Uploaded on:
Layout. Standards of Traditional Animation Applied to Computer Animation (Lasseter, 1987)Animation: Can it encourage? (Tversky and Morrison, 2002)On Creating Animated Presentations (Zongker and Salesin, 2003). Outline: Traditional Animation. Mid 2D Animation: Used conventional systems Early 3D Animation: Neglected customary procedures. Understanding the 11 Fundamental standards of tradi
Slide 1

Animation Presented By Timothy Chan

Slide 2

Outline Principles of Traditional Animation Applied to Computer Animation (Lasseter, 1987) Animation: Can it encourage? (Tversky and Morrison, 2002) On Creating Animated Presentations (Zongker and Salesin, 2003)

Slide 3

Overview: Traditional Animation Early 2D Animation: Used customary procedures Early 3D Animation: Neglected conventional systems. Understanding the 11 Fundamental standards of customary movement systems is vital to delivering great PC activity.

Slide 4

Teaches fundamental mechanics of movement. Characterizes unbending nature of material. Essential in facial activity. 1. Squash and Stretch

Slide 5

Squash and Stretch Cont. Can ease the irritating impact of strobing.

Slide 6

2. Timing and Motion Gives intending to development. Appropriate planning is basic to making thoughts clear. Cases: Timing: little characters move faster than bigger ones. Movement: can characterize weights of articles.

Slide 7

Heavy versus Light Objects

Slide 8

Example: Goofy gets ready to hit a baseball. 3. Expectation Preparation for an activity

Slide 9

Some Techniques: Use movement in a still scene or utilization of static development in a bustling scene. Utilization of outlines (to the side) 4. Organizing An unmistakable presentation of a thought.

Slide 10

Example: in the wake of tossing a ball Example: Luxo Jr\'s. jump with covering activity on harmony. 5. Finish and Overlapping Action 1 . Complete Termination part of an activity. 2. Covering Action Starting a moment activity before the first has finished.

Slide 11

6. Straight Ahead Action and Pose-to-Pose Action 1. Straight Ahead Animator begin from first attracting the scene and draw every resulting outline until the end of scene. 2. Stance to-Pose Animator arranges activities, draws a succession of postures, in the middle of casings and so forth

Slide 12

Spacing of inbetween edges to accomplish nuance of timing and development. 7. Moderate in and Out 3d keyframe comp. Frameworks utilizes spline insertion to control the way of a protest. Has propensity to overshoot at extremes (little # of casings).

Slide 13

8. Arcs Visual way of activity for normal development. Makes liveliness much smoother and less hardened than a straight line.

Slide 14

Example : Luxo Jr. made littler to give thought of a youngster. 9. Distortion Accentuating the substance of a thought through the plan and the activity. Should be utilized painstakingly.

Slide 15

Example: Body development is the essential activity, outward appearance is the optional activity 10. Optional Action that outcomes straightforwardly from another activity. Used to build the many-sided quality and enthusiasm of a scene.

Slide 16

11. Claim Refers to what a crowd of people might want to see. Character can\'t be excessively straightforward (exhausting) or excessively perplexing. Cases: Avoid reflect symmetry, assymmetry is fascinating.

Slide 17

What methods utilized for Wally B.?

Slide 18

What do you think Wally B will do?

Slide 19

The Action: Zooooooooooommmm!

Slide 20

Termination: Poof! He\'s gone!

Slide 21

Role of Personality Animator\'s first objective is to engage. Accomplishment of activity lies in the identity of the characters. Conclusion Hardware/Software are essentially insufficient, these standards are pretty much as vital instruments as well.

Slide 22

PROs Clear and ideas clarified well with pictures and examples. CONs Need more cases on "terrible activity" What truly makes great versus awful liveliness? Need to improve a one on one correlation. Identity area: is it fundamental? Scrutinize

Slide 23

Outline Principles of Traditional Animation Applied to Computer Animation. Activity: Can it encourage? On Creating Animated Presentations

Slide 24

Overview Graphics have numerous focal points. What makes illustrations successful ? 1. Harmoniousness Principle 2. Trepidation Principle Can Animation encourage?

Slide 25

Help in correspondence. May spare words by demonstrating things that would some way or another need numerous. Externalize inside learning I. Diminishes the weight on memory and preparing by off-stacking. II. Makes hidden structures and procedures straightforward. 4. Utilized deliberately can encourage appreciation, learning, memory, correspondence and derivation Graphics are not generally successful. (content versus illustrations) Advantage Graphics

Slide 26

Criteria 1: Congruence Principle The structure and substance of the outer representation ought to relate to the sought structure and substance of the inward representation.

