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Introduction to animation. Erik Brisson ebrisson@bu.edu. Animation example - traditional. Animation example - traditional. History - Thaumotrope (~ 1825). History – Folioscope (~ 1834). Now known as a “flipbookâ€. History – Zoetrope (~ 1834). History – Phenakistoscope (~1833).
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Introduction to animation Erik Brisson ebrisson@bu.edu
Animation example - traditional BPC: Art and Computation – Fall 2006
Animation example - traditional BPC: Art and Computation – Fall 2006
History - Thaumotrope (~ 1825) BPC: Art and Computation – Fall 2006
History – Folioscope (~ 1834) Now known as a “flipbook” BPC: Art and Computation – Fall 2006
History – Zoetrope (~ 1834) BPC: Art and Computation – Fall 2006
History – Phenakistoscope (~1833) BPC: Art and Computation – Fall 2006
History – Early days of film • 1895 Auguste and Louis Lumiere, "Workers Leaving the Lumiere Factory in Lyon-Montplaisir“ • 1899 First magnetic recording of sound is achieved. • 1908 Emile Cohl, "Fantasmagorie." BPC: Art and Computation – Fall 2006
Animation - Techniques • Stop-motion animation (puppets / objects / clay models) • Drawing and inking cel’s • Rotoscoping • Computer-assisted • Computer-generated BPC: Art and Computation – Fall 2006
Animation – Less-common techniques • Drawing / collage on film • Drawing over time • Ink / paint on glass • Pinscreen • Sand • Silhouette / cutout BPC: Art and Computation – Fall 2006
Animation example - traditional BPC: Art and Computation – Fall 2006
Animation example - traditional BPC: Art and Computation – Fall 2006
2D animation in 3D scene • Image sequence mapped onto object in scene BPC: Art and Computation – Fall 2006
3D motion as animation - models BPC: Art and Computation – Fall 2006
3D motion as animation BPC: Art and Computation – Fall 2006
Another example - models BPC: Art and Computation – Fall 2006
Another example – animation BPC: Art and Computation – Fall 2006
DAFFIE arp file • arp 2.0 • name playtime_seq • geom_path ./ • playspeed 10 • sound_path ../configs/playtime/ • frame • geom_show playtime00.obj • frame • geom_show playtime01.obj • frame • geom_show playtime02.obj • frame • geom_show playtime03.obj • frame • geom_show playtime04.obj • frame • geom_show playtime05.obj BPC: Art and Computation – Fall 2006
Animation example – slow BPC: Art and Computation – Fall 2006
Animation - timing • Speed of action • Synchronization of actions • Synchronization with sound • Sound track recorded first • Animation made to match sound BPC: Art and Computation – Fall 2006
Animation – timing control • Fixed speed projection • Film 24 fps • Video 30 fps • Computer graphics • 60, 72, 75 Hz refresh rate • Image redraw may not match this speed • How vary action speed? BPC: Art and Computation – Fall 2006
More speed examples – full (32 images) BPC: Art and Computation – Fall 2006
More speed examples – 4 images BPC: Art and Computation – Fall 2006
Multiple framing (4 images, held 8 frames) BPC: Art and Computation – Fall 2006
More speed examples – 8 images BPC: Art and Computation – Fall 2006
Multiple framing (8 images, held 4 frames) BPC: Art and Computation – Fall 2006
More speed examples – 16 images BPC: Art and Computation – Fall 2006
Multiple framing (16 images, held 2 frames) BPC: Art and Computation – Fall 2006
Observations - bouncing BPC: Art and Computation – Fall 2006
12 Principles of Animation • Timing • Ease In and Out (or Slow In and Out) • Arcs • Anticipation • Exaggeration • Squash and Stretch • Secondary Action • Follow Through and Overlapping Action • Straight Ahead Action and Pose-To-Pose Action • Staging • Appeal • Personality BPC: Art and Computation – Fall 2006