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Outline 1. Principles of Traditional Animation Applied to Computer Animation Animation (Lasseter, 1987) 2. Animation: Can it facilitate? (Tversky and Morrison, 2002) Presented By Timothy Chan 3. On Creating Animated Presentations (Zongker


  1. Outline 1. Principles of Traditional Animation Applied to Computer Animation Animation (Lasseter, 1987) 2. Animation: Can it facilitate? (Tversky and Morrison, 2002) Presented By Timothy Chan 3. On Creating Animated Presentations (Zongker and Salesin, 2003) 1. Squash and Stretch Overview: Traditional Animation • Teaches basic • Early 2D Animation: Used traditional mechanics of techniques animation. • Early 3D Animation: Neglected traditional techniques. • Defines rigidity of • Understanding the 11 Fundamental material. principles of traditional animation techniques is essential to producing good • Important in facial computer animation. animation. Squash and Stretch Cont. 2. Timing and Motion • Gives meaning to movement. • Can relieve the • Proper timing is critical to making ideas disturbing effect of readable. strobing. Examples: 1. Timing: tiny characters move quicker than larger ones. 2. Motion: can define weights of objects. 1

  2. Heavy vs. Light Objects 3. Anticipation Preparation for an action Example: Goofy prepares to hit a baseball. QuickTime™ and a QuickTime™ and a Video decompressor Video decompressor are needed to see this picture. are needed to see this picture. 5. Follow Through and 4. Staging Overlapping Action A clear presentation of an idea. 1. Follow Through Termination part of an action. Some Techniques: Example: after throwing a ball 1. Use motion in a still scene or use of static movement 2. Overlapping Action in a busy scene. Starting a second action before the first has completed. 2. Use of silhouettes (to the side) Example: Luxo Jr.’s hop with overlapping action on chord. 6. Straight Ahead Action and 7. Slow in and Out Pose-to-Pose Action Spacing of inbetween 1. 3d keyframe comp. Systems 1. Straight Ahead uses spline interpolation to frames to achieve Animator start from first drawing in the scene and control the path of an object. subtlety of timing and draw all subsequent frames until the end of scene. movement. 2. Has tendency to overshoot at extremes (small # of frames). 2. Pose-to-Pose Animator plans actions, draws a sequence of poses, in between frames etc. 2

  3. 8. Arcs 9. Exaggeration • Accentuating the essence of an idea via the • Visual path of action for natural movement. design and the action. • Makes animation much smoother and less • Needs to be used carefully. stiff than a straight line. Example : Luxo Jr. made smaller to give idea of a child. 10. Secondary Action 11. Appeal • Refers to what an audience would like to see. • Action that results directly from another action. • Character cannot be too simple (boring) or too • Used to increase the complexity and interest of a complex. scene. Example: Examples: Body movement is the primary Avoid mirror symmetry, action, facial expression is the assymmetry is interesting. secondary action What techniques used for Wally What do you think Wally B’s B.? going to do? 3

  4. The Action: Termination: Poof! He’s gone! Zooooooooooommmm! Role of Personality Critique • Animator’s first goal is to entertain. PROs CONs • Success of animation lies in the personality of the 1. Need more examples on 1. Clear and concepts “bad animation” characters. explained well with 2. What really makes good pictures and vs bad animation? Need Conclusion examples. to make a better one on one comparison. 3. Personality section: is it Hardware/Software are simply not enough, these necessary? principles are just as important tools too. Overview Outline • Graphics have many advantages. 1. Principles of Traditional Animation Applied to Computer Animation. • What makes graphics effective ? 2. Animation: Can it facilitate? 1. Congruence Principle 3. On Creating Animated Presentations 2. Apprehension Principle • Can Animation facilitate? 4

