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    WELCOME

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    COM PUTER ANIMATION

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    TABLE OF CONTENTS

    Introduction

    Example

    Explanation

    Techniques Of AnimationTypes Of Stop Motion

    Morphing

    Modern Morphing TechniquesTweening

    Applications

    Challenges

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    INTRODUCTIONComputer Animation (CGI animation) is the art of creating

    moving images with the use of computers.It is a subfieldof computer graphics and animation.Increasingly it is createdby means of 3D computer graphics.When it is using in filmsinstead of computers it is called CGI means Computer-

    Generated Imagery orComputer-Generated imaging For 3Danimations, objects (models) are built on the computermonitor (modeled) and 3D figures are rigged with a virtualskeleton. For 2D figure animations, separate objects(illustrations) and separate transparent layers are used, with

    or without a virtual skeleton. Then the limbs, eyes, mouth,clothes, etc. of the figure are moved by the animator on keyframes. The differences in appearance between key frames areautomatically calculated by the computer in a process knownas tweening or morphing. Finally, the animation is rendered.

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    EXAMPLEThe screen is blanked to a

    background color, such as black.Then a goat is drawn on the right ofthe screen. Next the screen is blanked,but the goat is re-drawn or duplicatedslightly to the left of its originalposition. This process is repeated,each time moving the goat a bit to theleft. If this process is repeated fastenough the goat will appear to movesmoothly to the left. This basicprocedure is used for all movingpictures in films and television.

    The moving goat is an example ofshifting the location of an object.More complex transformations ofobject properties such as size, shape,lighting effects often requirecalculations and computerrendering instead of simple re-drawing or duplication.

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    EXPLANATIONTo trick the eye andbraininto thinking they are seeing a smoothly

    moving object, the pictures should be drawn at around 12 frames persecond(frame/s) or faster (aframe is one complete image).With ratesabove 70 frames/s no improvement in realism or smoothness is perceivabledue to the way the eye and brain process images. At rates below 12 frame/smost people can detectjerkiness associated with the drawing of new

    images which detracts from the illusion of realistic movement.Conventional hand-drawn cartoon animation often uses 15 frames/s inorder to save on the number of drawings needed, but this is usuallyaccepted because of the stylized nature of cartoons. Because it producesmore realistic imagery computer animation demands higher frame rates toreinforce this realism.

    The reason no jerkiness is seen at higher speeds is due to persistenceof vision. From moment to moment, the eye and brain working togetheractually store whatever one looks at for a fraction of a second, andautomatically "smooth out" minor jumps. Movie film seen in theaters in theUnited States runs at 24 frames per second, which is sufficient to create thisillusion of continuous movement.

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    TECHNIQUES OF ANIMATIONTRADITIONAL ANIMATION

    Traditional animation (celanimation or hand-drawnanimation) was the process used formost animated films of the 20thcentury. The individual frames of atraditionally animated film arephotographs of drawings, which arefirst drawn on paper. To create theillusion of movement, each drawingdiffers slightly from the one before it.The animators' drawings are traced orphotocopied onto transparent acetatesheets called cels, which are filled inwith paints in assigned colors or tones

    on the side opposite the line drawings.The completed character cels arephotographed one-by-one ontomotion picture film against a paintedbackground by arostrum camera.

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    FULL AND LIMITEDANIMATIONFULL ANIMATION

    It refers to the process ofproducing high-quality traditionallyanimated films, which regularly usedetailed drawings and plausiblemovement. Fully animated films can

    be done in a variety of styles, frommore realistically animated workssuch as those produced by the WaltDisney studio (Beauty and theBeast, Aladdin, Lion King) to themore "cartoony" styles of thoseproduced by theWarner Bros.

    animation studio (Iron Giant, Questfor Camelot, Cats Don't Dance).

    LIMITED ANIMATIONIt uses less detailed and more stylized

    drawings. It is a process ofmaking animated cartoons that does notredraw entire frames but variably reusescommon parts between frames.This iscost effective.This depends uponanimators' skill in emulating changewithout additional drawings; improperuse of limited animation can be easily

    recognized as unnatural. Film isprojected at 24 frames per second. Fornormal speed, most animation is done"on twos," meaning 12 drawings per

    second. Faster movements may demandanimation "on ones," while charactersthat do not move may be done with asingle drawing (a "hold") for a certainamount of time. Limited animationmainly reduces the number of inbetweens

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    ROTOSCOPINGIt is a technique where

    animators trace live-actionmovement,frame by frame,for usein animated films. The source filmcan be directly copied from actors'outlines into animated drawings.

