February 2015 - Animator

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Thursday 5 February 2015

Adobe After Effects

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Adobe After Effects

Adobe After Effects is a digital visual effectsmotion graphics, and compositing application
 developed by Adobe Systemsand used in the post-production process of filmmaking and 
television production. Among other things, After Effects can be used for keyingtrackingrotoscopingcompositing and animation. It also functions as a very basic 
non-linear editor, audio editor and media transcoder.
Adobe After Effects is primarily used for creating motion graphics and visual effects. It allows
 users to animate, alter and composite media in 2D and 3D space with various built-in tools and 
third party plug-ins, as well as individual attention to variables like parallax and user-adjustable
 angle of observation.
After Effects and some non-linear editing systems (NLEs) are layer-oriented, meaning that each individual media object (video clip, audio clip, still image, etc.) occupies its own track. In contrast,
 other NLEs use a system where individual media objects can occupy the same track as long as 
they do not overlap in time. This track-oriented system is more suited for editing and can keep
 project files much more concise. The layer-oriented system that After Effects adopts is suited for extensive effects work and keyframing. Although other compositing packages, especially ones that employ tree or node workflows, such asNuke and eyeon Fusion are better suited to manage large volumes of objects within a composite, After Effects is able to counter the clutter somewhat by selectively hiding layers (using the Shy switch) or by grouping them into pre-compositions.
The main interface consists of several panels (windows in versions prior to After Effects 7.0). 
Three of the most commonly used panels are the Project panel, the Composition panel, and the Timeline panel. The Project panel acts as a bin to import stills, video, and audio footage items. 
Footage items in the Project panel are used in the Timeline panel, where layer order and timing 
can be adjusted. The items visible at the current time marker are displayed in the Composition
 panel.
After Effects shares many features with other Adobe programs, such as creating circles, squares
 and free form shapes that are defined by bezier curves. Like Photoshop and Illustrator, 
After Effects can import and manipulate many image formats, and filters and adjustments can be
 added.
After Effects integrates with other Adobe software titles such as Illustrator, Photoshop, 
Premiere Pro, Encore, Flash, and third-party 3D programs like Cinema 4D, Lightwave 3D, and
 Autodesk 3ds Max.
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Autodesk Mudbox

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Autodesk Mudbox

Mudbox is a proprietary computer-based 3D sculpting and painting tool. Currently
 developed by AutodeskMudbox was created by Skymatter, founded by Tibor Madjar,
 David Cardwell and Andrew Camenisch, former artists of Weta Digital, where it was first 
used to produce the 2005 Peter Jackson remake of King KongMudbox's primary application 
is high-resolution digital sculpting, texture painting, and displacement and normal map creation, although it is also used as a design tool.

Feature


The Mudbox user interface is a 3D environment that allows the creation of movable cameras
 that can be bookmarked. Models created within the program typically start as apolygon mesh
 that can be manipulated with a variety of different tools. A model can be subdivided to
 increase its resolution and the number of polygons available to sculpt with. 3D layers allow
 the user to store different detail passes, blending them with multiplier sliders and layer masks.
 Using layers the user is able to sculpt and mould their 3D model without making permanent
 changes.
As a detailing app, Mudbox can import and export .obj, .fbx, and .bio files, as well as its own .
mud format. A typical workflow is to create a relatively simple (low polygon count) model in a
3D modeling application and then import it to Mudbox for sculpting. Subdivision of models
 occurs using the Catmull-Clark subdivision algorithm.
The sculpting tool set contains an assortment of brushes with adjustable falloffs.
The use of 3D layers allows for design visualization, non-destructive sculpting, and high polygon counts. Since the layers combine additively, their ordering is unimportant for the final model and
may be created arbitrarily. Curves can be created and projected on a mesh for use as precise
 masking. All of the standard transform and selection tools are here as well. Paint layers were
added in Mudbox 2009.
Design visualization plays an important role in Mudbox's production value. Simple poly primitives
 can be created from within Mudbox, facilitating the creation of busts, props, terrain, etc.
Mudbox also includes stamps and stencils. Stencils work by overlaying a grayscale, or
 "alpha channel" image, such as a bump map, over the mesh. The artist can then project
 part or all of the image's detail onto the mesh through brush strokes, providing a method
 to quickly sculpt surface detail.
The underlying architecture of Mudbox was updated in Mudbox 2009 to allow the sculpting
 of models with larger polygon counts compared to earlier versions. In Mudbox 2009
 3D painting and texturing features were introduced to allow artists to paint directly on
 their models in 3D. In addition, features to display the model with depth of field and
 ambient occlusion were added for the release.
In Mudbox 2010, an application programming interface (API) was introduced via a software
 development kit (SDK). In addition, functionality t
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ZBrush

