An animation is
defined as a change in a visual scene with respect to time. Today,
the use of computer technology has made the animation process gradually easier
and more powerful. The
process of developing images and read at high speed by using software to create
an illusion of movement is regarded as computer animation. The
illusion of movement is created by displaying an image on the computer screen,
and then quickly replace it with a new image, which is similar to the previous
image, but shifted slightly.
The computer animation field is a subset of both computer graphics and animation technologies. Computer animation is generally carried out by a series of geometric transformations, scaling, translation, rotation, or any mathematical technique for producing a sequence of scenes. In addition, the animation may be performed by varying one of the following characteristics:
·
Camera Settings: Involves the camera position relative to the object, object
distance, direction and orientation.The computer animation field is a subset of both computer graphics and animation technologies. Computer animation is generally carried out by a series of geometric transformations, scaling, translation, rotation, or any mathematical technique for producing a sequence of scenes. In addition, the animation may be performed by varying one of the following characteristics:
· Lighting conditions: This is the direction of light and color, number of lights, and so on.
In computer animation, the frames necessary for animation are generated using computers, and are then displayed on an output device at a high speed. The basic approach to design an animation sequence consists of four stages, namely, the storyboard layout, object definitions, table of key specifications, and generate intermediate images.
The storyboard is a glimpse of the action. This step essentially defines the movement sequence of the object as a set of basic events taking place. For example, when creating an animation sequence to play cricket, the storyboard layout consist of action and movement of the stick, bowling, fielding, running and so on.
Parameters
object: Once the storyboard layout has been prepared, the next step is to
define all objects or participating in the action. The
objects are generally described in terms of dimensions, shapes (such as polygon
or spline surfaces), color, movement, or any other additional information that
may help identify the objects. For
example, when creating animation for the game of cricket, object definitions
could be the size of the player, his uniform colors, ball size, bat, stumps,
etc.
Keyframe Specifications: The next step in the animation creation process is to develop specifications for the keyframe. A keyframe is a detailed drawing of the scene at some point in the animation sequence. Each keyframe, position, color, shape, etc., all objects are positioned at a given point in time to the frame. The more pictures, the smoother the animation. For complex movements need to specify multiple keyframes compared to simple varied movements slowly.
Keyframe Specifications: The next step in the animation creation process is to develop specifications for the keyframe. A keyframe is a detailed drawing of the scene at some point in the animation sequence. Each keyframe, position, color, shape, etc., all objects are positioned at a given point in time to the frame. The more pictures, the smoother the animation. For complex movements need to specify multiple keyframes compared to simple varied movements slowly.
Generation-between
frames: Once keyframes are specified, the next step is to generate intermediate
frames. The
total number of intermediate frames a necessary depends animated display means
is used. There
are twelve basic principles of animation, which were introduced by Disney
animators Ollie Johnston and Frank Thomas in 1981 in his book The Illusion of
Life: Disney Animation. The
twelve basic principles of animation are described as follows:
· Squash and stretch: It is the most important principle of the animation. Squash and stretch technique is primarily used to simulate the acceleration effects particularly for non-rigid objects.
· Squash and stretch: It is the most important principle of the animation. Squash and stretch technique is primarily used to simulate the acceleration effects particularly for non-rigid objects.
· Time: Time is
the most vital element of animation. Refers
to the spacing between the frames move more is the spacing between the frames,
the faster the object appear to move. The
speed at which an object is moving gives a feeling that is the object, which
may be the weight of an object and it is in motion. The
timing of an animation is important for the establishment of humor, emotion and
reaction of a character. If it is slow, a
character seems to be tired and lethargic.
· Follow through
and overlapping action: Follow through refers to actions that are performed at
the end of the real movement. Action
overlay is another important principle of the animation. Overlap
the actions of an object body, hair, tail, clothes, etc., you can make your more
fluid, natural and realistic animation. Note
that when you create an animation sequence, action should never be brought to a
complete stop before starting another action. Overlay
maintains a continuous flow between actions entire sentences.
· Action and action opposite facing installation: These are two basic approaches to creating animation. In the animation of the right front, the animator draws a picture frame beginning of the scene at the end. -Installation To represent animation, on the other hand, it is created by drawing some of the key frames, and then by creating between images. The course of action in front allows you to create a more fluid, illusion of movement and dynamics are better to produce realistic action sequences.
· Action and action opposite facing installation: These are two basic approaches to creating animation. In the animation of the right front, the animator draws a picture frame beginning of the scene at the end. -Installation To represent animation, on the other hand, it is created by drawing some of the key frames, and then by creating between images. The course of action in front allows you to create a more fluid, illusion of movement and dynamics are better to produce realistic action sequences.
· Slow and slow
down on (or mitigate and alleviate out): The basic idea behind this principle
is that when the human body or other objects move, they need time to accelerate
and decelerate. This
makes the animation look more natural and realistic. Exaggeration
can also involve supernatural changes to the physical characteristics of a
character or plot elements specific. Adding
secondary actions to the main action add more life to the stage, can help
support the main action. The
main idea behind secondary action is to highlight the main action, instead of
diverting attention from the main action.
· Robust design:
The main idea behind solid drawings is to create three-dimensional drawings,
and giving them weight and volume. To
manage the design and control of animation sequences, several animated films,
such as a graphical editor, a key generator, a generator in the middle, and
standard graphics routines are needed. While
these animation functions can be programmed using a general purpose programming
language like C, Lisp, Pascal, Fortran or even more specialized animation
languages have also been developed. These
animation languages are classified into three types, which are:
· Key executives Systems: These are specialized animation languages that are designed to generate the frames between keyframes specified by the user. Originally, these systems were designed as a set of animation routines, but now these routines are often formed an element in a broader set of animation.
· Key executives Systems: These are specialized animation languages that are designed to generate the frames between keyframes specified by the user. Originally, these systems were designed as a set of animation routines, but now these routines are often formed an element in a broader set of animation.
· Systems with parameters: They allow you to specify the characteristics of the movement of the object object definitions. Adjustable settings control these objects such features as the degrees of freedom of movement limitations, and eligible shape changes.
· Script systems: These systems allow the user to define the specifications of objects and animation sequences based on the input from the user script.
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