Computer Animation
Assoc. Prof. Mohamed AbdelNasser
Computer Animation
❑Computer-graphics methods are now commonly used to produce
animations for a variety of applications:
1) Advertising
2) Entertainment (motion pictures and cartoons)
3) Scientific and engineering studies,
4) Training and education
❑Computer animation generally refers to any time sequence of visual
changes in a picture.
❑ In addition to changing object positions using translations or rotations, a
computer-generated animation could display time variations in object
size, color, transparency, or surface texture.
Computer Animation
❑Advertising animations often transition one object shape into another: for
example, transforming a can of motor oil into an automobile engine.
❑We can also generate computer animations by varying camera parameters,
such as
➢position,
➢orientation,
➢ or focal length,
and variations in lighting effects or other parameters and procedures
associated with illumination and rendering can be used to produce computer
animations.
Animation Realism
❑Another consideration in computer-generated animation is realism. Many
applications require realistic displays.
➢An accurate representation of the shape of a thunderstorm or other natural
phenomena described with a numerical model is important for evaluating the
reliability of the model.
➢Simulators for training aircraft pilots and heavy-equipment operators must produce
reasonably accurate representations of the environment.
➢Many entertainment and advertising applications that do require accurate
representations for computer-generated scenes
Constructing Motion Sequence
❑Two basic methods for constructing a motion sequence: real-time
animation and frame-by-frame animation.
❖In a real-time computer-animation, each stage of the sequence is viewed as it is
created. Thus the animation must be generated at a rate that is compatible with the
constraints of the refresh rate.
❖For a frame-by-frame animation, each frame of the motion is separately generated
and stored. Later, the frames can be recorded on film, or they can be displayed
consecutively on a video monitor in “real-time playback” mode.
❑Simple animation displays are generally produced in real time, while more
complex animations are constructed more slowly, frame by frame.
❑However, some applications require real-time animation, regardless of the
complexity of the animation.
Computer Animation
A flight-simulator animation
❑The animation is produced in real time because the video displays must be
generated in immediate response to changes in the control settings.
❑ In such cases, special hardware and software systems are often developed
to allow the complex display sequences to be developed quickly.
Design of Animation Sequences
❑Constructing an animation sequence can be a complicated task, particularly
when it involves a story line and multiple objects, each of which can move
in a different way.
❑ A basic approach is to design such animation sequences using the
following development stages:
Storyboard Layout
❑A storyboard is a visual representation of a film, video, or other media that
outlines the key elements of the story and how they will be presented.
❑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, along with a brief description of the
movements, or it could just be a list of the basic ideas for the action.
❑It is a powerful tool that helps filmmakers and other media professionals
plan and communicate the vision for their project.
❑ Originally, the set of motion sketches was attached to a large board that
was used to present an overall view of the animation project. Hence, the
name “storyboard.”
Storyboard
Object Definition
❑An object definition is given for each participant in the action.
❑Objects can be defined in terms of basic shapes, such as polygons or spline
surfaces.
❑ In addition, a description is often given of the movements that are to be
performed by each character or object in the story.
Specifications of Key Frames
❑A key frame is a detailed drawing of the scene at a certain time in the
animation sequence.
❑Within each key frame, each object (or character) 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.
❑Development of the key frames is generally the responsibility of the senior
animators, and often a separate animator is assigned to each character in
the animation.
Generation of In-Between Frames
❑In-betweens are the intermediate frames between the key frames.
❑The total number of frames, and hence the total number of in-betweens,
needed for an animation is determined by the display media that is to be
used.
❑Film requires 24 frames per second, and graphics terminals are refreshed
at the rate of 60 or more frames per second.
❑Typically, time intervals for the motion 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 could
be duplicated.
➢As an example, a 1-minute film sequence with no duplication requires a total of
1,440 frames. If five in-betweens are required for each pair of key frames, then 288
key frames would need to be developed.
Other Tasks
❑There are several other tasks that may be required, depending on the
application.
❑These additional tasks include:
➢ Motion verification
➢Editing
➢ Production and synchronization of a soundtrack