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CA Summary
CA Summary
Lecture 1
Computer Animation (CA) refers to any computer-based computation used
in producing images intended to create the perception of motion.
Commonly the effect of animation is achieved by a rapid succession of
sequential images that minimally differ from each other.
In general, any value that can be changed can be animated.
o position and orientation are candidates for animation.
Animation Types:
o 2D Animation: took place in a two-dimensional space, Modern 2D
animation can be created by hand or computer animation software.
o 2.5D Animation: involves the motion of 2D-animated object in a 3-D
space.
The trick lies behind the perspective and shadows of 2D
animated objects drawn in 2D space that appears to be 3D.
Inbetweening: a process in animation that involves generating intermediate
frames, called (called inbetweens) between two keyframes, the intended
result is to create illusion of movement by smoothly transitioning one image
into another.
The computer animation can be divided to two main categories:
o Computer-assisted animation: usually refers to 2 and 2.5 dimensional
systems that computerize the traditional animation process.
o procedural animation:
There is a computational model that is used to control the
motion.
Usually, this is in the form of setting initial conditions for some
type of physical or behavioral simulation.
Positive afterimages in human eyes: fill in the gaps between the images to
produce the perception of a continuously changing image
The phi phenomenon: a type of perceptual illusion that tricks your eyes into
thinking that still images are actually moving.
Flicker: the animation appears as a rapid sequence of still images to the eye
brain complex.
Critical flicker frequency: the rate at which individual images must be played
back in order to maintain the perception of continuous imagery varies.
The limitations on motion perception are determined by the reaction time of
those sensors and by other mechanical limitations such as blinking and
tracking.
Motion blur: occurs when the receptors in the eye are unable to respond fast
enough for the brain to distinguish the sharply defined, individual details of
an object that moves too quickly with respect to the viewer.
o In a still camera, a fast-moving object will not blur if the shutter speed
is fast enough
o To compute motion blur, the scene needs to be sampled over an
interval of time or manipulated to appear as though it were.
Strobing: The images of a fast-moving object can appear disjointed, similar
to viewing live action under the effects of a strobe light.
Different rates in CA:
o The playback (Refresh rate): the number of images per second
displayed in the viewing process. (Related to flicker).
o The sampling (update) rate: the number of different images that
occur per second. (determine how jerky the motion appears)
The multiplane camera: consists of a camera mounted above multiple planes,
each of which holds an animation cell. Each of the planes can move in six
directions (right, left, up, down, in, out), and the camera can move closer and
farther away.
Lecture 2
Animation Hierarchy:
o Production: The overall animation (the entire project)
o Sequence: a major episode and is usually identified by an associated
staging area.
o Shot: the recording of the action from a single point of view.
o Frame: a single recorded image.
Storyboard: a series of drawings that provide a basic outline of the final 3D
animation.
Story reel (animatic): an animated storyboard. Include basic sound effects,
dialogue recordings and scratch soundtrack
Key frames (extremes): identified and produced by master animators to aid
in confirmation of timing, character development, and image quality.
o Associate and assistant animators are responsible for producing the
frames between the keys (Inbetweening)
Rendering:
o The process of getting the final assembled animation scenes or pieces
out of the computer in the format of a sequence of individual frames.
o Used in both 2D and 3D computer animation.
Test shots: short sequences rendered in full color, are used to test the
rendering and motions.
Pencil test: a full-motion rendering of an extended sequence using low-
quality images such as pencil sketches.
Inking: refers to the process of transferring the penciled frames to cells.
Opaquing (painting): is the application of color to these cells.
Animation Principles (organized according to the type of motion quality):
o Simulating physics
o Designing aesthetically pleasing actions:
o Effectively presenting action
o Production Techniques
Simulating Physics:
o Squash and stretch: distortion of the object's shape during an action,
especially a collision.
The absence of squash and stretch gives a rigidity (stiffness) to
the motion
o Timing: can be the duration of an action or the speed and velocity of
an action. It is the way actions overlap and secondary objects follow
the main action.
If the timing is off, too slow, too long, too fast, or too linear, the
animation will not look realistic.
o Secondary action:
An action that results directly from another action
Supports the main action, possibly supplying physically based
reactions to an action that just occurred
o Slow in and slow out: concerned with how things move through space.
Objects slow in and slow out of poses.
o Arcs: The visual path of action from one extreme (keyframe) to
another.
Arcs are the most economical routes by which a form can move
from one position to another.
o They create motion that is more expressive and less stiff than action
along a straight path.
