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Animation Techniques (Lecture 2)
Animation Techniques (Lecture 2)
Animation is the process of making the illusion of motion and change by means of
the rapid display of a sequence of static images that minimally differ from each
other. Animators have invented and used a variety of different animation
techniques. Basically there are six animation techniques:
1. Traditional Animation
Process
Voice recording
Before true animation begins, a preliminary soundtrack or scratch track is
recorded, so that the animation may be more precisely synchronized to the
soundtrack. A completed cartoon soundtrack will feature music, sound effects,
and dialogue performed by voice actors. However, the scratch track used during
animation typically contains only the voices, any vocal songs to which characters
must sing-along, and temporary musical score tracks; the final score and sound
effects are added during post-production.
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2. Key-framing
In this technique, a storyboard is laid out and then the artists draw the major
frames of the animation. Major frames are the ones in which prominent changes
take place. They are the key points of animation. Key-framing requires that the
animator specifies critical or key positions for the objects. The computer then
automatically fills in the missing frames by smoothly interpolating between those
positions. Key-frames are important frames during which an object changes its
size, direction, shape or other properties. The computer then figures out all the
in-between frames and saves an extreme amount of time for the animator. The
following illustrations depict the frames drawn by user and the frames generated
by computer.
3. Procedural
A procedural animation is a type of computer animation, used to automatically
generate animation in real-time to allow for a more diverse series of actions than
could otherwise be created using predefined animations. In a procedural
animation, the objects are animated by a procedure − a set of rules − not by Key-
framing. The animator specifies rules and initial conditions and runs simulation.
Rules are often based on physical rules of the real world expressed by
mathematical equations. Procedural animation is used to simulate particle
systems (smoke, fire, water), cloth and clothing, rigid body dynamics, and hair
and fur dynamics, as well as character animation.
It provides very realistic effects that can be generated that would very hardly be
possible with traditional animation
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4. Behavioural
In behavioural animation, an autonomous character determines its own actions,
at least to a certain extent. This gives the character some ability to improvise,
and frees the animator from the need to specify each detail of every character's
motion. In this type of animation, an autonomous character determines its own
actions, at least to a certain extent. This gives the character some ability to
improvise, and frees the animator from the need to specify each detail of every
character's motion. An early example of behavioural animation was the
1987 boids model of bird flocking. While in some limited sense autonomous
characters have a mind, their simplistic behavioural controllers are more closely
related to the field of artificial life rather than artificial intelligence.
5. Motion Capture
Another technique is Motion Capture, in which magnetic or vision-based sensors
record the actions of a human or animal object in three dimensions. A computer
then uses these data to animate the object. This technology has enabled a number
of famous athletes to supply the actions for characters in sports video games.
Motion capture is pretty popular with the animators mainly because some of the
commonplace human actions can be captured with relative ease. However, there
can be serious discrepancies between the shapes or dimensions of the subject
and the graphical character and this may lead to problems of exact execution.
In motion capture sessions, movements of one or more actors are sampled many
times per second. Whereas early techniques used images from multiple cameras
to calculate 3D positions, often the purpose of motion capture is to record only
the movements of the actor, not his or her visual appearance. This animation
data is mapped to a 3D model so that the model performs the same actions as
the actor.
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Actor
An actor is filmed performing an action, and then the recorded film is projected
onto an animation table frame-by-frame. Animators trace the live-action footage
onto animation cells, capturing the actor's outline and motions frame-by-frame,
and then they fill in the traced outlines with the animated character. The
completed animation cells are then photographed frame-by-frame, exactly
matching the movements and actions of the live-action footage. The end result of
which is that the animated character replicates exactly the live-action movements
of the actor. However, this process takes a considerable amount of time and effort.