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Amination 2
Amination 2
Amination 2
Animation คือการสร้างภาพความเคลื่อนไหว แบบ
หลอกตา จากภาพนิ่งหลายๆภาพ ติดต่อกัน
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รู ปภาพนิ่งเหล่านี้ประกอบกันเป็ นชุด แล้วทําเป็ นภาพ
เคลื่อนที่โดยใช้อตั ราการเคลื่อนไหวของภาพ คือ 12 ถึง
24 ภาพต่อ 1 วินาที (เรี ยกว่า Frame rate )
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การเคลื่อนไหวแบบหลอกตา เป็ นสาเหตุจาก ความจํา
ของการมองเห็นของตาและสมองของเรา
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The Computer Animation Dictionary (1989)
defines animation as…
"producing the illusion of movement in a
film/video by photographing, or otherwise
recording, a series of single frames, each showing
incremental changes in the position of the subject
images which when shown in sequence, at high
speed, give the illusion of movement.
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ในแต่ละเฟรม
สามารถใช้
ความสามารถทาง
เทคนิคของ
คอมพิวเตอร์ เพื่อ
สร้างภาพเคลื่อนไหว
จากรู ปนิ่ง
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วิธีการสร้างภาพเคลื่อนไหวแบบดั้งเดิม
ก่อนที่จะมี
คอมพิวเตอร์
ภาพเคลื่อนไหว ถูก
วาดด้วยมือ
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Traditional Animation Method
เมื่อพิจารณาการทํา
ภาพเคลื่อนไหว เช่น
การ์ตูน เราจะใช้ที่ 24
ภาพต่อวินาที ซึ่งถ้าจะ
สร้างหนังหนึ่งเรื่ อง
ต้องใช้ภาพมากมาย
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Traditional Animation Method
มีเทคนิคต่างๆมากมายในการสร้างภาพเคลื่อนไหว
.
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Cell Animation
คําว่า cell มาจากคําว่า celluloid เป็ นวัสดุ ที่ใช้ฉาพหนัง
ที่เป็ นภาพเคลื่อนไหว และหมายถึง ฟิ ล์มโปร่ งใส่ ที่ไว้
วาดรู ปเพื่อทําภาพเคลื่อนไหว
ในแต่ละภาพที่เคลื่อไหวจะวาดแยกในแต่ละแผ่นใส
ภาพพื้นหลัง จะถูกวาดกับแผ่นพื้นงานที่แยกออกมา
ต่างหาก
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Then, when it comes to shooting the animation,
the different characters are overlaid on top of the
background in each frame.
The artists do not have to draw in entire frames,
but rather just the parts that need to change such
as individual characters.
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Key Frames
The drawing or painting is usually done by more
than one person. After a storyboard has been laid
out, the senior artists go and draw the major
frames of the animation.
These major frames are frames in which a lot of
change takes place. They are the key points of the
animation.
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Later, a bunch of junior artists draw in the frames
in between. This way, the workload is distributed
and controlled by the key frames.
Work can be done simultaneously by many
people, thus cutting down on the time needed to
get a final product out. Key frames, in conjunction
with 'tweening', are still used in many forms of
computer animation.
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Rotascoping
Involves using images from moving video or film as
the basis for an animation.
Example:To animate a frog jumping. It is a lot easier
to draw the motion and shape of the frog in the
different parts of the animation when you have some
reference, such as video, as opposed to imagining it in
your head.
With the help of rotascoping, one can animate some
complex scenes that would be very hard to visualize.
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Flip Book Animation
This is also known as 'frame‐based' animation and is
the simplest kind of animation to visualize.
It consisted of a series of progressive drawings, one
on each page of a book, through which the viewer
flipped thus creating the illusion of movement.
Within the computer environment, flip‐book
animation means displaying a sequence of
independent graphics files.
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Computer Animation
Computer animation is a term that covers a wider area
than cell or keyframe animation. The computer can fill
various roles in animation:
creating the basic images to be animated (digitizing or
created with graphics editor) plus backgrounds
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Computer Animation
adding motion to prefabricated images by generating
trajectory paths for whole objects (in‐betweening) or
motion of components of objects (e.g. a person's hands) or
otherwise transforming their shape, color or brightness
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Computer Animation
coloring the images to create a realistic look
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synchronizing motion of the graphics with sound
controlling a physical movie camera to record an animation
sequence or following a virtual camera program
editing and synchronizing animated film at the
postproduction stage
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Frame‐based Animation
A frame‐based animation imitates the original
animation techniques of drawing each frame
carefully by hand.
improves the speed and ease with which each
frame is created.
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Frame‐based Animation
The final animation is assembled from a sequence of
frames (bitmaps) and is in a form of a movie file
(usually with .avi or .mov suffix).
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Frame‐based Animation
The software used to create the animation does is
automatically upon your choice of "Create a movie"
or similar command.
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Cell‐based Animation
A cell‐based
animation
evolved from
frame‐based
animation
techniques as a
way to speed up
the production.
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Cell‐based Animation
The name derives
from a technique
of using celluloid
layers to overlay
the active
elements in an
animation frame
on a static
background.
