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Graphics

Video

Sound

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Computer Animations
2D animation 3D animation Other techniques

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2D ANIMATION
Tweening
Morphing Skinning Interpolated rotoscoping

Eg:-

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3D ANIMATION
Cel-shaded animation
Skeletal animation Motion capture

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Other Animation Techniques


Paint on-Glass animation Sand animation Flip book

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How to create Animations


12 Basics principles of moving Animations Squash and Stretch __ Anticipation Staging Straight ahead action(pose-to-pose) Follow through(overlapping) Slow-in Slow-out Arcs Secondary action Timing Exaggeration Solid drawing Appeal
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1. Squash and Stretch


Teaches basic

mechanics of animation.
Defines rigidity of

material.
Important in facial

animation.
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Squash and Stretch Cont.


Can relieve the disturbing effect of strobing.

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2. Timing and Motion


Gives meaning to movement
Proper timing is critical to making ideas readable

Examples: 1. Timing: tiny characters move quicker than larger ones. 2. Motion: can define weights of objects.
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3. Anticipation
Preparation for an action
Example: Goofy prepares to hit a baseball.

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4. Staging
A clear presentation of ideas
Some Techniques: 1. Use motion in a still scene or use of static movement in a busy scene.

2.

Use of silhouettes (to the side)

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5. Follow Through and Overlapping Action


1. Follow Through Termination part of an action. Example: after throwing a ball
2. Overlapping Action Starting a second action before the first has completed.

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6. Straight Ahead Action and Poseto-Pose Action


1. Straight Ahead Animator start from first drawing in the scene and draw all subsequent frames until the end of scene.
2. Pose-to-Pose Animator plans actions, draws a sequence of poses, in between frames etc.

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7. Slow in and Out


Spacing of inbetween frames to achieve subtlety of timing and movement.
1. 3d keyframe comp. Systems uses spline interpolation to control the path of an object. Has tendency to overshoot at extremes (small # of frames). 2.

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8. Arcs
Visual path of action for natural movement.
Makes animation much smoother and less stiff

than a straight line.

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9. Exaggeration
Accentuating the essence of an idea via the design

and the action. Needs to be used carefully.

Example: Luxo Jr. made smaller to give idea of a child.

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10. Secondary Action


Action that results directly from another action.
Used to increase the complexity and interest of a scene.

Example: Body movement is the primary action, facial expression is the secondary action
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11. Appeal
Refers to what an audience would like to see. Character cannot be too simple (boring) or too complex.

Examples: Avoid mirror symmetry, assymmetry is interesting.

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What techniques used for Wally B.?

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What do you think Wally Bs going to do?

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The Action: Zooooooooooommmm!

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OH! THATS ALL

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