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Digital Media

Digital Media. Dr. Jim Rowan ITEC 2110 Animation. Two ways to create moving images. Capture using a camera Create using animation techniques. Using iMovie. Capture images using miniDV camera Manipulate using iMovie. Animation. “Bring to life” using still images to create frames

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Digital Media

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  1. Digital Media Dr. Jim Rowan ITEC 2110 Animation

  2. Two ways to create moving images • Capture using a camera • Create using animation techniques

  3. Using iMovie... Capture images using miniDV camera Manipulate using iMovie

  4. Animation • “Bring to life” using still images to create frames • Many techniques • draw each frame individually (FlipBook) • paint on (or otherwise modify) existing video or film • rotoscope changes frames of an existing film • Trace some portion of a frame and delete it • Add something drawn-in later • cell animation • cut-out manipulation • clayMation or modeling clay manipulation • mixed cell and film

  5. Cell Animation... • Only have to re-create the parts that change • Disney, Snow White 1937 • Use paintings on clear plastic • Can have a background that is larger than the frame and “slides” past • Disney had an army of excellent painters • Disney’s original cells sell for a fortune • So... what about “Simpsons?”

  6. Simpsons • Cell animation • First 14 episodes were hand painted • Subsequent episodes used digital-ink-and-paint to mimic hand-painted cells • So... what about “South Park?”

  7. South Park • Pilot was cut-out animation in the style of Terry Gilliam of Monty Python fame (197-) • Subsequent episodes used computer animation that mimicked cut-outs • Added some live film in later episodes • Late added some shadowing effects • Why cut-outs?

  8. South Park vs Simpsons • Simpsons takes 6-8 Months per episode • South Park takes 6 weeks

  9. Animation Process... • Create drawings by some means... • 2-D model to 2-D frame • hand drawn • cell • cutout • 3-D model to 2-D frame • physical model manipulation • stop motion clay-mation • 3-D computer modeling

  10. Animation Process...Examples • 2-D model producing 2-D images? • South Park (cutout) • Simpsons (cell) • 3-D model producing 2-D images? • 3-D model manipulation • Gumby • Wallace and Gromit • 3-D computer modeling • Toy Story • Jimmy Neutron

  11. Animation Process...The Process • Create drawings by some means... • 2-D model producing 2-D images? • simple, really • create the image • store the image as a frame • create another image...

  12. Animation Process...The Process • Create drawings by some means.. • 3-D model producing 2-D images? • Two approaches, both have these elements • produce the model • manipulate the model • define light source • define camera position and angle

  13. Animation Process...The Process • 3-D model producing 2-D images? • Using a physical 3-D model • Move the model • Capture the frame • Very time-consuming! • Wallace and Gromit • 30 frames per day, 5 years to produce • Using a computer-based 3-D model • Toy Story, A Bug’s Life, Monsters • Build the model (takes a lot of time for the human) • Move the model (not too bad for the human) • Render frame (time consuming for the computer but not the human)

  14. 3-D model, 2-D images • Use a physical 3-D model • build the model • set the lighting • set the camera position and angle • make a frame • move the model • make a frame • move the model...

  15. 3-D model, 2-D images Using a computer-based 3-D model (in Blender) • build the model (in the computer) • define light source(s) (in the computer) • define camera position and angle (in the computer) • define the object(s) movement (in the computer) • render the frames

  16. Other Computer Animation Techniques Create a series of image files and import them to Quicktime Build an animated GIF Directly manipulate cutouts

  17. Build an animated GIF • Allows for sequences of images to be placed in one “image” that, when displayed, shows movement

  18. Directly Manipulate Cutouts

  19. Computer-Based Animation Processes • We’ve seen 3-D to 2-D • physical modeling (claymation) • computer modeling (Blender) • We’ve seen 2-D to 2-D • physical modeling (flipBook, cutouts, cell) • Let’s look at 2-D to 2-D • computer-based modeling

  20. Digital Cell and Digital Sprite animation • 2-D model • Works on the idea of layers • like bitmapped image layers • One layer is the background • Other layers are of the different parts that will move • By moving each part a little bit you create frames of an animation

  21. Digital Celland Digital Sprite animation • Works on the idea of layers that are automated • a sprite can be thought of as an automated layer • it’s motion is driven by a program • One layer is the background • Sprites are over that • Sprites can have faces • Sprites can move and show different faces as they move...

  22. Digital Sprite animationThe running headless man! • Three sprites • A body and two legs • A body and two legs • Here the green leg sprite has 5 “faces”

  23. Key Frames • Came from Disney following Ford’s ideas • Break production into simpler tasks • Assign tasks to less skilled labor • At Disney, Key Frames, the important frames, • done by skilled animators • came at important portions of the action • came at scene changes • Less skilled labor connected the action • key-frame to key frame (in-betweeners) • Process is similar to interpolation • remember Blender IPO? InterPOlation

  24. 2-D to 2-Dcomputer-basedKey Frame Interpolation • This is natural since model is in the computer as numbers already • Forms of interpolation • linear... motion follows a straight line • velocity is constant • moves same distance for each unit of time • not natural... instantly starts, instantly stops • quadratic... motion follows a curve • acceleration (deceleration) is constant • “easing in” and “easing out”

  25. Flash Animation • Briefly... • Flash • Has a stage & characters • Follows a timeline • Supports their form of interpolation called “tweening” • Action is driven by scripts • See pp 254-260 for details

  26. Motion Graphics (AfterEffects) • 2D model to 2D image • Takes the photoshop image with all its layers • Provides a means of manipulating the images to make motion

  27. Achieving natural human motion This is REALLY hard to do unless you use motion-capture http://en.wikipedia.org/wiki/Motion_capture

  28. A word about...Virtual Reality • Total immersive VR • Stereo head mounted display • sensors to detect your position • on your head • on your hands (or any other part that will be in the scene • Quicktime VR and VRML • not immersive (you aren’t in them directly) • not stereo vision • viewed on a screen • you can navigate through them

  29. Questions?

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