    Originally, recorded live-actionfilm images were projected onto afrosted glass panel and re-drawnby an animator. This projectionequipment is called a rotoscope,although this device has beenreplaced by computers in recentyears. In the visualeffects industry, the termrotoscoping refers to thetechnique of manually creatinga matte for an element on a live-action plate so it may

    be composited over anotherbackground.

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    LIVE ANIMATION

    A live animated film isa motion picture thatfeatures a combination ofreal actors or elements: live-action and animated element

    s, typically interacting. It isa technique, whencombining hand-drawncharacters into live actionshots. One of the earlier

    uses of it was Koko theClown when Koko wasdrawn over live actionfootage.

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    STOP M OTIONStop motion (also known

    as stop action or frame-by-frame) is an animation techniqueto make a physically manipulatedobject appear to move on its own.The object is moved in smallincrements between individuallyphotographed frames, creating theillusion of movement when theseries of frames is played as acontinuous sequence. Clay figuresare often used in stop motion fortheir ease of repositioning. Motion

    animation using clay is called clayanimation or clay - mation. Thereare many different types of stop-motion animation, usually namedafter the type of media used tocreate the animation. Computersoftware is widely available to

    create this type of animation.

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    TYPES OF STOP MOTIONPUPPETRY ANIMATION

    It involves stop-motion puppetfigures interacting with each other incontrast to the real-world. Thepuppets have an armature in them tokeep them still,steady as well asconstraining them to move atparticular joints.Puppetry is a form

    of theatre or performance whichinvolves the manipulationof puppets. Puppetry takes manyforms but they all share the processof animating inanimate performingobjects. Most puppetryinvolves storytelling. The impact

    depends on the process oftransformation of puppets,havingmuch in common with magic andwith play. Thus puppetry can createcomplex and magical theatre withrelatively small resources.Storytelling is the conveying of

    eventsin words, images and sounds oftenb im rovisation or embellishment.

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    CLAYANIMATION

    All traditional animation is produced in a similar fashion,whether donethrough cel or stop motion. Each frame is recorded on film or digitalmedia and then played back in rapid succession. When played back at

    a frame rate greater than 1012 frames per second, a fairly convincingillusion of continuous motion is achieved. the techniques involved increating CGI are generally removed from a frame-by-frame process.Plasticine animation often abbreviated as claymation, uses figures made ofclay or a similar malleable material to create stop-motion animation. Thefigures may have an armature or wire frame inside of them that can bemanipulated in order to pose the figures.

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    CUTOUT AND SILHOUETTEANIMATION

    CUTOUT ANIMATION :Cutout animation is a technique

    for producing animations usingflat characters, props andbackgrounds cut from materialssuch as paper, card,stiff fabric or even photographs.The world's earliest knownanimated feature films werecutout animations. Today, cutout-style animation is frequentlyproduced using computers, with

    scanned images or vectorgraphics taking the place ofphysically cut material.

    SILHOUETTE ANIMATION :Silhouette

    animation is animation inwhich the characters are onlyvisible as black silhouettes.This is usually accomplishedby backlighting articulated cardboard cut-outs, though othermethods exist. It is partiallyinspired by, but for a number ofreasons technically distinctfrom, shadow play.

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    MODEL ANIMATION AND GOMOTION

    MODEL ANIMATION:Model animation is a formof stop motion animationdesigned to merge with live

    action footage to createthe illusion of a real-worldfantasy sequence.Intercutting, matte effects,and split screens are often

    employed to blend stop-motion characters or objectswith live actors and settings.

    GO MOTION:Go motion is a variant of

    model animation which usesvarious techniques to

    create motion blur betweenframes of film, which is notpresent in traditional stop-motion. The technique wasinvented by Industrial Light

    & Magic and Phil Tippett tocreate special effects scenesfor the film The EmpireStrikes Back.

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    OBJECT AND GRAPHICANIMATION

    OBJECT ANIMATION:This is a form of stop

    motion animation that involves theanimated movements of any non-drawn objects such as toys,blocks, dolls, etc. which are not

    fully malleable, like clay or wax, andnot designed to look like arecognizable human or animalcharacter.

    It is different from modelanimation and puppet animation, asthese two use recognizable characters

    as their subjects, rather than justobjects like static toy soldiers, orconstruction toys such as TinkerToys. Object animation is oftencombined with other forms ofanimation, usually for a more realisticeffect A toy car can be animated, butis more often animated with acharacter easily seen driving the car.

