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Principles of Animation / Production Pipeline Reading

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Animation", Computer Graphics, pp. 35-44,. 21:4, July 1987 (SIGGRAPH 87). • Course 1 at SIGGRAPH 94, “Animation. Tricks". • The Animation Book, Laybourne ...
Principles of Animation / Production Pipeline CMPT 466 Computer Animation Torsten Möller © Möller/Parent

Reading • Chapters 1 of Parents book • John Lasseter, "Principles of Traditional Animation Applied to 3D Computer Animation", Computer Graphics, pp. 35-44, 21:4, July 1987 (SIGGRAPH 87). • Course 1 at SIGGRAPH 94, “Animation Tricks". • The Animation Book, Laybourne, Kit , Crown Publishing, 1998 • The Animator's Workbook, White, Tony, Watson-Guptill, 1988 © Möller/Parent

Principles of Animation Physics • Squash & stretch – objects have rigidity/mass

• timing – character of object/physics – heavy object moves slowly

• secondary actions – supply (physically based) reaction to main action

• slow in & slow out; arcs – model inertia, friction, viscosity – bouncing ball example © Möller/Parent

Principles of Animation Aesthetic Actions • Exaggeration • Appeal – make it enjoyable to watch

• Follow through/Overlapping action – actions flow into another

© Möller/Parent

Principles of Animation Presentation of Actions • Anticipation – upcoming action is set up

• Staging – present an action so it is not missed by the audience

© Möller/Parent

Principles of Animation Production Technique • Straight ahead – develop motion continually – principal of physically based animation

• Pose to pose – identify key-frames and interpolate – typical in conventual animation

© Möller/Parent

Production Pipeline • Production – entire animation

• Sequence – major episode; associated w/ staging area

• Shot – continuous camera recording

• Frame – single recorded image © Möller/Parent

Production Pipeline • Preliminary story / script • storyboard – model sheet (character details) – exposure sheet (camera details) – route sheet (scene details)

• animatic / story reel – key frames – in-betweening © Möller/Parent

CA production Model Layout

Shading

Lighting Motion Camera

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Digital Video • • • •

Digital storage of film Digital Television (DTV) Digital Video (DV) Digital Non-Linear Editing

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RGB vs. NTSC • Composite video • Component video • Alpha channel

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RGB red

green blue sync © Möller/Parent

Codecs • Symmetric - equal time for comp & decomp • Lossy v. lossless • Interframe v. intraframe compression

© Möller/Parent

Codecs • • • • •

Runlength Encoding Vector Quantization Fractal Compression Digital Cosine Transform Wavelet Compression

© Möller/Parent

Codecs • • • •

Quicktime Movies for Windows Sorensen DivX

© Möller/Parent

Editing • Splicing physical medium • Electronic Editing • Non-Linear Editing

© Möller/Parent

Electronic Editing Special Effects Generator

Character Generator

Source Deck 2

Source Deck 1 Editing System

Target Editing © Möller/Parent

Non-Linear Editing Source 1 Computer Editing System

Source 2

Video Board

Output Video

© Möller/Parent

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