  5. Criteria 1: Advantage Graphics Congruence Principle 1. Help in communication. 2. May save words by showing things that would otherwise need many. The structure and content of the external 3. Externalize internal knowledge representation should correspond to the I. Reduces the burden on memory and processing by off- desired structure and content of the internal loading. II. Makes underlying structures and processes transparent. representation. 4. Used carefully can facilitate comprehension, learning, memory, communication and inference Graphics are not always effective. (text vs graphics) Animation Evaluating Animation • By Congruence Principle: should be natural way for • Needs to be compared to graphics that do conveying concepts of change, just as space in graphics is a not change with time, as it is change with natural for conveying actual space. time that animation adds. • Appear to be effective for expressing processes ie. Weather patterns, circuit diagrams, or circulatory systems etc. • How well does animation teach complex systems: mechanical, biological, physical, • Compelling and attractive and operational. Incomparable Content in Static and Animated Graphics Examples: 1. Circulatory system (Large et al., 1996) - Selective Review of Research on animated had blood pathways Animation 2. Electronic Circuit (Park and Gittelman 1992) - animated showed fine structure. 3. Pythagorean theorem (Thompson and Riding, 1990) - paper graphic equivalent to discrete animation, but not equivalent to continuous animation. 5

  6. Incomparable Procedures In Criteria 2: Static and Animated Graphics. Apprehension Principle 1. Interactivity versus Animation 2. Prediction versus Animation The structure and content of the external representation should be readily and accurately perceived and comprehended. Why the confusion? • Success of animation due to advantages of extra information conveyed, rather than animation of the information. • Animation is attractive and exciting. Why Do Animations Fail? Conclusions and Implications 1. Animations may be hard to perceive. 1. Many apparent successes turn out not to be successes. 2. Animations may be comprehended discretely. 2. Congruence and Apprehension Principles. 3. Interactivity may be key to overcome 3. Not universally preferred and often require animations’ drawbacks. expertise for understanding. 4. Animation must be used with care. Crtitique Outline PROs CONs 1. Principles of Traditional Animation 1. Good overview of 1. No figures! Applied to Computer Animation. where animation 2. Too many examples 2. Animation: Can it facilitate? research is. were vaguely 3. On Creating Animated Presentations 2. Clearly written. explained. 3. Well supported claims. 6

  7. Authoring Principles for Overview Animations for Presentations 1. Microsoft estimates ~30 million ppt 1. Use parameterization at all levels of the presentations are made everyday system. 2. Animation could improve them. 2. Treat animations as models - animations are treated as parameterized models that 3. PPT is essentially static in nature. have a single parameter: time. 4. Examine how meaningful animations can be 3. Build slides hierarchically created to improve live presentations. Example of Parameterization 1. Implemented as a set of libraries in Python. 2. Users have access to complete, general-purpose programming language. 3. A collection of drawing objects. Example of Parameterization: Three Major Drawing Objects 1. Parameterized diagrams - functions that draw objects and are redrawn each time it is executed. 2. Animation Objects - One scalar parameter and provides mapping to a set of other drawing objects to be invoked. 3. Interactive Objects - same as animated objects except can be edited while being played. 7

  8. Example of Animation Script: Animation Test Harness Test Harness Interactive Controllers Animation Principles for Presentations. 1. Similar to animation script. 1. Make all movement meaningful 2. Instead of function that creates all of the animation, controller is implemented as a class 2. Avoid instantaneous changes 3. Reinforce structure with transitions 3. Contains set of drawing objects and timelines for 4. Create a large virtual canvas controlling their prameters. 5. Smoothly expand and compress detail 4. Various methods called: edit timelines while animations is being played in response to user input events. Animation Principles for Comparing to Presentation Presentations cont. Software PowerPoint vs Slithy 6. Manage complexity through overlays 1. WYSIWG • Do one thing at a time. 2. Difficult to do complex animations :resort to • Reinforce animation with narration. videos. 3. Built with animations in mind. • Distinguish dynamics from transitions. 4. Script to describe animation. CounterPoint vs Slithy Focused on using animated navigation between slides to convey the structure of the presentation. 8

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