Lecture 3
Principles of Filmmaking:
o Three-point Lighting: uses three standard lights to illuminate the
central figure in the scene, these are:
The key light:
The primary light source.
Positioned up and to the side of the camera.
Focuses the observer's attention on what is important.
The fill light:
Less powerful light, sits opposite the key light.
Fills the high-contrast shadows that the key light creates
on the subject's face.
Positioned below the camera and fills the figure with soft
light bringing out other details in the figure's appearance.
The rim light:
Exposes the outline or rim of the subject with light
(making it stands out from the background)
Highlights the contours of the subject and creates a
dramatic and mysterious effect.
Positioned behind the object.
o 180 Degree rule: two characters (or more) in the scene should always
have the same left/right relationship with each other.
Can be done through drawing an imaginary line between the
two characters and try to keep the camera on the same side of
this 180-degree line.
If camera crosses the line, the audience's understanding of the
characters orientation will be thrown off.
It makes things confusing, messy and unprofessional if it
is not intended.
o Rule of thirds: Divide the frame visually into thirds horizontally and
vertically and the image divided into nine equal parts.
The interesting places are one-third along the way, either side-
by-side or up-and-down or both.
In particular, don't center the subject in the image or put it at the
edge of the image.
o Types of shots: categorized based on the distance from the camera
and the angle at which the shot is taken.
Distance-based shots: divided into five types depends on the
amount and location of detail:
Extreme long: filling the frame with the environment
Long: .
Medium range (bust shot): The head and shoulders of the
subject (great for dialogue)
Close-up: lls most of the frame
Extreme close-up: A
Angle-based shots:
A low angle shot:
o Camera is shooting up at the subject.
o imparts a feeling of power or dominance to the
subject
A high angle shot:
o Camera is shoots down on the subject.
o Imparts a feeling of subject is insignificant or
subordinate.
o Tilt: can convey a sense of urgency, strangeness, or fear to the shot
o Framing: refers to allowing enough room in the image for the action
being captured.
Allow enough room so the subject does not fill the frame (unless
there is a reason to do so).
Allow enough room for motion
o Focus the writer's attention:
important in the image
Use color, lighting, movement, focus, etc., to direct the
attention of the viewer to what you want the viewer to see
Eye will naturally follow converging lines, a progression from
dark to light or dark to bright, and an identifiable path in the
image.
Sound: -drawn,
computer-based, or stop-motion.
o Early formats used optical or magnetic analog tracks for sound, but
more recent formats digitally print the sound track on the film
Most formats record the audio on the same medium that
records the images
In some formats, a separate medium, such as a CD, is used to
hold the audio. This allows more audio to be recorded, but
creates a synchronization issue during playback.
Sound roles in production:
o Voice:
In live action, voice is recorded with the action because of timing
considerations while most of the other sounds are added in a
post-processing phase
In animation, voices are recorded first and the animation made
to sync with it.
o Body sounds:
Non-speech sounds made by the actors.
The recorded body sounds are usually replaced by synthesized
sounds, called Foley:
The people responsible for creating these sounds are
called Foley artists
o Special effects
o Background music
Computer animation production has borrowed most of the ideas from
conventional animation production, including the use of a storyboard, test
shots, and pencil testing.
o The storyboard has translated directly to computer animation
production
o The use of key frames, and interpolating between them, has become a
fundamental technique in computer animation
The difference between computer animation and conventional animation:
o In computer animation, there is usually a strict distinction among:
Creating the models.
Creating a layout of the models including camera positioning
and lighting
Specifying the motion of the models, lights, and camera.
Rendering process applied to those models. This allows for
reusing models and lighting setups.
o In conventional animation, all of these processes happen
simultaneously as each drawing is created
The only exception is the possible reuse of backgrounds, for
example, with the multilayer approach
Computer animation is well suited for producing the equivalent of test shots
and pencil tests.
o Test shot in computer animation: produced by a rendering of a highly
detailed model to see a single frame or a short sequence of frames of
the final product
o Pencil test in computer animation: performed using low-quality
renderings, by eliminating all but the most important lights, or by using
simplified motion.
o It can be argued that it is even better suited for these evaluation
techniques than conventional animation.
Electronic editing allows the manipulation of images as electronic signals
rather than using a physical process
o Drawbacks: material is copied in the editing process, introducing some
image degradation and the amount of wear on the source material as
the source tapes are repeatedly played.
Lecture 5