Animation & Animation Techniques

Animation & Animation Techniques
 Definition : Animation
 History of Animation
 Software used for Animation
 History of Animation
 Uses of Animation
 Advantages & Disadvantages of Animation
 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.
 A simulation of movement created by
displaying a series of pictures, or frames.
 These pictures can be hand drawn,
computer generated, or pictures of 3D
objects.
 The phenakistoscope was an early
animation device invented in 1831.
 John Barnes Linnett patented the first flip
book in 1868 as the kineograph.
 Adobe Photoshop
 Toon Boom
 Anime Studio
 Adobe Flash
 Adobe After Effects
 Adobe Premiere Pro
 Autodesk 3DS Max
 Cinemas 4D, etc.
 Traditional Animation
› Traditional animation is an animation technique
where each frame is drawn by hand.
› The technique was the dominant form of animation in
cinema until the rise of computer animation.
 2D animation figures are created or edited on
the computer using 2D bitmap graphics or
created and edited using 2D vector graphics.
 2D animation has many applications,
including Analog Computer Animation, Flash
Animation and PowerPoint Animation.
Animation & Animation Techniques
 3D Animation is digitally Modeled and
Manipulated by an Animator.
 It is also referred to as CGI animation, is
made by generating images using computer
graphics that create a series of images that
forms an animation.
 Characters in 3D animations are digitally
modeled on screen, and then fitted with a
‘skeleton’ that allows animators to animate
the models for their use.
 Toy Story (1995) was the first feature-length
computer animation film.
 Example :
3D Mesh 3D Model
 It’s the art of creatively moving graphic
elements or texts, usually for Commercial or
Promotional purposes.
 Example : Animated Logos, Explainer
Videos, App Commercials, Television
Promos or Film opening titles.
 It is basically points in 3D and 2D space that
is shown as texts, images or visual effects.
 Motion Graphics are simply flat-based
images or 3D objects that are given the
illusion of motion, accompanied with music
or sound effects.
 Stop Motion is done by taking a photo of an
object, and then moving it just a little bit and
taking another photo.
 The process is repeated and when the
photos are played back one after another
they give the illusion of movement.
 This is similar to traditional animation but it
uses real life materials instead of drawings.
 The process of Stop-Motion animation is very
long, as each object has to be carefully moved
inch by inch.
 We can Use Material Like Clay, Puppets, Cut-
Outs, Lego, Silhouette, etc.
LEGO Animation
Claymation
Silhouette Animation C
U
T
O
U
T
 Primarily for Entertainment in Movies, TV
Shows, and Video Games.
 Used in Educational Videos and
Advertisements both on TV and on the
Internet.
 Used in the process of R&D to create
simulations of how a machine or process
would work.
 Skill and Ability Improvement
 Interactivity
 Flexibility and Safety
 Motivation
 Practicality
 Consistent
 Some information of real-life learning will be
lost.
 Require extensive memory and storage
space.
 Cannot depict actuality like video.
 Animation is nothing but a simulation of
movement created by displaying a series of
pictures, or frames.
 Types of Animation are –
i. Traditional Animation
ii. 2D Vector Based Animation
iii. 3D Animation
iv. Motion Graphics
v. Stop Motion
 Uses of Animation
 Advantage & Disadvantages of Animation
Google.Com
Wikipedia.Org
Adobe.com
1 von 21

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Animation & Animation Techniques

  • 2.  Definition : Animation  History of Animation  Software used for Animation  History of Animation  Uses of Animation  Advantages & Disadvantages of Animation
  • 3.  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.  A simulation of movement created by displaying a series of pictures, or frames.  These pictures can be hand drawn, computer generated, or pictures of 3D objects.
  • 4.  The phenakistoscope was an early animation device invented in 1831.
  • 5.  John Barnes Linnett patented the first flip book in 1868 as the kineograph.
  • 6.  Adobe Photoshop  Toon Boom  Anime Studio  Adobe Flash  Adobe After Effects  Adobe Premiere Pro  Autodesk 3DS Max  Cinemas 4D, etc.
  • 7.  Traditional Animation › Traditional animation is an animation technique where each frame is drawn by hand. › The technique was the dominant form of animation in cinema until the rise of computer animation.
  • 8.  2D animation figures are created or edited on the computer using 2D bitmap graphics or created and edited using 2D vector graphics.  2D animation has many applications, including Analog Computer Animation, Flash Animation and PowerPoint Animation.
  • 10.  3D Animation is digitally Modeled and Manipulated by an Animator.  It is also referred to as CGI animation, is made by generating images using computer graphics that create a series of images that forms an animation.  Characters in 3D animations are digitally modeled on screen, and then fitted with a ‘skeleton’ that allows animators to animate the models for their use.
  • 11.  Toy Story (1995) was the first feature-length computer animation film.  Example : 3D Mesh 3D Model
  • 12.  It’s the art of creatively moving graphic elements or texts, usually for Commercial or Promotional purposes.  Example : Animated Logos, Explainer Videos, App Commercials, Television Promos or Film opening titles.  It is basically points in 3D and 2D space that is shown as texts, images or visual effects.
  • 13.  Motion Graphics are simply flat-based images or 3D objects that are given the illusion of motion, accompanied with music or sound effects.
  • 14.  Stop Motion is done by taking a photo of an object, and then moving it just a little bit and taking another photo.  The process is repeated and when the photos are played back one after another they give the illusion of movement.  This is similar to traditional animation but it uses real life materials instead of drawings.
  • 15.  The process of Stop-Motion animation is very long, as each object has to be carefully moved inch by inch.  We can Use Material Like Clay, Puppets, Cut- Outs, Lego, Silhouette, etc.
  • 17.  Primarily for Entertainment in Movies, TV Shows, and Video Games.  Used in Educational Videos and Advertisements both on TV and on the Internet.  Used in the process of R&D to create simulations of how a machine or process would work.
  • 18.  Skill and Ability Improvement  Interactivity  Flexibility and Safety  Motivation  Practicality  Consistent
  • 19.  Some information of real-life learning will be lost.  Require extensive memory and storage space.  Cannot depict actuality like video.
  • 20.  Animation is nothing but a simulation of movement created by displaying a series of pictures, or frames.  Types of Animation are – i. Traditional Animation ii. 2D Vector Based Animation iii. 3D Animation iv. Motion Graphics v. Stop Motion  Uses of Animation  Advantage & Disadvantages of Animation