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ZBrush

Zb4 screen.jpg

ZBrush is a digital sculpting tool that combines 3D/2.5D modelingtexturing and painting. 
It uses a proprietary "pixol" technology (see below) which stores lighting, color, material, 
and depth information for all objects on the screen. The main difference between ZBrush 
and more traditional modeling packages is that it is more akin to sculpting.
ZBrush is used for creating high-resolution models (able to reach 40+ million polygons) for
 use in movies, games, and animations, by companies ranging from ILM to Electronic Arts.
 ZBrush uses dynamic levels of resolution to allow sculptors to make global or local changes
 to their models. ZBrush is most known for being able to sculpt medium to high frequency 
details that were traditionally painted in bump maps. The resulting mesh details can then be 
exported as normal maps to be used on a low poly version of that same model. They can also
 be exported as a displacement map, although in that case the lower poly version generally 
requires more resolution. Or, once completed, the 3D model can be projected to the background, becoming a 2.5D image (upon which further effects can be applied). Work can then begin on 
another 3D model which can be used in the same scene. This feature lets users work with
 complicated scenes without heavy processor overhead.
ZBrush was developed by the company Pixologic Inc, founded by Ofer Alon (also known by
 the alias "Pixolator") and Jack Rimokh. The software was presented in 1999 at SIGGRAPH. 
The demo version 1.55 was released in 2002, and the version 3.1 was released in 2007. 
ZBrush 4 for Windows and Mac systems was announced on April 21, 2009 for an August release,
 but was later postponed. Version 3.5 was made available in September the same year,
 and includes some of the newer features initially intended for ZBrush 4.[1]
Through GoZ ("Go ZBrush"), available in Version 4, ZBrush offers integration with Autodesk Maya, Autodesk 3ds Max,Cinema4D, LightWave 3D, Poser Pro, Daz Studio, EIAS and Modo.[2]
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Dynamic simulation

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Dynamic simulation

Dynamic simulation (or dynamic system simulation) is the use of a computer program to
 model the time varying behavior of a system. The systems are typically described byordinary
 differential equations or partial differential equations. As mathematical models incorporate 
real-world constraints, like gear backlash and rebound from a hard stop, equations become
 nonlinear. This requires numerical methods to solve the equations. A numerical simulation is 
done by stepping through a time interval and calculating the integral of the derivatives by
approximating the area under the derivative curves. Some methods use a fixed step through the interval, and others use an adaptive step that can shrink or grow automatically to maintain an acceptable error tolerance. Some methods can use different time steps in different parts of the simulation model. Industrial uses of dynamic simulation are many and range from nuclear power,
 steam turbines, 6 degree of freedom vehicle modeling, electric motors, econometric models, 
biological systems, robot arms, mass spring dampers, hydraulic systems, and drug dose 
migration through the human body to name a few. These models can often be run in real time
 to give a virtual response close to the actual system. This is useful in process control and mechatronic systems for tuning the automatic control systems before they are 
connect to the real system, or for human training before they control the real system. 
Simulation is also used in computer games and animation and can be accelerated by using
 a physics engine, the technology used in many powerful computer graphics software programs,
 like 3ds MaxMayaLightwave, and many others to simulate physical characteristics. In computer animation, things like hairclothliquidfire, and particles can be easily modeled, while the human animator animates simpler objects. Computer-based dynamic animation was first used at
 a very simple level in the 1989 Pixar Animation Studios short film Knick Knack to move the fake 
snow in the snowglobe and pebbles in a fish tank.

