UNIT- 4 CS
UNIT- 4 CS
ANIMATIONS:
Animation refers to the movement on the screen of the display device created by displaying a sequence of still
images. Animation is the technique of designing, drawing, making layouts and preparation of photographic series
which are integrated into the multimedia and gaming products. Animation connects the exploitation and
management of still images to generate the illusion of movement. A person who creates animations is called
animator. He/she use various computer technologies to capture the pictures and then to animate these in the desired
sequence.
Animation includes all the visual changes on the screen of display devices. These are:
Animation Layers stack animations on top of one another, which allows you to non-destructively add or change
elements of your animation sequence without editing one continuous, complicated sequence. Artists with
experience in image editing applications are familiar with the principle of using multiple image layers and
masks; this is the same principle, only using animations instead of still images.Before creating animation layers,
Modo needs an Actor and Action for that Actor to be enabled. For more information, see Creating Actors,
Actions, and Poses.
You also need a base keyframe in the Action. For example, if you want to use an additive layer for moving an
object along the Y axis, the Position Y channel needs a keyframe within the Action. Additive layers need a
starting reference point for the channel.
There are two types of Animation Layers you can create: Additive Layers and Override layers.
Additive Layers
An Additive Layer takes any animation that you put within a layer and adds it to an existing animation. For
example, an animation of a moving ball might be your base animation.
The video below demonstrates how two additive layers are used to animate the ball bouncing and then rotating
during its motion path.
2.
Click on the Time Viewport and Graph Editor Viewport buttons. These are located at the bottom of
the Modo layout and control animation playback and edit keyframes respectively.
3.
Click the Animation button in the left panel to open the Animation toolbar, then click on Action Layers.
5. As a test, make a keyframe animation change, such as a change in an object's position over time.
6.
Click the Play button below the graph editor to play through your animation.
You can add as many additive layers as you like.
Note: The layer stack hierarchy is rigid, meaning once layers are added they cannot be rearranged in the list.
Override layers
An override layer replaces the channel values in the active Action with the channel's setup value. In other words,
an override layer resets an animation to its rest state without destroying the original animation. Override layers
sit on top of any existing layers so you can create whole new animations within them.
Override layers are designed so you can add masks to individual sections of an actor, which allows you to create
alternative animations of that actor. Because the new animation is held in an override layer, your original
animation remains unaffected.
Let's imagine you have a character model of a space marine. In your original animation, he is running with his
rifle aimed. Perhaps you want to change his motion so instead of running he is advancing slowly. You can use
an override layer to effect this change while retaining the underlying animation.
2. Select the parts of your character model you want to animate separately. For this example, it would be the legs and lower body
3.
Click on the Masks button to bring up the mask menu.
5.
As a test, click the Play button below the graph editor to play through your animation. Notice that the original animation
retained except the selected items are now static.
6. Create new keyframes to animate the selected items. In this example, you would change the motion of the legs.
Any changes you make now only affect the selected item and your original animation remains underneath.
However, you can select parts of the masked items and expose the original animation underneath by
clicking on the Masks button and selecting Unmask Selected Items. You may do this if you want to
see your original foot animation along with the new animation you've created for the legs.
Items that have edited channels in a layer can be selected by right-clicking on the layer and choosing Select
Edited Items. This automatically selects any channels within that item that have been edited. To select edited
channels along with the items they belong to, right-click on the layer and choose Select Edited Channels.
Clearing Edited Channels from Layers
2. In the Channels panel, select the channels you want to clear. Hold Ctrl/Cmd and click to select multiple channels.
3. Right-click on the layer in the layers palette and select Clear Selected Channels from the contextual menu. To remove all
channels belonging to particular items, select the items and choose Clear Selected Items.
Channels can also be cleared from a layer from the Channel List viewport. Right click on the channels and
select Remove Current Values.
Baking Actions with Layers
Animation Layers can be baked down into the base Action by selecting the item and clicking Animate > Bake.
Channels belonging to the items that have been baked are removed from all non-muted layers.
Exporting Actions with Layers
Animation Layers can be exported with an Action without the prerequisite that the layers have been baked. Only
non-muted layers are taken into account during export. This makes it easy to export multiple variations of an
Action by muting and unmuting layers before each export. See FBX Export for more information.
6 basic steps of creating animation, including:
This is a very important and overlooked step. It’s weird how people really think they know what certain actions
look like and how long they take, but in reality they are often wrong.
Physical actions is something you need to analyze before animating, especially if you’re a beginner.
You have a shot of a guy throwing a baseball? Better YouTube some reference video of pitchers throwing balls.
Don’t assume you know what an action looks like just because you’ve seen it before. Looking at an action as an
animator is completely different than looking at it as a regular viewer.
Step 2: Posing
After shooting a reference, it’s time to create the key poses of the shot.
