Unit 6 Introduction to Animation and Gaming.pptx
Unit 6 Introduction to Animation and Gaming.pptx
Animation
• Animation refers to the movement on the screen of the display device created by
displaying a sequence of still images.
• Animation is the technique of designing, drawing, making layouts and preparation of
photographic series which are integrated into the multimedia and gaming products.
• Animation connects the exploitation and management of still images to generate the
illusion of movement.
• A person who creates animations is called animator. He/she use various computer
technologies to capture the pictures and then to animate these in the desired sequence.
• Animation includes all the visual changes on the screen of display devices. These are:
Conventional Animation
1. Story Board
2. Key frames
3. In Between
4. Pencil Test
5. Cels
6. Route sheets
With the help of sequence of sketches the ideas and of structure animation is created.
This outline form of animation is called story board
2. Key frames
Once are the frames in animation in which the entities being animated are at
extreme position.
3. In Between
With the key frames and In between trial films is made which is called pencil test
5. Cels
7. Exposure Sheet
The sheet which is an immensly detailed description of animation is called
exposure sheet.
computer based animation
A computer based animation is on animation performed by a computer using
graphical tools to provide visual effects. A computer based animation includes the
given four basic steps:
1. In the first step, one initial image and other final image are added to morphing
application as shown in fig: Ist & 4th object consider as key frames.
2. The second step involves the selection of key points on both the images for a
smooth transition between two images as shown in 2nd object.
3. In the third step, the key point of the first image transforms to a corresponding key
point of the second image as shown in 3rd object of the figure.
Motion Specification In Computer Animation
There are several ways in which the motions of objects can be specified in an animation
system. We can define motion in very explicit tems, or We can use more abstract or
more general approaches.
Direct motion specification / Geometric : -
• The most straightforward method for defining a motion sequence is direct
specification of the motion paremeters.
• Here, We explicitly give the rotation angles and translation vectors.
• Then the geometric transformation matrices are applied to transform co-ordinate
positions.
Goal-directed systems : -
• these systems are referred to as goal directed because they determine specific
motion parameters given the goals of the animation.
• For example, We could specify that we want an object to "walk " or to "run" to a
particular destination.
• The input directive are then interpreted in term of component motions that will
accomplish the selected task.
• Human motion, for instance, can be defined as a hierarchical structure of sub
motion for the toes, limbs, and so forth.
Kinematics and dynamics : -