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Cell‐based Animation
Often the process of creating such an animation is
greatly automated by computer ‐ you just specify the
two positions of an object and the computer will
create frames approximating the movements of the
object between these positions (this is the case when
you are working with Macromedia Director).
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Object Animation
An object animation (also known as Sprite, Path
and Vector Animation) is the simplest of the
three.
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Object Animation
Instead of creating
animation files that
you import to your
presentation,
program or title, you
animate objects
within the title‐
building software
(such as After
Effects).
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Object Animation
Object animation usually involves moving an
unchanging object along a path. You might be
able to rotate, resize or add filters to it as it
moves.
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Procedural Animation
Procedures are used that define movement over
time.
These might be procedures that use the laws of
physics (Physically ‐ based modeling) or animator
generated methods.
An example is a motion that is the result of some
other action (this is called a "secondary action"),
for example throwing a ball which hits another
object and causes the second object to move.
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Representational Animation
This technique allows an object to change its shape during the
animation.
There are three subcategories to this:
The first is the animation of articulated objects, i.e., complex
objects composed of connected rigid segments.
The second is soft object animation used for deforming and
animating the deformation of objects, e.g. skin over a body or
facial muscles.
The third is morphing which is the changing of one shape into
another quite different shape. This can be done in two or
three dimensions.
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Stochastic and Behavioural
Stochastic Animation uses stochastic processes to
control groups of objects, such as in particle
systems. Examples are fireworks, fire, water falls,
etc.
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Stochastic and Behavioural
Behavioural Animation is about Objects or
"actors" that are given rules about how they react
to their environment. Examples are schools of fish
or flocks of birds where each individual behaves
according to a set of rules defined by the
animator.
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3D ANIMATION
Consist of 5 categories:
1. Storyboarding – pre‐production
2. Modeling
3. Animation production
4. Scene layout setup
• Materials, Texture Interfaces, Lighting & Shading
5. Rendering ‐ post‐production
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1. Storyboarding
Storyboard is a visual interpretation of the
screenplay and contains many images and
production notes.
It consists of a series of panels that
contains in visual form the scenes and shots
specified in the screenplay.
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3 categories of storyboard
Conceptual Storyboard
Used to develop the basic ideas(actions of characters,
camera positions, motions & scenes transitions)
Presentation Storyboard
Used to show a detailed visual summary of the project
to individuals with decision making authority (client‐
supervisor).Includes important scenes.
Production Storyboard
Guides the production of an animation project. The
document that everybody involved in the production
process (very detailed & precise)
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2. Modeling process
The modeling stage could be described as shaping
individual objects that are later used in the scene
There exist a number of modeling techniques, including,
but not limited to the following:
Constructive solid geometry (Boolean operators to combine
objects)
NURBS modeling(Non Uniform Rational B‐Spline )
Polygonal modeling
Subdivision surfaces (the limit of an infinite refinement process)
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May also include editing object surface or material
properties (e.g., color, luminosity, diffuse and specular
shading components
May also include various activities related to preparing a
3D model for animation
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3D Viewing
Top View
Bottom View
Left View
Right View
Front View
Perspective View
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3. Animation
The 12 principles of animation (1930s‐
Walt Disney)
1. Squash & stretch
2. Anticipation
3. Staging
4. Pose‐to‐pose action
5. Follow‐through action
6. Slow‐in & slow‐out
7. Arcs
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8. Secondary action
9. Timing
10. Exaggeration
11. Solid modeling & rigging
12. Character personality
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4. Scene layout setup
Scene setup involves arranging virtual
objects, lights, cameras and other entities
on a scene
Color models
RGB (red, green, blue)
CYMK (cyan, yellow, magenta, black)
HSL (hue, saturation, lightness)
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The camera
Types of camera shots
Point of view shots
Low angle & high angle shots
Reverse angle shots
Close‐up shots
Medium & Wide shots
Waist shot & knee shots(medium)
Full bodies (wide)
Long shots
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Lighting & shading
Types of lights sources
Point light
Spot light
Infinite light
Area light
Linear light
Ambient light
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Basic components of the light source
Position & orientation
Color & intensity
Beam angle
Glow & cone light
Shadows
Umbra
the portion of shadow that blocks direct light altogether
Penumbra
the area in the edges of the shadow that blends with other
lights in the environment
Softness
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Surface textures
Bump mapping
a normal‐perturbation technique used to simulate wrinkled
surfaces.
Textures mapping
A technique for simulating a large amount of surface detail by
mapping images (textures) onto polygons.
Displacement mapping
2D Procedural Texture mapping
3D Procedural Texture mapping
Transparency mapping
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Reflection
Popular reflection rendering techniques in 3D include:
Cel shading: A technique used to imitate the look of hand‐
drawn animation.
Flat shading: A technique that shades each polygon of an object
based on the polygon's "normal" and the position and intensity
of a light source.
Gouraud shading: a fast and resource‐conscious vertex shading
technique used to simulate smoothly shaded surfaces.
Phong shading: used to simulate specular highlights and smooth
shaded surfaces.
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5. Rendering
(integrate,run & execute)
The overall rendering process consists of 5
major steps:
Get model
Place camera
Define light sources
Define surface characteristic
Choose shading technique
Render
Save file & output
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