SlideShare a Scribd company logo
Animation Techniques
    Guilford County SciVis
           V106.04
Early Animation Processes
   Animation is created when still
    images are played in rapid
    succession so that they appear to
    produce images that are
    constantly moving.
   Animation appears to have
    continuous motion because the
    human eye (brain) “holds-onto”
    the still image for just a brief
    moment after it is viewed, and
    the image is still “there” (in your
    brain) when the next image is
    viewed.
   The timing between individual
    images must be fast enough for
    the sequence to appear smooth.
Early Animation Processes
   The National Television
    Standards Committee
    (NTSC) frame rate = 30
    frames per second for
    television (North America
    and Japan).
   PAL (Phase Alternate Line)
    is the European standard
    of 25 frames per second.
   The standard rate for film
    (motion pictures) = 24
    frames per second.
   A frame rate of 30 fps will
    require 1800 images for
    one minute of animation
    (30 fps x 60s).
Early Animation Processes
   The Zoetrope was a
    device that was used to
    produce animation in
    the 1800s. It consisted
    of a circular frame
    holding individual,
    sequenced images, and
    a fixed viewpoint
    through which the
    spinning pictures were
    viewed. The term
    “movies” comes from
    the moving images.
Early Animation Processes
   The Walt Disney Studios
    developed animation into a
    modern art during the
    1930s and 1940s.
   The different “layers” of the
    animated scene were
    painted onto transparent
    sheets, called cels.
   A hierarchy of artists was
    developed for drawing and
    painting the sequences of
    images.
Early Animation Processes
   A master artist would draw
    the most important or key
    frames (“keyframes”), and
    less-skilled or less-
    experienced artists would
    fill in the action for the in-
    between (“tweens”) frames.
     Other artists would paint or
    fill the outlines with color.
   Stop-action animation uses
    clay or other models whose
    positions are sequentially
    altered and photographed
    for each frame.
Computer Animation
   Unlike early
    animation, where
    every frame must be
    created to produce
    movement, in
    computer animation
    you define points in
    time (known as
    keyframes) and the
    computer draws all
    of the in-between
    frames.
Computer Animation
   Position the object to be animated
    where you want the action to
    begin; this is first keyframe.
   Set the number of frames that
    you want to use for the animation
    sequence. A one second “movie’
    would typically use 30 frames
    (NTSC); two seconds would use
    60 frames, etc.
   Move, scale, or deform the object
    to become the next keyframe.
Computer Animation
   Instruct the computer to
    calculate all of the
    transformations that will
    occur between the first
    keyframe and the last.
   The computer will produce
    the 28 additional “in-
    between” images (tweens)
    needed for the one second
    of animation (you created
    the other two frames, the
    keyframes, for a total of
    30).
Computer Animation
   The example here is
    very simple.
    Animations may contain
    many keyframes and
    involve the production of
    hundreds of tweens.
   Many different types of
    actions may be
    generated:
    texture/color changes,
    changes in shape,
    scaling, rotation,
    motion, etc.
Storyboarding
   A storyboard is a graphic,
    sequential depiction of an       Example Storyboard
    animation that is going to be
    created. It is a visual script
    designed to make it easier to
    see the animation scenes
    before they are created.
   A storyboard identifies the
    major events in the story
    and illustrates them in cells
    (small squares or
    rectangles), which are drawn
    out in a sequential pattern.
Storyboarding
   Storyboards are used
    for movies, TV,
    commercials, and
    animation.
   The artwork does not
    have to be pretty or
    complex, but it should
    be neat and
    comprehensible.
   The pictures in the
    storyboard should be
    accompanied by text.
The End

More Related Content

PPTX
Animation
10040410
 
PPT
Animation Techniques
Media Studies
 
PPT
Animation technique
Vikas Jagtap
 
PPTX
(Computer) Animation Technique
justinesolano
 
PPTX
Diffrent types of_animation
Blazeblogs1
 
PPTX
ANIMATION PPT
Gurpreet Singh
 
PPT
Animation
Pooja Goswami
 
PPTX
Animation
Brundha Sholaganga
 
Animation
10040410
 
Animation Techniques
Media Studies
 
Animation technique
Vikas Jagtap
 
(Computer) Animation Technique
justinesolano
 
Diffrent types of_animation
Blazeblogs1
 
ANIMATION PPT
Gurpreet Singh
 
Animation
Pooja Goswami
 

What's hot (20)

