Showing posts with label computer animation. Show all posts
Showing posts with label computer animation. Show all posts

Sunday, January 8, 2012

Computer Animation Tutorial,2D,3D

Some typical applications of computer-generated animation are entertain-ment (motion pictures and cartoons), advertising, scientific and engineering studies and training and education. Although we tend to think of animation as implying object motions, the term Computer Animation generally refers to any time sequence of visual changes in a scene. In addition to changing object position with translations or rotations a computer-generated animation could dis-play time variations in object size, color, transparency, or surface texture.Adver-tising animations often transition one object shape into another.:- For Example, transforming a can of motor oil into an automobile engine, Computer animations can also be generated by changing camera parameters, such as position, orientation and focal length. And we can produce computer animations by changing lighting effects or other parameters and procedures associated with illumination and rendering.

Many applications of computer animation require realistic display. An ac-curate representation of the shape of thunderstorm or other natural phenomena described with a numerical model is important for evaluation the reliability of the model Also, simulators for training aircraft pilots and heavy equipment operators must produce reasonably accurate representations of the environment. Entertainment and advertising applications, on the other hand, are sometimes more interested in visual effects. Thus, sciences may be displayed with exaggerated shapes and unrealistic motions and transformations. There are many entertain-ment and advertising applications that do require accurate representations for computer generated scences.And in some scientific and engineering studies, real-ism is not a goal. For example, physical quantities are often displayed with pseudo-colors or abstract shapes that change over time to help the researcher un-distant the nature of the physical process.

Design of Animation Sequences

In general, an animation sequence is designed with the following steps:-

·         Storyboard layout

·         Object definitions

·         Key-frame specifications

·         Generation of in-between frames

This standard approach for animated cartoons is applied to other animation applications as well, although there are many special applications that do not follow this sequence. Real time computer animations produced by flight simulators, for instance, display motion sequences in response to settings on the aircraft controls. And visualization applications are generated by the solutions of the numerical models. For frame-by frame animation, each frame of the scene is separately generated and stored.Later, the frames can be recorded on film or they can be consecutively displayed in “real time playback” mode.

The storyboard is an outline of the action. It defines the motion sequence as a set of basic events that are to take place. Depending on the type of animation to be produced, the storyboard could consist of a set of rough sketches or it could be a list of the basic ideas for the motion.

An object definition is given for each participant in the action. Objects can be defined in terms of basic shapes, such as polygons or splines.In addition; the associated movements for each object are specified along with the shape.

A key frame is a detailed drawing of the scene at a certain time in the animation sequence. Within each key frame, each object is positioned according to the time for that frame. Some key frames are chosen at extreme positions in the action; others are spaced so that the time interval between key frames is not too great. More key frames are specified for intricate motions than for simple, slowly varying motions.

In between are the intermediate frames between the key frames. The number of in betweens needed is determined by the media to be used to display the animatin.Film requires 24 frames per second, and graphics terminals, are re-freshed at the rate of 30 to 60 frames per second. Typically time intervals for the motions are set up so that there are from three to five in betweens for each pair of key frames. Depending on the speed specified for the motion, some key frames can be duplicated. For a 1-minute film sequence with no duplication, we would need 1440 frames. With five in between film sequence with no duplication, we would need 1440 frames. With five in between for each pair of key frames, we would need 288 key frames. If the motion is not too complicated, we could space the key grams a little farther apart.

There are several other tasks that may be required, depending on the application. They include motion verficatin, editing, and production and synchronization of soundtrack. Many of the functions needed to produce general animations are now computer generated. Please check Example of Computer generated frames for animation sequences……

General Computer Animation Functions

Some steps in the development of an animation sequence are well suited to computer solution. These include object manipulations and rendering, camera motions and the generation of in between, Animation packages, such as Wav-front for example, provide special functions for designing the animation and processing individual objects.

One function available in animation packages is provided to store and manage the object database. Object shapes and associated parameters are stored and updated in the database. Other object functions include those for motion genera-tion and those for object rendering. Motions can be generated according to specified constraints using two-dimensional or three-dimensional transformations, Standard functions can then be applied to identify visible surfaces and apply the rendering algorithms.

