYkmkKA/s400/corny1.jpg