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Animation

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Animation

Animation is the process of creating motion and shape change[Note 1] illusion by means of
 the rapid display of a sequence of static images that minimally differ from each other. The
 illusion—as in motion pictures in general—is thought to rely on the phi phenomenon.
 Animators are artists who specialize in the creation of animation.
Animations can be recorded on either analogue media, such as a flip book, motion picture film,
 video tape, or on digital media, including formats such as animated GIF, Flash animation or
 digital video. To display animation, a digital camera, computer, orprojector are used along
 with new technologies that are produced.
Animation creation methods include the traditional animation creation method and those
 involving stop motion animation of two and three-dimensional objects, such as paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, 
usually 24, 25, 30, or 60 frames per second.
Animexample3edit.png
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Flash animation

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Flash animation

Flash animation or Flash cartoon is an animated medium which is created by
 Adobe Flash or similar animation software and often distributed in the SWF file format. 
The term Flash animation not only refers to the file format but to a certain kind of movement 
and visual style. With dozens of Flash animated television series, countless more Flash animated television commercials, and award-winning online shorts in circulation, Flash animation is currently enjoying a renaissance.
In the late 1990s, when for most Internet users, bandwidth was still at 56 kbit/s, many Flash 
animation artists employedlimited animation or cutout animation when creating projects intended
 for web distribution. This allowed artists to release shorts and interactive experiences well under
 1 MB, which could stream both audio and high-end animation.
Flash is able to integrate bitmaps and other raster-based art, as well as video, though most 
Flash films are created using onlyvector-based drawings which often result in a somewhat clean 
graphic appearance. Some hallmarks of poorly produced Flash animation are jerky natural 
movements (seen in walk-cycles and gestures), auto-tweened character movements, lip-sync
 without interpolation, and abrupt changes from front to profile view.
Flash animations are typically distributed by way of the World Wide Web, in which case they 
are often referred to as Internet cartoonsonline cartoons, or webtoons. Web Flash 
animations may be interactive and are often created in a series. A Flash animation is 
distinguished from a Webcomic, which is a comic strip distributed via the Web, rather than
 an animated cartoon. Flash animation is now taught in schools throughout the UK and can
 be taken as a GCSE and A-level.
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Object animation

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Object animation

Object animation is a form of stop motion animation that involves the animated movements 
of any non-drawn objects such as toys, blocks, dolls, etc. which are not fullymalleable,
 such as clay or wax, and not designed to look like a recognizable human or animal character.
Object animation is considered a different form of animation distinct from model animation and
 puppet animation, as these two forms of stop-motion animation usually use recognizable characters
 as their subjects, rather than just objects like static toy soldiers, or construction toys such as Tinker Toys, LEGO brand bricks (Brickfilm), Lincoln Logs,Erector Sets, Playmobil, etc.
Object animation is often combined with other forms of animation, usually for a more realistic effect (e.g., Model Animation or Puppet Animation to add more complex movement or depth to the characters). For example; A toy car can be animated, but is more often animated with a character
 easily seen driving the car.
The use of animated objects in film has been present since the early days of cinema. 
An example of modern object animation can be seen on Robot Chicken, part of the regular
 Adult Swim block on Cartoon Network, which combines object animation with a variation of
 puppet animation, in this case the puppets are made to resemble plastic action figures from 
various TV shows, movies, and pop culture.
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Stop motion animation