Another typical function simulates camera movements. Standard motions are zooming, panning, tilting.Finally, given the specification for the key frames; the in-betweens can be automatically generated.
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Wednesday, December 29, 2010

Software Requirements for Animation



The following software capabilities are highly desirable in a multimedia computer system with animation facility:




  1. Animation creation software: - It allows the user to create animation sequences from scratch by using a mouse and various simple objects, such as lines, circles and polygons, with various supporting colors. For example, an animation sequence to illustrate bouncing of a ball can be created as follows-





    • Select a circle object and fill it with red color.


    • Then start the recorder of the animation creation software.


    • Then select the colored circle and drag it around the screen by using a mouse, recording several positions for it on the screen (each time you release the mouse button, you record the object’s position on the screen.


    • Finally, stop the recorder and use save command to save the animation.




  2. Screen capture software: - It is used to capture the displays of a computer screen as graphic images, which can be used in animation.


  3. Animation clips: - This is a library of animation clips from which one can select and directly import an animation clip and use it in a multimedia application, saving the time and effort, which might otherwise be required to create a similar animation clip. This is also useful. if one does not have an animation creation software. An animation clips library often provides the facility to add a new animation clip or delete an existing animation clip from the library.


  4. Animation file importing: - The task of creating a multimedia application incorporating animation can often be greatly simplified, if the application software can import animation files in some standard formats. Common animation file formats include.FLI and FLC.


  5. Software support for high resolution: - If the animation sequences of a multimedia application are made up of very high quality images, it is important to have not only the necessary hardware, but also software support for displaying high resolution images, which have many colors to maintain the high quality of animation display.


  6. Recording and playback capability: - It allows the user to control the recording and display of an animation sequence. For example, it provides the user with options to ‘pause’ and ‘replay’ the animation sequence.


  7. Transition effects: - Animation can be even more interesting, if it is enhanced with transition effects, such as fade-in and fade-out, layering, zooming and rotation of objects.

  8. For more Hardware Requirements click here

Hardware Requirements for Animation





Computer animation generally involves the following hardware devices.




  1. Image generation tools and devices, such as scanners, digital cameras, and video capture board interfaced to some standard video source, like video camera or video cassette recorder (VCR), are used to generate images to be used in animation.


  2. Computer monitors with image display capability is the minimum requirement for outputting (displaying) animation .In addition, multimedia computer systems capable for handling animation also require a graphics accelerator board, which not only controls the resolution and number of colors of display, but also speeds up the refresh rate. Refresh rate is the time taken to paint the computer screen with a new image frame, replacing the previous images frame. Increased speed, due to the use of graphics accelerator board, smoothes out the movement (avoids flickering of animation sequences) because subsequent frames, which make up the animation can be displayed quicker.
    For Software Reuirements for animation click here

What is animation


Computer animation deals with the generation, sequencing, and display of a set of images (called frames) to create an effect of visual change or motion, similar to a movie film (video).
Animation is an important component of multimedia, because just as a picture is a powerful way to illustrate information, a small animation clip is even more powerful and useful for illustrating concepts, which involve movement. For Example, in the multimedia application meant for educating small children an animation clip will be very effective in illustrating the difference in movement of a horse during a gallop versus a walk. Without animation, it will be very difficult to explain such concepts by using only still images and text. Similarly, in a multimedia application meant for teaching swimming, the proper way to swing hands for swimming can be more effectively illustrated with an animation as compared to images and textual description.
Animation is often confused with video may be because both deal with the display of a sequence of images to generate an effect of motion. However, animation is commonly used in those instances where videography is not possible, or animation can better illustrate the concept than video. For example, collision between two stars, or movement of planets around sun, cannot be video graphed, and hence, can be best illustrated with the help of an animation clip. Similarly, flow of blood in our arteries and veins, and pumping of blood by our heart can be best illustrated with the help of animation clip. Animation is also very commonly used in advertisements, cartoon films, video games, and virtual reality applications. Virtual reality is relatively new computer technology, using which, the user can put on a pair of goggles and a glove and tour a three-dimensional world that exists only in the computer, but appears realistic to the user.
Animation deals with displaying a sequence of images at a reasonable speed to create an impression of movement. For a jerk-free full motion animation,25 to 30 frames have to be displayed per second.
Hardware Requirements for animation.
Software Requirements for animation .