Intro To Animation

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Essential

Understanding
about
ANIMATION
Prepared by: DONIE S. DELINA
RELATED TOPICS & LEARNING OUTCOMES

01 02 03
Animation 12 Principles of
What is Animation
Vocabulary Animation
Explain the essence of Identify the different Understand the basic
Animation animation vocabulary principles of animation

04 05
Types of Software and
Animation Hardware
Enumerate the different Distinguish the needed
types of animation software and hardware
01
What is
ANIMATION
A PICTURE IS WORTH A THOUSAND WORDS
MULTIMEDIA
is the term used to represent combination of visual and audio materials
gathered from various resources and then added into one single
combination. A multimedia product can be sets of texts, graphic arts,
sounds, animations and videos. Precisely, term multimedia is used to refer
visual and audio materials into a single common presentation which can
be played in a computer including CD ROM or digital video, internet or
web technology, streaming audio or video and data projection system etc.

Modern entertainment industry i.e. film and television has gained new
heights because of advances in animation, graphics and multimedia.
Television advertisements, cartoons serials, presentation and model
designs - all use animation and multimedia techniques.
ANIMATION
Is the process of designing, drawing, making
layouts and preparation of photographic
sequences which are integrated in the
multimedia and gaming products.

Animation is the art of bringing life to an


inanimate object, or illustrated / 2D or 3D
generated characters.
ANIMATION
It is created by projecting sequenced images
quickly, one after another, to create the
illusion of life. A person who creates
animations is called Animator.

Animator use various computer technologies


to capture the still images and then to
animate these in desired sequence.
02
Animation
Vocabulary
ANIMATION VOCABULARY
Timeline
● The timeline is the part of the animation software
that represents the animation's progress over time.

Frames Rate
● The frame rate of an animation is the number of
individual images (or frames) that are being
displayed over the span of one second. It is a setting
you can adjust in the animation software.
● Animation is usually done in 24 frames per
second (FPS).
ANIMATION VOCABULARY
Working on One’s and Two’s
● Working on one's would mean doing a new drawing
over every single frame of the animation.
● Working on twos means holding each drawing for two
frames, so one second of animation at 24 frames per
second would only be 12 drawings, not 24.

Shots and Scenes


● Normally in live action filmmaking, the term 'shot' refers
to the images between camera edits, while a scene is all
the shots and dialogue that take place at a particular
location for a continuous block of time.
ANIMATION VOCABULARY
Keyframes | Breakdowns | Inbetween
● In hand drawn animation, keyframes (or just keys) are the major important poses that define the
scene. Breakdowns come between keys and define what the motion from key to key will be. In-
betweens are all the frames that come in between to smooth out the motion.
ANIMATION VOCABULARY
Timing | Spacing | Easing
● Timing means the total number of frames that will be used for a movement. Spacing is the
amount of change that comes between each frame. Decreasing the spacing, makes an object
slower, while increasing the spacing makes it look faster.
● In digital animation, easing is how spacing is controlled, usually through a motion graph on the
timeline.
ANIMATION VOCABULARY
Onion Skinning
● In paper animation this is done by having multiple
drawings on a light table, but in modern animation
programs there's often a feature called onion
skinning. It lets you see semi-transparent
representations of the frames behind or ahead of the
current frame you're working on.

Compositing
● Compositing is the process of putting all the
individual pieces of a scene together to create
the final visual output.
● You might have a background, multiple characters,
and some scenery all being developed separately.
Compositing is how all those pieces get put together
into a single scene.
03
12 Principles of
Animation
Squash & Stretch

Squash and stretch describe how an object


changes shape in response to forces acting on it.

Squash is when the object is compressed by an


impact of an opposing force. Stretch is when an
object is distended by something pulling on it,
or by moving quickly.
Anticipation
Anticipation is a smaller movement that comes
before a major one, and signals that the major
movement is about to happen.
Staging
Staging is the presentation of a shot in a way
that makes the content of the shot as clear as
possible, and the narrative function of the shot
as strong as possible.
Straight ahead vs.
Pose-to-pose
Straight-ahead and pose-to-pose are different
approaches to animating.

Straight-ahead means creating each new frame


in sequence from beginning to end. Pose-to-
pose means creating the key poses for each
action first, and then filling in the in-between
poses.
Follow Through &
Overlapping Action
Follow-through and overlapping action refers to
the tendency of different parts of a body to move
at different speeds.

This includes the concept of drag, which is


when one part of the body lags behind when a
motion starts.
Slow in & Slow
out
Slow-in and slow-out refer to the tendency of
objects to gradually accelerate (and
then decelerate) when moving from one
position to another..

These are sometimes referred to as ease-


in and ease-out, or simply easing.
Arcs
The principle of arcs come from the observation
that living things don't move in straight lines,
but rather in curved motions.

Creating graceful, clear arcs often elevates the


animation and reveals the experience level of the
animator.
Secondary Action
Secondary action refers to smaller
movements (or gestures) that support the
primary actions of a character.

These actions make the shot clearer by


emphasizing the attitude or motivation behind
the movement.
Timing
Timing is controlling the speed of an action
through the number of frames used to represent
it.

It is one of the most fundamental of the 12


principles and takes years to master.
Exaggeration
Exaggeration means representing a subject in
a heightened or more extreme way, rather than
strictly realistic, in order to push your animation
further.
Solid Drawings
Solid drawing means posing characters in a way
that creates a sense
of volume, weight and balance.

Drawing for animation requires being able to


draw the characters from any angle or pose, with
three-dimensionality in mind.
Appeal
Appeal is a broad term for any qualities of a
character's design that makes them
inherently compelling to watch.

This includes the design of the character, as well


as how the character is animated.
Squash & Stretch
Arc
04
Types of
ANIMATION
Types of Animation

01 02 03 04

Traditional Stop Motion Computer Animation


Motion Graphics
Animation Animation (2D & 3D)
05
Software and
Hardware
3D

Autodesk Maya
3D

Blender
2D
Animate CC
2D
Toon Boom
Harmony
2D
TVPaint
2D
Character
Animator
2D
After Effects
High-End Computer & Drawing
Tablet
THANKS
!
Online Reference
● https://ched.gov.ph/wp-content/uploads/2017/10/CMO-02-2014.pdf
● https://www.indiaeducation.net/animation/what-is-animation.html
● https://www.prayananimation.com/blog/learning-2d-animation-principles-beginners/
● https://wave.video/blog/12-basic-principles-of-animation/
● https://www.bloopanimation.com/animation-for-beginners/
● https://lesley.edu/article/the-12-principles-of-animation

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