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Stop motion animation

Stop-motion animation is used to describe animation created by physically manipulating real-world objects and photographing them one frame of film at a time to create the illusion of movement. There are many different types of stop-motion animation, usually named after the medium used to create the animation. Computer software is widely available to create this type of animation; however, traditional stop motion animation is usually less expensive and time-consuming to produce than current computer animation.
  • Puppet animation typically involves stop-motion puppet figures interacting in a constructed environment, in contrast to real-world interaction in model animation. The puppets generally have an armature inside of them to keep them still and steady as well as to constrain their motion to particular joints. Examples include The Tale of the Fox (France, 1937), The Nightmare Before Christmas (US, 1993), Corpse Bride (US, 2005), Coraline (US, 2009), the films of Jiří Trnka and the TV series Robot Chicken (US, 2005–present).
    • Puppetoon, created using techniques developed by George Pal, are puppet-animated films which typically use a different version of a puppet for different frames, rather than simply manipulating one existing puppet.
A clay animation scene from aFinnish television commercial
  • Clay animation, or Plasticine animation (often called claymation, which, however, is a trademarked name), uses figures made of clay or a similar malleable material to create stop-motion animation. The figures may have an armature or wire frame inside, similar to the related puppet animation (below), that can be manipulated to pose the figures. Alternatively, the figures may be made entirely of clay, such as in the films of Bruce Bickford, where clay creatures morph into a variety of different shapes. Examples of clay-animated works include The Gumby Show (US, 1957–1967) Morph shorts (UK, 1977–2000), Wallace and Gromit shorts (UK, as of 1989), Jan Švankmajer's Dimensions of Dialogue (Czechoslovakia, 1982), The Trap Door (UK, 1984). Films include Wallace & Gromit: The Curse of the Were-RabbitChicken Run and The Adventures of Mark Twain.
  • Cutout animation is a type of stop-motion animation produced by moving two-dimensional pieces of material such as paper or cloth. Examples include Terry Gilliam's animated sequences from Monty Python's Flying Circus (UK, 1969–1974); Fantastic Planet(France/Czechoslovakia, 1973) ; Tale of Tales (Russia, 1979), The pilot episode of the TV series (and sometimes in episodes) ofSouth Park (US, 1997) and the music video Live for the moment, from Verona Riots band (produced by Alberto Serrano and Nívola Uyá, Spain 2014). ** Silhouette animation is a variant of cutout animation in which the characters are backlit and only visible as silhouettes. Examples include The Adventures of Prince Achmed (Weimar Republic, 1926) and Princes et princesses (France, 2000).
  • Model animation refers to stop-motion animation created to interact with and exist as a part of a live-action world. Intercutting, matte effects, and split screens are often employed to blend stop-motion characters or objects with live actors and settings. Examples include the work of Ray Harryhausen, as seen in films such Jason and the Argonauts (1963), and the work of Willis O'Brien on films such as King Kong (1933 film).
    • Go motion is a variant of model animation that uses various techniques to create motion blur between frames of film, which is not present in traditional stop-motion. The technique was invented by Industrial Light & Magic and Phil Tippett to create special effects scenes for the film The Empire Strikes Back (1980). Another example is the dragon named "Vermithrax" from Dragonslayer (1981 film).
  • Object animation refers to the use of regular inanimate objects in stop-motion animation, as opposed to specially created items.
    • Graphic animation uses non-drawn flat visual graphic material (photographs, newspaper clippings, magazines, etc.), which are sometimes manipulated frame-by-frame to create movement. At other times, the graphics remain stationary, while the stop-motion camera is moved to create on-screen action.
    • Brickfilm A subgenre of object animation involving using Lego or other similar brick toys to make an animation. These have had a recent boost in popularity with the advent of video sharing sites like YouTube and the availability of cheap cameras and animation software.
  • Pixilation involves the use of live humans as stop motion characters. This allows for a number of surreal effects, including disappearances and reappearances, allowing people to appear to slide across the ground, and other such effects. Examples of pixilation include The Secret Adventures of Tom Thumb and Angry Kid shorts.
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Traditional animation

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Traditional animation

Traditional animation (also called cel animation or hand-drawn animation) was the process used for most animated films of the 20th century. The individual frames of a traditionally animated film are photographs of drawings, first drawn on paper. To create the illusion of movement, each drawing differs slightly from the one before it. The animators' drawings are traced or photocopied onto transparent acetate sheets called cels, which are filled in with paints in assigned colors or tones on the side opposite the line drawings. The completed character cels are photographed one-by-one against a painted background by a rostrum camera onto motion picture
.

