animation history and techniques
DESCRIPTION
Animation History and Techniques. Week 9 :CCT370 – Introduction to Computer Visualization. Animation. Animate = “to give life to” Specify, directly or indirectly, how ‘thing’ moves in time and space Tools. Two main categories. Computer-assisted animation 2D & 2 1/2 D Inbetweening - PowerPoint PPT PresentationTRANSCRIPT
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Animation History and Techniques
Week 9 :CCT370 – Introduction to Computer Visualization
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Animation Animate = “to give life to” Specify, directly or indirectly, how ‘thing’ moves
in time and space Tools
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Two main categories Computer-assisted
animation 2D & 2 1/2 D Inbetweening Inking, virtual camera,
managing data, etc Computer generated
animation Low level techniques
Precisely specifying motion High level techniques
Describe general motion behavior
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Low level techniques Shape interpolation (in-betweening) Have to know what you want
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High level techniques Generate motion with set of rules or constraints
Physically based motion
http://www.youtube.com/watch?v=qQU7UoS2AfQ
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Abstraction
Animator colors each pixel
to
Tell computer to “make movie about a dog”
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Perception of Animations Playback rate Sampling or update rate
TV: 30 images/second Sat Morning Cartoons:
6 different images per second Each image repeated five times
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Heritage of Animation Persistence of vision: discovered about 1800s
Zoetrope or “wheel of life” - http://www.youtube.com/watch?v=yrO2Qc1KyZc&feature=related
Flip-book
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Heritage of Animation Camera to make lifeless things move
Meleis 1890 using simple tricks Emil Cohl (1857-1938, French)
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Heritage of Animation J. Stuart Blackton (American)
Meet Thomas Edison in 1895 Combine drawing and file: “The Enchanted
Drawing” - http://www.youtube.com/watch?v=rYDmH2B9XJw
Six years later: “Humorous Phases of Funny Faces - http://www.youtube.com/watch?v=wGh6maN4l2I
Animated smoke in 1900; First animated cartoon in 1906
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Heritage of Animation First celebrated Animator
Winsor McCay (American) Little nemo -
http://www.youtube.com/watch?v=kcSp2ej2S00 Gertie the Dinosaur (1914)
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Heritage of Animation First major technical development
John Bray /Earl Hurd (1910) Translucent cels (short for celluloid) in compositing
multiple layers Use of grey scale (as opposed to B&W) Color short in 1920
John Randolph Bray'sColonel Heeza Lair.
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Heritage of AnimationOut of Bray’s studio Max Fleischer (Betty Boop,,
Popeye) Patented rotoscoping in 1915 Draing images on cells by tracing
over previously recorded live action - http://www.youtube.com/watch?v=9UjM9UI40jk
Paul Terry (Terrytoons: Mighty Mouse)
George Stallings(?) Walter Lantz (Woody
Woodpecker)
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Heritage of Animation Animation as an art form
First animated character with personality Felix the cat by Otto Messmer (1920s) http://www.youtube.com/watch?v=sxailD4Ofq4&featur
e=fvst Force to reckoned with
Sound and Walt Disney
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Disney: Animation as an art form Innovations
Story board to review story Pencil sketch to review motion Multi-plane camera stand Color (not first to use color) Sound!
Steamboat Willie (1928) http://www.youtube.com/watch?v=BBgghnQF6E4
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Multiplane Camera Move scene layers independently of camera
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MGM and Warner Brothers, etc.
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Other Media Animation Computer animation is
often compared to stop motion animation Puppet animation
Willis O’Brian (King Kong)
Ray Harryhausen (Might joe Yong, Jason and the Argonauts)
http://www.youtube.com/watch?v=ixF8KumaszM
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Other Media Animation Claymation Pinhead animation Sand animation
Physical object is manipulated, image captured, repeat
http://www.youtube.com/watch?v=QFPt6Si8Jrg
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Hierachy of film/animationPresentation
Act
Scene
Shot
Frame
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Production of Animation Preliminary story Story board Detailed story Key Frames Test shot Pencil test Inbetweening Inking Coloring
Computer Animationbasically follows this
pipeline
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Computer Animation as Animation Lasseter translated principles of animation as
articulated by two of Nine Old Men of Disney to computer animation Lasseter is conventionally trained animator
Worked at Disney before going to Pixar Many celebrated animations Knick-knack (oscar-winning) http://www.youtube.com/watch?v=qOndBDxZxWA
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Short History of Computer Animation
In Research labs NYIT -
http://www.youtube.com/watch?v=AhczFRlBT2E
Still frame from Gumby animation by Hank Grebe and Dick Lundin, 1984.
