ANIMATION PRINCIPLE
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Transcript of ANIMATION PRINCIPLE
ISE 307INTERACTIVE
ANIMATIONS AND ANIMATION
ROGINE G. OJERIOInstructor
Animation is the rapid display of a sequence of static images and/or objects to create an illusion of movement. The most common method of presenting animation is as a motion picture or video program, although there are other methods.
This type of presentation is usually accomplished with a camera and a projector or a computer viewing screen which can rapidly cycle through images in a sequence.
Animation can be made with either hand rendered art, computer generated imagery, or three-dimensional objects, e.g., puppets or clay figures, or a combination of techniques.
The position of each object in any particular image relates to the position of that object in the previous and following images so that the objects appear to fluidly move independently of in 24, 25, or 30 frames per second.
Computer animation encompasses a variety of techniques, the unifying factor being that the animation is created digitally on a computer.
This animation takes less time to produce than previous traditional animation.
2D animation techniques tend to focus on image manipulation while 3D techniques usually build virtual worlds in which characters and objects move and interact.
2D animation 2D animation
figures are created and/or edited on the computer using 2D bitmap graphics or created and edited using 2D vector graphics.
3Danimation
3D animation is digitally modeled and manipulated by an animator.
The animator starts by creating an external 3D mesh to manipulate.
Inbetweening
This process focuses on the need for drawings (pictures) between two extremes or key positions.
Using key points These are useful when changing shapes and form between two key drawings.
12 basic principles of Animation
1. Squash and stretch the purpose of which is to
give a sense of weight and flexibility to drawn objects
Using key points
2. Anticipation used to prepare the audience for an action, and to make the action appear more realistic.
3. Staging This can be done
by various means, such as the placement of a character in the frame, the use of light and shadow, and the angle and position of the camera.
4. Straight ahead action and pose to pose Straight ahead action" means drawing out a scene frame by frame from beginning to end.
"pose to pose" involves starting with drawing a few key frames, and then filling in the intervals later.
5. Follow through and overlapping action Follow through" means that separate parts of a body will continue moving after the character has stopped.
“Overlapping action" is the tendency for parts of the body to move at different rates (an arm will move on different timing of the head and so on).
6. Slow in and slow out The movement of the human body, and most other objects, needs time to accelerate and slow down.
7. Arcs This can apply to a limb moving by rotating a joint, or a thrown object moving along a parabolic trajectory.
8. Secondary action gives a scene more
life, and can help to support the main action.
9.Timing refers to the number of drawings or frames for a given action, which translates to the speed of the action on film.
10. Exaggeration an effect especially useful for animation, as perfect imitation of reality can look static and dull in cartoons.
11. Solid drawing taking into account forms in three-dimensional space, giving them volume and weight.
12. Appeal the important thing is that the viewer feels the character is real and interesting.