The traditional cel animation process became obsolete by the beginning of the 21st century. Today, animators' drawings and the backgrounds are either scanned into or drawn directly into a computer system. Various software programs are used to color the drawings and simulate camera movement and effects. The final animated piece is output to one of several delivery media, including traditional35 mm film and newer media such as digital video. The "look" of traditional cel animation is still preserved, and the character animators' work has remained essentially the same over the past 70 years. Some animation producers have used the term "tradigital" to describe cel animation which makes extensive use of computer technology.
Examples of traditionally animated feature films include Pinocchio (United States, 1940), Animal Farm (United Kingdom, 1954), and The Illusionist (British-French, 2010). Traditionally animated films which were produced with the aid of computer technology include The Lion King (US, 1994), Akira (Japan, 1988), Spirited Away (Japan, 2001), The Triplets of Belleville (France, 2003), and The Secret of Kells(Irish-French-Belgian, 2009).
  • Full animation refers to the process of producing high-quality traditionally animated films that regularly use detailed drawings and plausible movement, having a smooth animation. Fully animated films can be made in a variety of styles, from more realistically animated works such as those produced by the Walt Disney studio (Beauty and the BeastAladdinLion King) to the more 'cartoon' styles of the Warner Bros. animation studio. Many of the Disney animated features are examples of full animation, as are non-Disney works such as The Secret of NIMH (US, 1982), The Iron Giant (US, 1999), and Nocturna (Spain, 2007).
  • Limited animation involves the use of less detailed and/or more stylized drawings and methods of movement usually a choppy or "skippy" movement animation. Pioneered by the artists at the American studio United Productions of America, limited animation can be used as a method of stylized artistic expression, as in Gerald McBoing Boing(US, 1951), Yellow Submarine (UK, 1968), and much of the anime produced in Japan. Its primary use, however, has been in producing cost-effective animated content for media such as television (the work of Hanna-Barbera, Filmation, and other TV animation studios) and later the Internet (web cartoons).
  • Rotoscoping is a technique patented by Max Fleischer in 1917 where animators trace live-action movement, frame by frame. The source film can be directly copied from actors' outlines into animated drawings, as in The Lord of the Rings (US, 1978), or used in a stylized and expressive manner, as in Waking Life (US, 2001) and A Scanner Darkly (US, 2006). Some other examples are: Fire and Ice (US, 1983), Heavy Metal (1981), and Aku no Hana (2013).
  • Live-action/animation is a technique combining hand-drawn characters into live action shots. One of the earlier uses was in Koko the Clown when Koko was drawn over live action footage. Other examples include Who Framed Roger Rabbit (US, 1988), Space Jam (US, 1996) and Osmosis Jones (US, 2001).
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Computer-assisted vs computer-generated animation

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Computer-assisted vs computer-generated animation

To animate means "to give life to" and there are two basic ways that animators commonly do this.
Computer-assisted animation is usually classed as two-dimensional (2D) animation. Creators drawings either hand drawn (pencil to paper) or interactively drawn(drawn on the computer) using different assisting appliances and are positioned into specific software packages. Within the software package the creator will place drawings into different key frames which fundamentally create an outline of the most important movements. The computer will then fill in all the " in-between frames" commonly known as Tweening. Computer assisted animation is basically using new technologies to cut down the time scale that traditional animation could take, but still having the elements of traditional drawings of characters or objects.[7]
Two examples of films using computer-assisted animation are Beauty and the Beast and Antz.
Computer-generated animation is known as 3-dimensional (3D) animation. Creators will design an object or character with an X,Y and Z axis. Unlike the traditional way of animation no pencil to paper drawings create the way computer generated animation works. The object or character created will then be taken into a software, key framing and tweening are also carried out in computer generated animation but are also a lot of techniques used that do not relate to traditional animation. Animators can break physical laws by using mathematical algorithms to cheat, mass, force and gravity rulings. Fundamentally, time scale and quality could be said to be a preferred way to produce animation as they are two major things that are enhanced by using computer generated animation. Another great aspect of CGA is the fact you can create a flock of creatures to act independently when created as a group. An animal's fur can be programmed to wave in the wind and lie flat when it rains instead of programming each strand of hair separately.[7]
Three examples of computer-generated animation movies are Toy StoryThe Incredibles and Shrek.
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Realism in the future of computer animation

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Realism in the future of computer animation

