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Digital Media

Digital Media. Dr. Jim Rowan ITEC 2110 Animation Part 2. Roll call. Barton, Paul H. Bois, Lauren C. Bonds, Allison E. Duncan, Jarred T. Lawson, Joseph I. Mulongo, Julio B. Pennison, Heather L. Reilly, Daniel J. Sanchez-Casas, Jon F. Simson, Davis Sinnock, Grant A. Swaim, Mark S.

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Digital Media

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  1. Digital Media Dr. Jim Rowan ITEC 2110 Animation Part 2

  2. Roll call Barton, Paul H. Bois, Lauren C. Bonds, Allison E. Duncan, Jarred T. Lawson, Joseph I. Mulongo, Julio B. Pennison, Heather L. Reilly, Daniel J. Sanchez-Casas, Jon F. Simson, Davis Sinnock, Grant A. Swaim, Mark S. Tran, Dung Q. Vyas, Anand A. Woldeyohannes, Tesfamichael

  3. Roll call Jones, Crystal L. Marsh, Kerreen A. Thompson, Daniel G. Tran, Christopher V.

  4. A quick review of Part 1

  5. Animation • “Bring to life” using still images to create frames • Many techniques • draw each frame individually (FlipBook) • paint on (or otherwise modify) existing video or film • rotoscope changes frames of an existing film • Trace some portion of a frame and delete it • Add something drawn-in later • cell animation • cut-out manipulation • clayMation or modeling clay manipulation • mixed cell and film

  6. Cell Animation... • Only have to re-create the parts that change • Disney, Snow White 1937 • Use paintings on clear plastic • Can have a background that is larger than the frame and “slides” past • Disney had an army of excellent painters • Disney’s original cells sell for a fortune • So... what about “Simpsons?”

  7. 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?”

  8. South Park • Pilot was cut-out animation in the style of Terry Gilliam of Monty Python fame (197-) • Subsequent episodes used computer animation that mimicked cut-outs • Added some live film in later episodes • Late added some shadowing effects • Why cut-outs?

  9. South Park vs Simpsons • Simpsons takes 6-8 Months per episode • South Park takes 6 weeks

  10. Animation Process... • 3-D model producing 2-D images • Using a physical 3-D model • Move the model • Capture the frame • Very time-consuming! • Wallace and Gromit • 30 frames per day, 5 years to produce • Using a computer-based 3-D model • Toy Story, A Bug’s Life, Monsters • Build the model (takes a lot of time) • Move the model (not too bad) • Render frame (time consuming for the computer)

  11. 3-D model, 2-D images • Use a physical 3-D model • build the model • set the lighting • set the camera position and angle • make a frame • move the model • make a frame • move the model... • Using a computer-based 3-D model (in Blender) • build the model (in the computer) • define light source (in the computer) • define camera position and angle (in the computer) • manipulate the model (in the computer)

  12. 3-D model, 2-D images • Use a physical 3-D model • build the model • set the lighting • set the camera position and angle • make a frame • move the model • make a frame • move the model... • Using a computer-based 3-D model (in Blender) • build the model (in the computer) • define light source (in the computer) • define camera position and angle (in the computer) • manipulate the model (in the computer)

  13. Blender • Open Source software • Powerful but complex • Available at: blender.org • download Blender to your machine • will work on a PC if you like • Need to know the acronyms & shorthand • the link to them is bottom of fall2007 page • you will need to build these as you go • Get your feet wet this week... build the heart! • http://www.blendernation.com/tutorials/

  14. Animation and Blender • Build a model to animate • 3-D vector graphics modeling • defines the structure • provides a means of manipulation • allows application of surface texture • Specify light source • Specify camera position and direction • Manipulate the model by specifying motion tracks • Render the model to produce an image • as viewed from the camera • as lit by specified lighting

  15. Other Computer Animation Techniques Create a series of image files and import them to Quicktime Directly manipulate cutouts (Show animations) Build an animated GIF (Show buzz animation)

  16. Build an animated GIF • Allows for sequences of images to be placed in one “image” that, when displayed, shows movement

  17. Animated GIF... drawbacks • GIF allows for sequences of images to be placed in one “image” that, when displayed, shows movement BUT... • Lossless compression • 256 color palette restriction • Does not have sound • Will probably not play back at a reasonable speed unless it loops, then on the second play it will play back at reasonable speed

  18. ...as compared to Quicktime • allows sound • has a codec component specifically for animation • assumes simple cartoon-style animations • uses RLE encoding • allows compression of large fields of solid color • has quality settings • at the highest setting it is lossless

  19. Animation Process... • Create drawings by some means... • 2-D model to 2-D frame • hand drawn • cell • cutout • 3-D model to 2-D frame • physical model manipulation • clay-mation is one example • 3-D computer modeling

  20. Animation Process... • 2-D model producing 2-D images? • South Park (cutout) • Simpsons (cell) • 3-D model producing 2-D images? • 3-D model manipulation • Gumby • Wallace and Gromit • 3-D computer modeling • Toy Story • Jimmy Neutron

  21. Computer-Based Animation Processes • We’ve seen 3-D to 2-D • physical modeling (claymation) • computer modeling (Blender) • We’ve seen 2-D to 2-D • physical modeling (flipBook, cutouts, cell) • Let’s look at 2-D to 2-D • computer-based modeling

  22. Digital Cell and Digital Sprite animation • 2-D model • Works on the idea of layers • like bitmapped image layers • One layer is the background • Other layers are of the different parts that will move • By moving each part a little bit you create frames of an animation

  23. Digital Celland Digital Sprite animation • Works on the idea of layers that are automated • a sprite can be thought of as an automated layer • it’s motion is driven by a program • One layer is the background • Sprites are over that • Sprites can have faces • Sprites can move and show different faces as they move...

  24. Digital Sprite animationThe running headless man! • Three sprites • A body and two legs • A body and two legs • Here the green leg sprite has 5 “faces”

  25. Key Frames • Came from Disney following Ford’s ideas • Break production into simpler tasks • Assign tasks to less skilled labor • At Disney, Key Frames, the important frames, • done by skilled animators • came at important portions of the action • came at scene changes • Less skilled labor connected the action • key-frame to key frame (in-betweeners) • Process is similar to interpolation • remember Blender IPO? InterPOlation

  26. 2-D to 2-Dcomputer-basedKey Frame Interpolation • This is natural since 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”

  27. Flash Animation • Briefly... • Flash • Has a stage & characters • Follows a timeline • Supports their form of interpolation called “tweening” • Action is driven by scripts • See pp 254-260 for details

  28. Motion Graphics (AfterEffects) • 2D model to 2D image • Takes the photoshop image with all its layers • Provides a means of manipulating the images to make motion

  29. Achieving natural human motion This is REALLY hard to do unless you use motion-capture http://en.wikipedia.org/wiki/Motion_capture

  30. A word about...Virtual Reality • Total immersive VR • 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 • not immersive (you aren’t in them directly) • not stereo vision • viewed on a screen • you can navigate through them

  31. Hand-MadeSoftware-DrivenAnimation

  32. Questions?

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