    GRAPHIC ANIMATION:It is a variation of stop motionconsisting of the animation ofphotographs and other non-drawn flatvisual graphic material, such asnewspaper and magazine clippings. In

    its simpliest form, Graphic"animation" can take the form of theanimation camera merely panning upand down and/or across individualphotographs, one at a time withoutchanging the photographs from frameto frame , as on Ken Burns varioushistorical documentary films for PBS.But once the photos (or "graphics")are also moved from frame to frame,more exciting montages of movementcan be produced, such as on LosAngeles animator Mike Jittlov's 1977short film,Animato, also seen hisfeature film

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    PIXILATIONPixilation (from pixilated) is a stop motion technique

    where live actors are used as a frame-by-frame subject inan animated film, by repeatedly posing while one ormore frame is taken and changing pose slightly before the next

    frame or frames. The actor becomes a kind of living stopmotion puppet. This technique is often used as a way to blendlive actors with animated ones in a film, such as inThe SecretAdventures of Tom Thumb by the Bolex Brothers, which usedthe technique to compelling and eerie effect. The term is

    widely credited to Grant Munro. He made an experimentalfilm named "Pixillation", available in his DVD collection "CutUp - The Films Of Grant Munro".

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    MORPHINGMorphingis a special

    effect in motionpictures and animations thatchanges (or morphs)one image into another through aseamless transition. Most often it

    is used to depict one personturning into another throughtechnological means or as part ofa fantasy or surreal sequence.Traditionally this would beachieved through cross-fadingtechniques on film. Since theearly 1990s, this has beenreplaced by computer software tocreate more realistic transitions.

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    MODERN MORPHING

    TECHNIQUESIn the early 1990s computer techniques producing more convincing

    results began to be widely used. These involved distorting one image at thesame time that it faded into another through marking corresponding pointsand vectors on "before" and "after" images used in the morph. For example,one would morph one face into another by marking key points on the firstface, such as the contour of the nose or location of an eye, and mark where

    these same points existed on the second face. The computer would thendistort the first face to have the shape of the second face at the same timethat it faded the two faces. Later, more sophisticated cross-fadingtechniques were employed that vignetted different parts of one image to theother gradually instead of transitioning the entire image at once. In a strictsense, this had little to do with modern-day computer generated morphingeffects, since it was merely adissolveusing fully analog equipment.

    Infilm editingadissolveis a gradual transition from one image toanother. this effect is created by controlled double exposure from frame toframe; transitioning from the end of one clip to the beginning of another.

    In video editingor live video production, the same effect is created byinterpolating voltages of the video signal.

    Innon-linear video editinga dissolve is done in software, by interpolating

    gradually between the RGB values of each pixel of the image.

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    TWEENING

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    EXPLANATIONInbetweening ortweening is the process of generating intermediate

    frames between two images giving appearance that the first image evolvessmoothly into the second image. These are the drawings between the keyframes which help to create the illusion of motion and is a key process inall types of animation. Animating in a digital context, with Adobe Flash,the shortened term tweening is commonly used. Sophisticated animation

    software enables one to identify specific objects in an image and definehow they should move and change during the tweening process. In thecontext of Adobe Flash, inbetweening using automatic interpolation iscalled tweening, and the resulting sequence of frames is called atween.Ease-in" and "ease-out" typically refer to a mechanism for defining thephysics of the transition between two animation states i.e., the linearity of atween.

    Traditional inbetweeninginvolves the use oflight tables to draw a setof pencil-on-paper pictures.

    In traditional hand-drawn animation, the senior or key artist woulddraw the keyframes which define the movement, then, after testing andapproval of the rough animation, would hand over the scene to his or herassistant. The assistant does the clean-up and the necessary inbetweens,

    then handing down the scene to his assistant, the inbetweener who doesthe rest.

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    APPLICATIONSAnimation is used in 3-d animated films.

    It is used in high quality cartoons liked byall group of people

    Puppet Motion is totally based on theconcept of animation

    In the disney movies all characters andwork done in this is animated.

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    CHALLENGESThere are some challenges in case of animation and these are :-

    One open challenge is a photorealistic animation of humans.Currently most movies show animal characters (A Bug's

    Life, Finding Nemo,Ratatouille), fantasy characters (Monsters

    Inc., Shrek,Monsters vs. Aliens), anthropomorphic machines(Cars, WALL-E) or cartoon-like humans (The Incredibles,Up).However, due to the enormous complexity of the human body,human motion, and human biomechanics, realistic simulationof humans remains largely an open problem.

    Another problem is the distasteful psychological response toviewing nearly perfect animation of humans, known as"the uncanny valley." It is one of the "holy grails" ofcomputer animation.

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    TH A N K Y O U