What is Animation | Multimedia and Animations
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What
is Animation?
•
Animation is any thing that moves on your screen
like a cartoon character.
•
It is the visual art of creating the illusion of
motion through the successive display of
still images with slightly perceptible
changes in positioning of images.
•
Animation is the illusion of movement.
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Animating = making something appear to move that
doesn’t move itself
•
Animation = a motion picture made from a series
of drawings simulating motion by means of slight progressive changes in the
drawings
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The result of animation is a series of still
images assembled together in time to give the appearance of motion
•
To animate means to give life to an inanimate
object, image, or drawing
•
Anima means soul in Latin
•
Animation is the art of movement expressed with
images that are not taken directly from reality
•
In animation, the illusion of movement is
achieved by rapidly displaying many still images or frames in sequence.
Introduction
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There are some principles of animation that can
be consciously used in any scene.
•
We should familiarize ourselves with them for
both animation and animation-cleanup.
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The action in this scene is quite broad, making
the principles easy to find, but they should be applied to subtle scenes also.
•
Rarely in a picture is a character doing
nothing- absolutely nothing.
•
The purpose of studying and analyzing a scene
like this is to acquaint oneself with the possibilities in the use of the
principles of animation.
•
There are 28 principles, though there well may
be more.
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These are the tools of animation and should be
incorporated whenever possible.
•
Some of them are accidentally stumbled upon
while animating in an emotional spurt, but when the emotions are lax, knowing
these principles will enable the artist to animate his scene intellectually,
logically and artistically as well as emotionally.
•
Here is a list of things (principles) that
appear in these drawings, most of which should appear in all scenes, for they
comprise the basis for full animation
•
Pose and Mood
•
Shape and Form
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Anatomy
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Model or Character
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Weight
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Line and Silhouette
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Action and Reaction
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Perspective
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Direction
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Tension
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Planes
•
Solidity
•
Arcs
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Squash and Stretch
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Beat and Rhythm
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Depth and Volume
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Overlap and follow thru
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Timing
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Working from extreme to extreme
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Straights and Curves
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Primary and secondary action
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Staging and composition
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Anticipation
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Caricature
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Details
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Texture
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Simplification
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Positive and negative shapes
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Between the late 1920's and the late 1930's
animation grew from a novelty to an art form at the Walt Disney Studios.
•
With every picture, actions became more convincing,
and characters were emerging as true personalities.
•
Audiences were enthusiastic and many of the
animators were satisfied, however it was clear to Walt Disney that the level of
animation and existing characters were not adequate to pursue new story lines--
characters were limited to certain types of action and audience acceptance
notwithstanding, they were not appealing to the eye.
•
It was apparent to Walt Disney that no one could
successfully animate a humanized figure or a life-like animal; a new drawing
approach was necessary to improve the level of animation
•
Disney set up drawing classes for his animators
at the Chouinard Art Institute in Los Angeles under Instructor Don Graham.
•
When the classes were started, most of the
animators were drawing using the old cartoon formula of standardized shapes,
sizes, actions and gestures, with little or no reference to nature.
•
Out of these classes grew a way of drawing
moving human figures and animals.
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The students studied models in motion as well as
live action film, playing certain actions over and over.
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The analysis of action became important to the
development of animation.
•
Some of the animators began to apply the lessons
of these classes to production animation, which became more sophisticated and
realistic.
•
The animators continually searched for better
ways to communicate to one another the ideas learned from these lessons.
•
Gradually, procedures were isolated and named,
analyzed and perfected, and new artists were taught these practices as rules of
the trade.
•
They became the fundamental principles of
traditional animation รจ
12 principles of animation
12 Principles of Animation
- Squash
and Stretch - Defining the rigidity & mass of an object by distorting
its shape during an action.
- Timing
- Spacing actions to define the weight & size of objects & the
personality of characters.
- Anticipation
- The preparation for an action.
- Staging
- Presenting an idea so that it is unmistakably clear.
- Follow
Through & Overlapping Action - The termination of an action &
establishing its relationship to the next action.
- Straight
Ahead Action & Pose-To-Pose Action - The two contrasting approaches to
the creation of movement.
- Slow In and Out - The spacing of
in-between frames to achieve subtlety of timing & movements.
- Arcs -
The visual path of action for natural movement.
- Exaggeration
- Accentuating the essence of an idea via the design & the action.
- Secondary
Action - The Action of an object resulting from another action
- Appeal
- Creating a design or an action that the audience enjoys watching.
- Solid
Drawing - Knowing them can dramatically improve one's ability to create
good, strong poses and compose them with well crafted environments.
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