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In Research Labs University of Utah
Films on walking and talking figure Animated hand and animated face (1972)
University of Pennsylvania Human figure animation (Norm Badler)
Cornell University architectural walk-throughs (Don Greenberg)
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History of Computer Animation 1974: Hunger by Rene Jodoin and Peter Foldes
2.5D system, object interpolation
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Current activity Centers University of Toronto's Computer Science Department Simon-Fraser University's Graphics and Mulitmedia Research Lab Georgia Tech's Graphics Visualization and Usability Center Brown Computer Graphics Group Ohio State University's ACCAD Ohio State University's Department of Computer and Information Science George Washington University Graphics Group UC San Diego's Department of Computer Science and Engineering University of North Carolina's Computer Science Department MIT's Media Lab MIT's Laboratory for Computer Science University of Wisconsin at Madison
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History of Film & Video Companies
Mathematical Applications Group, Inc. (MAGI) Information International Inc. (III, or Triple-I) Digital Production Digital Effects Image West Robert Abel and Associates Cranston-Csuri.
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Current Companies Pixar (Disney Studios) Industrial Light and Magic
(ILM) Pacific Data Images (PDI) Xaos Rhythm & Hues Digital Domain Lamb & Company Metrolight Studios
Boss Film Studios deGraf/Wahrman R/Greenberg Associates Blue Sky Productions Sony Pictures Cinesite Imageworks Apple…. .
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Animations that paved the wayPixar Luxo Jr. (1986)
first computer animation to be nominated for an Academy Award
Red's Dream (1987) Tin Toy (1988) -
http://www.youtube.com/watch?v=vNZtl5SZvbM first computer animation to win an Academy Award
Knick Knack (1989)
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Early CG in film Future World (1976) Star Wars (1977)
Lawnmower man (1992, Xaos, Angel Studios) Hollywood’s view of VR
Tron (1982, MAGI) Supposed to look like a computer
The Last Starfighter (1984) Use CG in place of models
Willow (1988, ILM) Morphing video First digital blue screen matte extraction
Howard the Duck (1986, ILM) First wire removal
The Abyss (1989, ILM)
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More early CG in film Jurassic Park (1993, ILM)
Forest Gump (1994, Digital Domain) Insert CG ping pong ball
Babe (1995, Rhythm & Hues) Move mouths of animals & fill in background
Toy Story (1995, Pixar & Disney) First full length fully CG 3D animation
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Early CG on TV Reboot (1995, Limelight Ltd. BLT
Productions) Similar intention of “inside
computer” First fully 3D Sat. morning
cartoon Babylon 5 (1995)
Routinely used CG models as regular features
Simpsons (1995 PDI)
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Early 2D Animation: Used traditional techniques Early 3D Animation: Neglected traditional
techniques. Understanding the 11 Fundamental principles
of traditional animation techniques is essential to producing good computer animation.
Animation Techniques
Disney animators Ollie Johnston and Frank Thomas in their 1981 book
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1. Squash and Stretch Teaches 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.
http://www.youtube.com/watch?v=1Fy8hxGNvS4&feature=related
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2. Timing and Motion
Gives meaning to movement. Proper timing is critical to making ideas
readable.
Examples:1. Timing: tiny characters move quicker than larger ones.
2. Motion: can define weights of objects.
http://www.youtube.com/watch?v=Syih3pmdEyM&feature=related
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Heavy vs. Light Objects
http://www.youtube.com/watch?v=2MwyTIBiZT0
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3. Anticipation
Preparation for an actionhttp://www.youtube.com/watch?v=MoNxhbUsit8&feature=related
Example:Goofy prepares to hit a baseball.
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4. StagingA clear presentation of an idea.http://www.youtube.com/watch?v=8YbvFIYCHaE
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 ActionStarting a second action before the first has completed.
Example: after throwing a ball
Example: Luxo Jr.’s hop with overlapping action on chord.
http://www.youtube.com/watch?v=lgcw2d4wFQw
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6. Straight Ahead Action and Pose-to-Pose Action
1. Straight AheadAnimator start from first drawing in the scene and
draw all subsequent frames until the end of scene.