PPTX
animation
UPSIcoursework
 
PPTX
Animation
Preet Kanwal
 
PDF
19 types of animation techniques and styles
winbizindia
 
PPTX
Animation & Animation Techniques
Narendra Bhavsar
 
PPTX
Animation Summary
H Pemberton
 
PPTX
Animation
ankur bhalla
 
PDF
Introduction to Animation
Bilal Ahmed
 
PPTX
Animated movies
Sumit Kumar
 
PPT
History and Process of Animation
jpappas
 
PPTX
Introduction to Animation
mrnasim
 
PPTX
Animation
Shaikh Taiyaba
 
PPTX
Animation
Amit Kapoor
 
PPT
2003 animation
Raam Kumar
 
PPT
Animation 2D and 3D
Veetil Digital Service
 
PPTX
Animation
Abhijeet Chavan
 
PPTX
Chap18 19
dkd_woohoo
 
PPT
Animation
Eunice Joy Juntayas
 
PPT
3D Animation
Sikander Nazir
 
PPTX
Animation presentation
Rounak Muchhal
 
PPT
Basic Concepts of Animation
jamalharun
 
animation
UPSIcoursework
 
Animation
Preet Kanwal
 
19 types of animation techniques and styles
winbizindia
 
Animation & Animation Techniques
Narendra Bhavsar
 
Animation Summary
H Pemberton
 
Animation
ankur bhalla
 
Introduction to Animation
Bilal Ahmed
 
Animated movies
Sumit Kumar
 
History and Process of Animation
jpappas
 
Introduction to Animation
mrnasim
 
Animation
Shaikh Taiyaba
 
Animation
Amit Kapoor
 
2003 animation
Raam Kumar
 
Animation 2D and 3D
Veetil Digital Service
 
Animation
Abhijeet Chavan
 
Chap18 19
dkd_woohoo
 
3D Animation
Sikander Nazir
 
Animation presentation
Rounak Muchhal
 
Basic Concepts of Animation
jamalharun
 
Ad

Viewers also liked (8)

PPT
Animation
Vasu Mathi
 
PPT
3 d modeling part 2
Charles Flynt
 
PPTX
NTXISSACSC2 - Threat Modeling Part 1 - Overview by Brad Andrews
North Texas Chapter of the ISSA
 
PPT
Introduction to solid modeling
*noT yeT workinG! !M stilL studyinG*
 
PPTX
Solid modeling
KRvEsL
 
PPTX
Solid modelling cg
Nareek
 
PPT
Computer animation
shusrusha
 
PPSX
Animation techniques for CG students
Mahith
 
Animation
Vasu Mathi
 
3 d modeling part 2
Charles Flynt
 
NTXISSACSC2 - Threat Modeling Part 1 - Overview by Brad Andrews
North Texas Chapter of the ISSA
 
Introduction to solid modeling
*noT yeT workinG! !M stilL studyinG*
 
Solid modeling
KRvEsL
 
Solid modelling cg
Nareek
 
Computer animation
shusrusha
 
Animation techniques for CG students
Mahith
 
Ad

Similar to Animation techniques (20)

PPTX
1.animation
Ashish Kumar
 
PPT
Animation
SAMEER VISHWAKARMA
 
PPTX
INTRODUCTION TO ANIMATION part 1 of 2 in animation
weeneeeth
 
PPTX
Computer animation Computer Graphics
University of Potsdam
 
PPTX
Animation
Anshudha Maheshwari
 
PPTX
Lecture 1 History of Animation.pptx
DeodatusKalekona1
 
PDF
Computer animation
ashrafulislam293
 
PPTX
Animation
Fae Kaal
 
PPTX
2 Introduction to Animation.pptx
SioMairice11
 
PPT
Scct2013 topic 4_animation
Anies Syahieda
 
PPTX
Animation ncll
INFORMATIC COMPUTER INSTITUTE
 
PPT
Lec28 29 30 animation
Dom Mike
 
PPTX
digital animation power point on animation techniques
OneilliaWilliamson
 
PPTX
Animation2 ncii
INFORMATIC COMPUTER INSTITUTE
 
PPTX
Animation (by Mintoo Jakhmola)
Mintoo Jakhmola
 
PDF
CHAPTER – 10 Animation
Amir Ibrahim Tahir
 
PPTX
Computer Generated Graphics
Shubhrank Rastogi
 
PDF
A guide to make your own film animation short film
Animation Kolkata
 
PPTX
Multimedia Animation, Introduction, History, Types
maaithilisaravanan
 
PPTX
3 d animations
KK004
 
1.animation
Ashish Kumar
 
INTRODUCTION TO ANIMATION part 1 of 2 in animation
weeneeeth
 
Computer animation Computer Graphics
University of Potsdam
 
Lecture 1 History of Animation.pptx
DeodatusKalekona1
 
Computer animation
ashrafulislam293
 
Animation
Fae Kaal
 
2 Introduction to Animation.pptx
SioMairice11
 
Scct2013 topic 4_animation
Anies Syahieda
 
Lec28 29 30 animation
Dom Mike
 
digital animation power point on animation techniques
OneilliaWilliamson
 
Animation (by Mintoo Jakhmola)
Mintoo Jakhmola
 
CHAPTER – 10 Animation
Amir Ibrahim Tahir
 
Computer Generated Graphics
Shubhrank Rastogi
 
A guide to make your own film animation short film
Animation Kolkata
 
Multimedia Animation, Introduction, History, Types
maaithilisaravanan
 
3 d animations
KK004
 

More from Charles Flynt (20)

