Principle of Animation
- Animation possible due to biological phenomenon called persistence of vision and psychological phenomenon known as phi.
- Object seen by human eye remains mapped on retina for the brief time after viewing and combined with mind need to conceptually complete the action.
- This make possible after images changed very slightly and very rapidly, one after other to seemingly blend together into a visual movement.
- Television and projector build frame or picture every second, the speed with which each frame is replaced by the next one makes the images appear to blend smoothly into movement.
- Quickly changed the viewed image is the principle of an animatic, flip-book, or a zeotrope.
- Change the shape and move or translate a few pixels for each frame to make object travel across the screen.
Animation by Computer
- 2-D
- Visual change only on the flat Cartesian x and y.
- A blinking word, color cycling logo, cel animation, button or tab that change state on mouse rollover to let user know it is active.
- Path animations increase the complexity of an animation and provide motion, changing the location image along the predetermined path during the specified amount of time.
- Ex. Flash and PowerPoint.
- 21/2-D
- An illusion of depth (z axis) is added to an image through shadowing and highlighting, but the image still rest on the flats x and y axes in two dimension.
- Embossing, shadowing, beveling, and highlighting provide a sense of depth by raising an image or cutting it into a background.
- 3-D
- Creates a virtual realm in three dimensions, and changes (motion) are calculated along all three axes (x,y and z).
- Allowing an image is created with a front, back, sides, top, and bottom to move towards.
- Allowing viewer to wander around and get look at all object part of angles.
Animation Techniques
- Cel animation artwork begin with keyframes which the first and last frame of action.
- The series of frames in between keyframes called tweening. Tweening is an action that requires calculating the numbers of frame between keyframes and the path the action takes.
- The action is checked by flipping through the frames and pencil frames are assembled and then actually filmed as a pencil test to check the smoothness, continuity and timing.
Computer Animation
- Kinematics
- Study of movement and motion of the structures that have joints, such as a walking man.
- Walking animation step is tricky, need to calculate the position, rotation, velocity and acceleration of all the joints and articulated parts involved knees, hips flex, shoulder and head.
- Example software such as e-frontier’s Poser.
- Inverse kinematics is the process by link object such as hand to arms and defines their relations and limit. It available in high 3-D programs like Lightwave and Maya.
- Morphing
- Is a popular effect in which one image transforms into another.
- Transition not only between still images but also often between moving images.
- Software like Black Belt’s Easy Morph and WinImages.
Making Animations That Work
- Rolling Ball
- Create a new blank image and fill it with a sphere.
- Create a new layer and place some white text on this layer at the center of the image.
- To animate by rolling it across the screen, first need to make a number of rotated image. Rotate image by 45-degree increment to create a total of 8 images, rotating a full circle of 360 degrees.
- Bouncing Ball
- Need to flash a ball on the computer screen rapidly and in a different place each time to make it bounce up and down.
- Gravity make bouncing ball accelerate on its downward course and decelerate on its upward course.
- Simply figure that ball will uniformly accelerate and decelerate up and down the pixels of screen by the squares: 1,4,9,16,25,36, 49, 64, 81, 100.
- For perpetual-motion bouncing ball, it goes up the same way it comes down because the up and down motion are symmetrical.