Slide 27

By Congruence Principle: ought to be normal route for passing on ideas of progress, pretty much as space in representation is a characteristic for passing on real space. Have all the earmarks of being compelling for communicating forms ie. Climate designs, circuit graphs, or circulatory frameworks and so on. Convincing and alluring Animation

Slide 28

Evaluating Animation Needs to be contrasted with design that don\'t change with time, as it is change with time that activity includes. How well does liveliness show complex frameworks: mechanical, organic, physical, and operational.

Slide 29

Selective Review of Research on Animation

Slide 30

Incomparable Content in Static and Animated Graphics Examples: Circulatory framework (Large et al., 1996) - energized had blood pathways Electronic Circuit (Park and Gittelman 1992) - vivified indicated fine structure. Pythagorean hypothesis (Thompson and Riding, 1990) - paper realistic proportional to discrete activity, yet not comparable to constant movement.

Slide 31

Incomparable Procedures In Static and Animated Graphics. Intelligence versus Animation Prediction versus Animation Why the perplexity? Accomplishment of activity because of focal points of additional data passed on, as opposed to liveliness of the data. Activity is alluring and energizing.

Slide 32

Criteria 2: Apprehension Principle The structure and substance of the outside representation ought to be promptly and precisely seen and fathomed.

Slide 33

Why Do Animations Fail? Livelinesss might be difficult to see. Movements might be appreciated discretely. Not generally favored and frequently require skill for comprehension.

Slide 34

Conclusions and Implications Many obvious victories turn out not to be triumphs. Harmoniousness and Apprehension Principles. Intelligence might be vital to conquer activitys\' downsides. Liveliness must be utilized with care.

Slide 35

PROs Good outline of where activity research is. Unmistakably composed. Very much bolstered claims. CONs No figures! Excessively numerous cases were ambiguously clarified. Crtitique

Slide 36

Outline Principles of Traditional Animation Applied to Computer Animation. Activity: Can it encourage? On Creating Animated Presentations

Slide 37

Overview Microsoft gauges ~30 million ppt presentations are made ordinary Animation could enhance them. PPT is basically static in nature. Look at how important activitys can be made to enhance live presentations.

Slide 38

Authoring Principles for Animations for Presentations Use parameterization at all levels of the framework. Regard activitys as models - livelinesss are dealt with as parameterized models that have a solitary parameter: time. Construct slides progressively

Slide 39

Example of Parameterization

Slide 40

Implemented as an arrangement of libraries in Python. Clients have entry to finish, universally useful programming dialect. An accumulation of drawing items.

Slide 41

Three Major Drawing Objects Parameterized charts - capacities that draw questions and are redrawn every time it is executed. Liveliness Objects - One scalar parameter and gives mapping to an arrangement of other attracting items to be conjured. Intelligent Objects - same as vivified articles with the exception of can be altered while being played.

Slide 42

Example of Parameterization:

Slide 43

Test Harness

Slide 44

Example of Animation Script: Animation Test Harness

Slide 45

Interactive Controllers Similar to activity script. Rather than capacity that makes the greater part of the activity, controller is executed as a class Contains set of drawing articles and courses of events for controlling their prameters. Different techniques called: alter timetables while livelinesss is being played because of client information occasions.

Slide 46

Animation Principles for Presentations. Make all development significant Avoid quick changes Reinforce structure with moves Create an extensive virtual canvas Smoothly grow and pack detail

Slide 47

Animation Principles for Presentations cont. 6. Oversee unpredictability through overlays Do one thing at once. Strengthen liveliness with portrayal. Recognize elements from moves.

Slide 48

Comparing to Presentation Software PowerPoint versus Slithy WYSIWG Difficult to do complex livelinesss :turn to recordings. Worked on account of activitys. Script to depict activity. CounterPoint versus Slithy Focused on utilizing enlivened route between slides to pass on the structure of the presentation.

Slide 49

Comparing to Animation Software Menv Algorithm activity Alice Flash Overall, SLITHY gives considerably more adaptability and straightforwardness for movements for presentations.

Slide 50

Future Work Conclusion Still need to locate a vivified presentation device that is both extremely broad and simple to utilize. Displayed thoughts give helpful strides at making and encountering more instructive and energizing presentations.

Slide 51

PROs Presents a to some degree novel issue in today\'s presentations. Fascinating perspectives on what makes a decent liveliness in presentations. Great execution points of interest. CONs Presented Animation Principles are not upheld. Assessment depends on individual experience, there is no client contextual analyses. Programming requires a specialist level of an a client. Study

Slide 52


Slide 53

That\'s All Folks!

Slide 54

In Action

View more...