These poses are called key poses because they are the most important poses of the shot. These are the poses that
convey the story of the shot. We better make sure we get those poses right, because we’re going to build on
those for the rest of the process.
Step 3: Blocking
Once we’re happy with our key poses, we start breaking down the movement from each pose to the next by
adding ‘in betweens’ (also known as breakdown poses or passing poses). These are the poses that connect the
key poses.
We keep adding more poses until the movement looks as good as it could, while still staying in stepped mode
(stepped mode is when you don’t allow interpolation between poses, which results in a very choppy/blocky
motion).
Step 4: Splining
Splining is a 3D animation term. It’s the process in which you convert the interpolation of the keys from stepped
to spline. In other words – you make the computer connect the movement between each of your poses, and that
makes the movement look smoother.
The problem is that the computer doesn’t do a very good job at interpolating. It only works with what it has.
That’s why the better the blocking is – the better the splined version is going to look.
Now that all of our keys are on spline mode, we have to work on them. We need to clean up all the curves and
make sure the movement looks smooth.It’s also a good idea to offset some of the actions so it doesn’t look so
‘stop and start’, as if the character is doing all the motion at once. By the end of this step your shot should look
pretty solid and almost finished.
This step is the a lot of fun. We’ve already finished with the grunt work of animating and it’s time to add the fun
stuff. In this step we add small imperfections that bring life to the character. Maybe an extra blink or a mouth
twitch here and there. The difference between the last 2 steps is small but very noticeable.
Frame-by-frame animation changes the contents of the Stage in every frame. It is best suited to complex
animation in which an image changes in every frame instead of simply moving across the Stage. Frame-by-
frame animation increases file size more rapidly than tweened animation. In frame-by-frame animation,
Animate stores the values for each complete frame.
To create a frame-by-frame animation, define each frame as a keyframe and create a different image for each
frame. Each new keyframe initially contains the same contents as the keyframe preceding it, so you can modify
the frames in the animation incrementally.
1. Click a layer name to make it the active layer, and select a frame in the layer where the animation is to
start.
2. If the frame isn’t already a keyframe, select Insert > Timeline > Keyframe.
3. Create the artwork for the first frame of the sequence. Use the drawing tools, paste graphics from the
Clipboard, or import a file.
4. To add a keyframe whose contents are the same as the first keyframe, click the next frame to the right
in the same row. Select Insert > Timeline > Keyframe, or right-click (Windows) or Control-click
(Macintosh) and select Insert Keyframe.
5. To develop the next increment of the animation, alter the contents of this frame on the Stage.
6. To complete your frame-by-frame animation sequence, repeat steps 4 and 5 until you’ve built the
desired motion.
7. To test the animation sequence, select Control > Play or click the Play button on the Controller
(Window > Toolbars > Controller).
What is tweening?
Animation has always been about the illusion of movement. Tweening is a major part of making that illusion
look real. Tweening in animation is a short for inbetweening, and it’s the process of generating images that go
between keyframes.
Keyframes are the images at the beginning and end of a smooth transition. For example, an animated character
could appear to jump from one point to another. That character would be clearly defined in each keyframe, but
between those two frames, the figure could look distorted or stretched to fit with the motion and direction.
In the early days of animation, a main animation artist would draw the keyframes and another artist, the
inbetweener, would create the frame-by-frame animation between those keyframes. With current computer
animation, the process is much easier, and much less time- and labor-intensive.
Tweening in Adobe Animate.
Adobe Animate automates the tweening process that, years ago, would have been delegated to an assistant. It
enables you to create tweens based on a variety of variables and accommodate many different animation styles.
Use Tweens in Animate to move objects along two-dimensional X and Y coordinates or make 3D objects rotate
along the Z access. Characters and objects in Animate can move with the smoothness of early Flash animation
or the flickering blur of classic animation. Objects can morph, stretch, or be linked to each other.
With both Classic and Motion Tweens, you can add different types of transitions to intermediate frames,
including position, rotation, scale, color, and filters. Then modify your transitions with Easing, which modifies
how the motion or action is performed.
Control, precision, and workflow.
Animate gives you exacting control over how you create your tweens. Each frame on the animation timeline is
numbered, so you know exactly where you’re making changes, how long transitions last, and where the first and
last frame of each transition is. Changes can be linear, slow, or fast. They can also ramp up or ramp down during
a transition and conform to other parameters you set about how motion works in your animation.
Tweens, like other elements in Adobe Creative Cloud, are easy to move from one animation app to another. You
can save tweens as presets for reuse and mix and match already existing animation assets for future projects.
Play
Animate CC creates two types of tweened animation: motion tweens and classic tweens.
Motion tween is a type of animation that uses symbols to create movement, size and rotation changes, fades, and
color effects.