PPT
Computer ethics
Charles Flynt
 
PPT
Plate tectonics
Charles Flynt
 
PPT
Basic rendering techniques
Charles Flynt
 
PPT
3 d modeling part 3
Charles Flynt
 
PPT
3 d modeling part 1
Charles Flynt
 
PPT
Interpret data for use in charts and graphs
Charles Flynt
 
PPT
Displaying data using charts and graphs
Charles Flynt
 
PPT
Vector or bitmap
Charles Flynt
 
PPT
2 d software applications
Charles Flynt
 
PPT
Computer ethics
Charles Flynt
 
PPT
Software
Charles Flynt
 
PPT
Basic computer hardware and software
Charles Flynt
 
PPT
Careers in sci vis
Charles Flynt
 
PPT
Technological advancements in sci vis
Charles Flynt
 
PPT
History and impact of sci vis
Charles Flynt
 
PPT
Advanced 2 d concept
Charles Flynt
 
PPT
Advanced scientific visualization
Charles Flynt
 
PPT
Applying pixel values to digital images
Charles Flynt
 
PPT
Computer with terms
Charles Flynt
 
PPT
Job seeking skills
Charles Flynt
 
Computer ethics
Charles Flynt
 
Plate tectonics
Charles Flynt
 
Basic rendering techniques
Charles Flynt
 
3 d modeling part 3
Charles Flynt
 
3 d modeling part 1
Charles Flynt
 
Interpret data for use in charts and graphs
Charles Flynt
 
Displaying data using charts and graphs
Charles Flynt
 
Vector or bitmap
Charles Flynt
 
2 d software applications
Charles Flynt
 
Computer ethics
Charles Flynt
 
Software
Charles Flynt
 
Basic computer hardware and software
Charles Flynt
 
Careers in sci vis
Charles Flynt
 
Technological advancements in sci vis
Charles Flynt
 
History and impact of sci vis
Charles Flynt
 
Advanced 2 d concept
Charles Flynt
 
Advanced scientific visualization
Charles Flynt
 
Applying pixel values to digital images
Charles Flynt
 
Computer with terms
Charles Flynt
 
Job seeking skills
Charles Flynt
 

Animation techniques

  • 1. Animation Techniques Guilford County SciVis V106.04
  • 2. Early Animation Processes  Animation is created when still images are played in rapid succession so that they appear to produce images that are constantly moving.  Animation appears to have continuous motion because the human eye (brain) “holds-onto” the still image for just a brief moment after it is viewed, and the image is still “there” (in your brain) when the next image is viewed.  The timing between individual images must be fast enough for the sequence to appear smooth.
  • 3. Early Animation Processes  The National Television Standards Committee (NTSC) frame rate = 30 frames per second for television (North America and Japan).  PAL (Phase Alternate Line) is the European standard of 25 frames per second.  The standard rate for film (motion pictures) = 24 frames per second.  A frame rate of 30 fps will require 1800 images for one minute of animation (30 fps x 60s).
  • 4. Early Animation Processes  The Zoetrope was a device that was used to produce animation in the 1800s. It consisted of a circular frame holding individual, sequenced images, and a fixed viewpoint through which the spinning pictures were viewed. The term “movies” comes from the moving images.
  • 5. Early Animation Processes  The Walt Disney Studios developed animation into a modern art during the 1930s and 1940s.  The different “layers” of the animated scene were painted onto transparent sheets, called cels.  A hierarchy of artists was developed for drawing and painting the sequences of images.
  • 6. Early Animation Processes  A master artist would draw the most important or key frames (“keyframes”), and less-skilled or less- experienced artists would fill in the action for the in- between (“tweens”) frames. Other artists would paint or fill the outlines with color.  Stop-action animation uses clay or other models whose positions are sequentially altered and photographed for each frame.
  • 7. Computer Animation  Unlike early animation, where every frame must be created to produce movement, in computer animation you define points in time (known as keyframes) and the computer draws all of the in-between frames.
  • 8. Computer Animation  Position the object to be animated where you want the action to begin; this is first keyframe.  Set the number of frames that you want to use for the animation sequence. A one second “movie’ would typically use 30 frames (NTSC); two seconds would use 60 frames, etc.  Move, scale, or deform the object to become the next keyframe.
  • 9. Computer Animation  Instruct the computer to calculate all of the transformations that will occur between the first keyframe and the last.  The computer will produce the 28 additional “in- between” images (tweens) needed for the one second of animation (you created the other two frames, the keyframes, for a total of 30).
  • 10. Computer Animation  The example here is very simple. Animations may contain many keyframes and involve the production of hundreds of tweens.  Many different types of actions may be generated: texture/color changes, changes in shape, scaling, rotation, motion, etc.
  • 11. Storyboarding  A storyboard is a graphic, sequential depiction of an Example Storyboard animation that is going to be created. It is a visual script designed to make it easier to see the animation scenes before they are created.  A storyboard identifies the major events in the story and illustrates them in cells (small squares or rectangles), which are drawn out in a sequential pattern.
  • 12. Storyboarding  Storyboards are used for movies, TV, commercials, and animation.  The artwork does not have to be pretty or complex, but it should be neat and comprehensible.  The pictures in the storyboard should be accompanied by text.