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Unit 6 Introduction to Animation and Gaming.pptx

This document introduces the concepts of animation and gaming, detailing the processes involved in creating animations, including conventional and computer-based techniques. It outlines the steps of animation production such as storyboarding, key framing, and morphing, as well as the use of various animation languages and motion specification methods. Additionally, it discusses the roles of animators and the technological tools used in the animation process.

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0% found this document useful (0 votes)
7 views

Unit 6 Introduction to Animation and Gaming.pptx

This document introduces the concepts of animation and gaming, detailing the processes involved in creating animations, including conventional and computer-based techniques. It outlines the steps of animation production such as storyboarding, key framing, and morphing, as well as the use of various animation languages and motion specification methods. Additionally, it discusses the roles of animators and the technological tools used in the animation process.

Uploaded by

nayankokane62
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
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UNIT 5 Introduction to Animation and Gaming

1. Change of shape as shown in fig:

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

Conventional Animation is graphics designed by hand.


To make animation the artist have to go through the steps

1. Story Board
2. Key frames
3. In Between
4. Pencil Test
5. Cels
6. Route sheets

Example of conventional animation


https://www.youtube.com/watch?v=sEVpPYD306k
1. Story Board

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

After frames is decided the intermediate positions of object is in between.


Filled the intermediate frames in key frames is called in between
4. Pencil Test

With the key frames and In between trial films is made which is called pencil test
5. Cels

This allows us to make sequence


of picture frames with changes in
the picture by appropriately
moving the individual cel.
6. Route sheets
The sheet which describes each scene and the people responsible for the various
aspects of producing the sense is called route sheet

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. Input process/ Digitization


• The image of object must be digitized or drawing should be completed before
the animation process.
• These can be done by optical scanning or tracing the drawing with a data tablet
or producing the drawings by the use of drawing application or programs.
• The digitize image should be kept in the key frames at extreme or characteristics
position which has to be animated.
2. Composition stage:
• In this stage Foreground and background figures and colors are combined to
generate the individual frames for the final animation.
• Several low resolution frames are place in a rectangular array to generate a trial
film using pan zoom, features available in frame buffers.
• The frame buffer can take a particular portion of such an image (pan) and then
enlarge it the entire screen (zoom).
• This process can be repeated on several frames of animation stored in the single
image.
• If it is done fast enough, it gives the effect of continuity for animation.
3. In-between process:

• The animation of movement from one position to another position needs a


composition of frames with intermediate position in-between the key frames. This is
called in-between process it is created out by interpolation method,
• In this process systems gets only the starting and ending position.
• The easiest interpolation method is linear Interpolation called leaping, it has the
limitations.
• For example if leaping is used to calculate intermediate position of a thrown ball in
the air using the sequence of 3 key frames, starting mid and final position, then it will
not helped.
• In such situation splines are used. Splines can be used to vary any parameter
smoothly as a function of time. It can make an individual point move smoothly in
space and time, in-between process also involves interpolation of objects shape in
immediate frames.
4. Changing colors:
• For changing color, computer based animation, usages CLUT (color lookup table) in a
frame buffer and the process of double buffering.
• The CLUT animation is generated by manipulating the color lookup table.
• The simplest method is to cycle the colors in the LUT. Thus changing the color of
various pieces of the image, using LUT animation is faster than sending an entire new
pixmap to the frame buffer or each frame.
Animation languages
1. linear list notations language:
Each event in the animation is described by start and ending frame number and an
action that is to take place (event). For example:
42, 53, B, rotate, “palm”, 1, 30
Here,
42 => start frame no.
53 => ending frame no.
B => table.
Rotate => action.
Palm => object.
1 => start angle.
30 => end angle.
2. General purpose languages:
The high level computer languages which are developed for the normal application
software development also have the animation supporting features along with
graphics drawing, For example QBASIC, C, C++, java etc.
3. Graphical language:
it is also computer high level language and especially develop for graphics drawing and
animation has been already develop for e.g. AutoCAD.
Morphing:

• Morphing is an animation function which is used to transform object shape from


one form to another is called Morphing.
• It is one of the most complicated transformations.
• This function is commonly used in movies, cartoons, advertisement, and
computer games.
The process of Morphing involves three 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 : -

• With a kinematic description, we specify the animation by giving motion


parameters position, velocity, and acceleration, without reference to the forces that
cause the motion.
• An alternate approach is to use inverse kinematics. Here, we specify the initial and
final positions of objects at specified times and the motion parameters are
computed by the system .
• For example, assuming zero acceleration , we can determine the constant velocity
that will accomplish the movement of an object from the initial position to the final
position.
• Dynamic descriptions on the other hand, require the specification of the forces that
produce the velocities and acceleration.
• Descriptions of object behavior, generally referred to as a physically based
modeling.
• Example of forces affecting object motion include electromagnetic, gravitational,
friction, and other mechanical forces.

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