Classic tween refers to tweening in Flash CS3 and earlier, and is maintained in Animate primarily for transition
purposes.
Motion tween and Classic tween animations
Powerful and simple to create, provides maximum Complex to create, classic tween includes all
control over tweened animation tweens created in earlier versions of Animate.
Stretches and resizes the tween in the timeline and Consists of groups of individually selectable
treats it as a single object. frames in the timeline.
• There can be more than one classic or motion tween on the same layer, but you cannot have both types
of tween on the same layer.
• Both tweens tween only specific types of objects.
Multimedia storage is usually made to fit the type of media being stored, sometimes reducing the overall area
needed to hold a large number of items. Certain designs, such as rotating shelves, can preserve organization and
accessibility while hiding the majority of items out of sight. Physical multimedia items are usually of a regular
size, so many of these storage solutions include slots in which individual pieces may fit. Others are designed to
fit the maximum number of different types of media possible by being adjustable.
An mp3 player.
Usually, multimedia storage is thought of in terms of what types of items the storage unit will hold. One of the
most common types of storage is for CDs, as these items are small and do not necessarily require large
bookshelves. CD storage units can be freestanding, but smaller items may fit on walls or desktops. Many
multimedia storage units of this type have slots for each individual CD, which can be very useful if someone
likes to keep CDs in order, because the items will not shift when removing an individual CD.
Micro SD memory cards can store a large amount of media without taking up much space.
DVD storage is very similar to CD storage in that the items usually have slots, but it can be different because the
shelves are larger. This type of multimedia storage is sometimes designed in such a way that a television can be
placed on top of the unit, which keeps these related items close together for convenience. Sometimes, storage
units may accommodates both DVDs and VHS tapes, although these items are becoming increasingly rare.
This type of storage furniture comes in many different designs and can be made from various materials. The
design of the furniture also affects what types of media can fit in it. Among the different styles common for
multimedia storage, units resembling bookshelves and those that look more like cabinets are common.
Photo storage is often designed to both display and organize photos, often on a coffee table. Boxes for photos
commonly use a frame as the top of the box, making this an attractive way to hold a number of pictures. Some
photo storage solutions also take care to protect the photos from sticking together, although these are often
bulkier than photo boxes.
With more and more digitized media, it is becoming increasingly popular to store media in the form of disk
drives and media players. These items often both store data and allow it to be used, although they are sometimes
connected to televisions or other players. Given that these items are usually more closely related to mp3 players
and computer storage devices, there are very few pieces of multimedia storage furniture of this type.
Multimedia:
Multimedia is an interactive media and provides multiple ways to represent information to the user in a powerful
manner. It provides an interaction between users and digital information. It is a medium of communication.Some
of the sectors where multimedias is used extensively are education, training, reference material, business
presentations, advertising and documentaries.
Definition of Multimedia
By definition Multimedia is a representation of information in an attractive and interactive manner with the use
of a combination of text, audio, video, graphics and animation. In other words we can say that Multimedia is a
computerized method of presenting information combining textual data, audio, visuals (video), graphics and
animations. For examples: E-Mail, Yahoo Messenger, Video Conferencing, and Multimedia Message Service
(MMS).
Multimedia as name suggests is the combination of Multi and Media that is many types of media
(hardware/software) used for communication of information.
Components of Multimedia
Applications of Multimedia
Following are the common areas of applications of multimedia.
• Multimedia in Business- Multimedia can be used in many applications in a business. The multimedia
technology along with communication technology has opened the door for information of global wok
groups. Today the team members may be working anywhere and can work for various companies. Thus
the work place will become global. The multimedia network should support the following facilities:
o Voice Mail
o Electronic Mail
o Multimedia based FAX
o Office Needs
o Employee Training
o Sales and Other types of Group Presentation
o Records Management
• Multimedia in Marketing and Advertising- By using multimedia marketing of new products can be
greatly enhanced. Multimedia boost communication on an affordable cost opened the way for the
marketing and advertising personnel. Presentation that have flying banners, video transitions,
animations, and sound effects are some of the elements used in composing a multimedia based
advertisement to appeal to the consumer in a way never used before and promote the sale of the
products.
• Multimedia in Entertainment- By using multimedia marketing of new products can be greatly
enhanced. Multimedia boost communication on an affordable cost opened the way for the marketing
and advertising personnel. Presentation that have flying banners, video transitions, animations, and
sound effects are some of the elements used in composing a multimedia based advertisement to appeal
to the consumer in a way never used before and promote the sale of the products.
• Multimedia in Education- Many computer games with focus on education are now available. Consider
an example of an educational game which plays various rhymes for kids. The child can paint the
pictures, increase reduce size of various objects etc apart from just playing the rhymes.Several other
multimedia packages are available in the market which provide a lot of detailed information and playing
capabilities to kids.