2. Pose-to-PoseAnimator 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.
http://www.youtube.com/watch?v=PptuB4WWttk
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. Arcs
Visual path of action for natural movement. Makes animation much smoother and less stiff than
a straight line.
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9. Exaggeration Accentuating 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 Action Action 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. Appeal Refers 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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Summary of techniques http://www.youtube.com/watch?v=Dlyed2M5Zok
&feature=related
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Role of Personality Animator’s first goal is to entertain. Success of animation lies in the
personality of the characters.
Conclusion
Hardware/Software are simply not enough, these principles are just as important tools too.
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Critique
PROs
1. Clear and concepts explained well with pictures and examples.
CONs
1. Need more examples on “bad animation” 2. What really makes good vs bad animation?
Need to make a better one on one comparison.
3. Personality section: is it necessary?
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Outline1. Principles of Traditional Animation Applied to
Computer Animation. 2. Animation: Can it facilitate? 3. On Creating Animated Presentations
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Overview
Graphics have many advantages. What makes graphics effective ?
1. Congruence Principle2. Apprehension Principle
Can Animation facilitate?
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Advantage Graphics
1. Help in communication.2. May save words by showing things that would otherwise need many. 3. Externalize internal knowledge
I. Reduces the burden on memory and processing by off-loading.II. Makes underlying structures and processes transparent.
4. Used carefully can facilitate comprehension, learning, memory, communication and inference
Graphics are not always effective. (text vs graphics)
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Criteria 1: Congruence Principle
The structure and content of the external representation should correspond to the desired structure and content of the internal representation.
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Animation
By Congruence Principle: should be natural way for conveying concepts of change, just as space in graphics is a natural for conveying actual space.
Appear to be effective for expressing processes ie. Weather patterns, circuit diagrams, or circulatory systems etc.
Compelling and attractive
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Evaluating Animation Needs to be compared to graphics that do not
change with time, as it is change with time that animation adds.
How well does animation teach complex systems: mechanical, biological, physical, and operational.
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Selective Review of Research on Animation
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Incomparable Procedures In Static and Animated Graphics.1. Interactivity versus Animation 2. Prediction versus Animation
Why the confusion? • Success of animation due to advantages of extra information
conveyed, rather than animation of the information. • Animation is attractive and exciting.
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Criteria 2:Apprehension Principle
The structure and content of the external representation should be readily and accurately perceived and comprehended.
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Why Do Animations Fail?1. Animations may be hard to perceive.
2. Animations may be comprehended discretely.
3. Not universally preferred and often require expertise for understanding.
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Conclusions and Implications1. Many apparent successes turn out not to be
successes. 2. Congruence and Apprehension Principles.3. Interactivity may be key to overcome
animations’ drawbacks. 4. Animation must be used with care.
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Outline1. Principles of Traditional Animation Applied to
Computer Animation. 2. Animation: Can it facilitate?3. On Creating Animated Presentations
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Overview1. Microsoft estimates ~30 million ppt
presentations are made everyday 2. Animation could improve them. 3. PPT is essentially static in nature. 4. Examine how meaningful animations can be
created to improve live presentations.
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Authoring Principles for Animations for Presentations
1. Use parameterization at all levels of the system.
2. Treat animations as models - animations are treated as parameterized models that have a single parameter: time.
3. Build slides hierarchically
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Example of Parameterization
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Example of Parameterization:
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Test Harness
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Animation Test Harness
Example of Animation Script:
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Animation Principles for Presentations.
1. Make all movement meaningful2. Avoid instantaneous changes3. Reinforce structure with transitions4. Create a large virtual canvas5. Smoothly expand and compress detail
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Animation Principles for Presentations cont.
6. Manage complexity through overlays Do one thing at a time. Reinforce animation with narration. Distinguish dynamics from transitions.
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Resources Milestones of the animation industry in the 20th
Century http://www.awn.com/mag/issue4.10/4.10pages/cohe
nmilestones.php3 http://www.fact-index.com/a/an/animation.html#H
istory%20of%20Animation Brief History of NYIT Computer Graphics Lab
http://www-2.cs.cmu.edu/~ph/nyit/masson/nyit.html
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Next class Topic: Visualizing Faces in Digital Spaces (Guest
Speaker: Joseph Ferenbok) Readings:
Slides will be posted after lecture In labs today: Using Google SketchUp to create
specific figures for Photoshop CS4.