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Graphics

Sound

Video

created by:gaurav shrivastava contact:-gaurav9915969367@ymail.com

Computer Animations2D animation3D animationOther techniques

created by:gaurav shrivastava contact:-gaurav9915969367@ymail.com

2D ANIMATIONTweeningMorphingSkinningInterpolated rotoscopingEg:-

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3D ANIMATIONCel-shaded animationSkeletal animationMotion capture

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Other Animation Techniques

Paint on-Glass animationSand animationFlip book

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How to create Animations12 Basics principles of moving Animations

Squash and Stretch __AnticipationStagingStraight ahead action(pose-to-pose)Follow through(overlapping)Slow-in Slow-outArcsSecondary actionTimingExaggerationSolid drawingAppeal

e

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1. Squash and StretchTeaches 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

Examples:1. Timing: tiny characters move quicker than larger ones.

2. Motion: can define weights of objects.

Gives meaning to movementProper timing is critical to making ideas

readable

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3. AnticipationPreparation for an action

Example:Goofy prepares to hit a baseball.

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A clear presentation of ideas

4. Staging

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 ThroughTermination part of an action.

2. Overlapping Action

Starting a second action before the first has completed.

Example: after throwing a ball

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6. Straight Ahead Action and Pose-to-Pose Action1. Straight AheadAnimator 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 OutSpacing 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.

2. Has tendency to overshoot at extremes (small # of frames).

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8. ArcsVisual path of action for natural

movement.Makes animation much smoother and less

stiff than a straight line.

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9. ExaggerationAccentuating 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 ActionAction 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. AppealRefers 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 B’s going to do?

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The Action: Zooooooooooommmm!

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OH! THAT’S ALL

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