• Multimedia in Bank- Bank is another public place where multimedia is finding more and more
application in recent times. People go to bank to open saving/current accounts, deposit funds, withdraw
money, know various financial schemes of the bank, obtain loans etc. Every bank has a lot of
information which it wants to impart to in customers. For this purpose, it can use multimedia in many
ways. Bank also displays information about its various schemes on a PC monitor placed in the rest area
for customers. Today on-line and internet banking have become very popular. These use multimedia
extensively. Multimedia is thus helping banks give service to their customers and also in educating them
about banks attractive finance schemes.
• Multimedia in Hospital- Multimedia best use in hospitals is for real time monitoring of conditions of
patients in critical illness or accident. The conditions are displayed continuously on a computer screen
and can alert the doctor/nurse on duty if any changes are observed on the screen. Multimedia makes it
possible to consult a surgeon or an expert who can watch an ongoing surgery line on his PC monitor
and give online advice at any crucial juncture.
In hospitals multimedia can also be used to diagnose an illness with CD-ROMs/ Cassettes/ DVDs full
of multimedia based information about various diseases and their treatment.Some hospitals extensively
use multimedia presentations in training their junior staff of doctors and nurses. Multimedia displays
are now extensively used during critical surgeries.
• Multimedia Pedagogues- Pedagogues are useful teaching aids only if they stimulate and motivate the
students. The audio-visual support to a pedagogue can actually help in doing so. A multimedia tutor can
provide multiple numbers of challenges to the student to stimulate his interest in a topic. The instruction
provided by pedagogue have moved beyond providing only button level control to intelligent
simulations, dynamic creation of links, composition and collaboration and system testing of the user
interactions.
• Communication Technology and Multimedia Services- The advancement of high computing abilities,
communication ways and relevant standards has started the beginning of an era where you will be
provided with multimedia facilities at home. These services may include:
o Basic Television Services
o Interactive entertainment
o Digital Audio
o Video on demand
o Home shopping
o Financial Transactions
o Interactive multiplayer or single player games
o Digital multimedia libraries
o E-Newspapers, e-magazines
The five main building blocks of multimedia are text, image, audio, video, and animation.
Digitization of Sound
Digitization is a process of converting the analog signals to a digital signal. There are three steps of digitization
of sound.
• Sampling - Sampling is a process of measuring air pressure amplitude at equally spaced moments in
time, where each measurement constitutes a sample. A sampling rate is the number of times the analog
sound is taken per second. A higher sampling rate implies that more samples are taken during the given
time interval and ultimately, the quality of reconstruction is better. The sampling rate is measured in
terms of Hertz, Hz in short, which is the term for Cycle per second. A sampling rate of 5000 Hz(or
5kHz,which is more common usage) implies that mt uj vu8i 9ikuhree sampling rates most often used
in multimedia are 44.1kHz(CD-quality), 22.05kHz and 11.025kHz.
• Quantization - Quantization is a process of representing the amplitude of each sample as integers or
numbers. How many numbers are used to represent the value of each sample known as sample size or
bit depth or resolution. Commonly used sample sizes are either 8 bits or 16 bits. The larger the sample
size, the more accurately the data will describe the recorded sound. An 8-bit sample size provides 256
equal measurement units to describe the level and frequency of the sound in that slice of time. A 16-bit
sample size provides 65,536 equal units to describe the sound in that sample slice of time. The value of
each sample is rounded off to the nearest integer (quantization) and if the amplitude is greater than the
intervals available, clipping of the top and bottom of the wave occurs.
• Encoding - Encoding converts the integer base-10 number to a base-2 that is a binary number. The
output is a binary expression in which each bit is either a 1(pulse) or a 0(no pulse).
Quantization of Audio
Quantization is a process to assign a discrete value from a range of possible values to each sample. Number of
samples or ranges of values are dependent on the number of bits used to represent each sample. Quantization
results in stepped waveform resembling the source signal.
• Quantization Error/Noise - The difference between sample and the value assigned to it is known as
quantization error or noise.
• Signal to Noise Ratio (SNR) - Signal to Ratio refers to signal quality versus quantization error. Higher
the Signal to Noise ratio, the better the voice quality. Working with very small levels often introduces
more error. So instead of uniform quantization, non-uniform quantization is used as companding.
Companding is a process of distorting the analog signal in controlled way by compressing large values
at the source and then expanding at receiving end before quantization takes place.
Transmission of Audio
In order to send the sampled digital sound/ audio over the wire that it to transmit the digital audio, it is first to be
recovered as analog signal. This process is called de-modulation.
• PCM Demodulation - PCM Demodulator reads each sampled value then apply the analog filters to
suppress energy outside the expected frequency range and outputs the analog signal as output which
can be used to transmit the digital signal over the network.