Realism in computer animation can mean making each frame look photorealistic, in the sense that the scene is rendered to resemble a photograph, or to making the animation of characters believable and lifelike. Computer animation can also be realistic with or without the photorealistic rendering.
One of the greatest challenges in computer animation has been creating human characters that look and move with the highest degree of realism. Many animated films instead feature characters who are anthropomorphic animals (Finding NemoIce AgeBoltMadagascarOver the HedgeRioKung Fu PandaAlpha and Omega), machines (Cars,WALL-ERobots), insects (AntzA Bug's LifeThe Ant BullyBee Movie), fantasy creatures and characters (Monsters, Inc.ShrekTMNTBraveEpic), or humans with nonrealistic cartoon-like proportions (The IncrediblesDespicable MeUpMegamindJimmy Neutron: Boy GeniusPlanet 51Hotel TransylvaniaTeam Fortress 2).
Part of the difficulty in making pleasing, realistic human characters is the uncanny valley, the concept where (up to a point) the human audience tends to have an increasingly negative emotional response as a human replica looks and acts more and more human. Also, some materials that commonly appear in a scene such as cloth, foliage, fluids, and hair have proven more difficult to faithfully recreate and animate than others. Consequently, special software and techniques have been developed to better simulate these specific elements.
In theory, realistic computer animation can reach a point where it is indistinguishable from real action captured on film. When computer animation achieves this level of realism, it may have major repercussions for the film industry.[citation needed]
The goal of computer animation is not always to emulate live action as closely as possible. Computer animation can also be tailored to mimic or substitute for other types of animation, such as traditional stop-motion animation (as shown in Flushed Away or The Lego Movie). Some of the long-standing basic principles of animation, like squash & stretch, call for movement that is not strictly realistic, and such principles still see widespread application in computer animation.
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Modeling human faces

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Modeling human faces

Main article: Computer facial animation
The realistic modeling of human facial features is both one of the most challenging and sought after elements in computer-generated imagery.Computer facial animation is a highly complex field where models typically include a very large number of animation variables. Historically speaking, the first SIGGRAPH tutorials on State of the art in Facial Animation in 1989 and 1990 proved to be a turning point in the field by bringing together and consolidating multiple research elements and sparked interest among a number of researchers.[3]
The Facial Action Coding System (with 46 action units, such as "lip bite" or "squint"), which had been developed in 1976, became a popular basis for many systems.[4] As early as 2001, MPEG-4 included 68 Face Animation Parameters (FAPs) for lips, jaws, etc., and the field has made significant progress since then and the use of facial microexpressionhas increased.[4][5]
In some cases, an affective space, such as the PAD emotional state model, can be used to assign specific emotions to the faces of avatars. In this approach, the PAD model is used as a high level emotional space and the lower level space is the MPEG-4 Facial Animation Parameters (FAP). A mid-level Partial Expression Parameters (PEP) space is then used to in a two level structure — the PAD-PEP mapping and the PEP-FAP translation model.[6]
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Computer animation development equipment

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Computer animation development equipment

Computer animation can be created with a computer and an animation software. Some impressive animation can be achieved even with basic programs; however, the rendering can take a lot of time on an ordinary home computer. Because of this, video game animators tend to use low resolution and low polygon count renders so that the graphics can be rendered in real time on a home computer. Photorealistic animation would be impractical in this context.
Professional animators of movies, television, and video sequences on computer games make photorealistic animation with high detail. This level of quality for movie animation would take hundreds of years to create on a home computer. Instead, many powerful workstation computers are used. Graphics workstation computers use two-four processors, and they are a lot more powerful than an actual home computer and they are specialized for rendering. A large number of workstations (known as a render farm) are networked together to effectively act as a giant computer. The result is a computer-animated movie that can be completed in about one to five years (however, this process is not composed solely of rendering). A workstation typically costs $2,000-16,000 with the more expensive stations being able to render much faster due to the more technologically advanced hardware that they contain. Professionals also use digital movie cameras, motion or performance capture,bluescreens, film editing software, props, and other tools used for movie animation.
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Creating characters and objects on a computer

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Creating characters and objects on a computer

3D computer animation combines 3D models of objects and programmed or hand "keyframed" movement. These models are constructed out of geometrical vertices, faces, and edges in a 3D coordinate system. Objects are sculpted much like real clay or plaster, working from general forms to specific details with various sculpting tools. Unless a 3D model is intended to be a solid color, it must be painted with "textures" for realism. A bone/joint animation system is set up to deform the CGI model (e.g., to make a humanoid model walk). In a process known as rigging, the virtual marionette is given various controllers and handles for controlling movement. Animation data can be created using motion capture, or keyframing by a human animator, or a combination of the two.
3D models rigged for animation may contain thousands of control points — for example, "Woody" in Pixar's Toy Story uses 700 specialized animation controllers. Rhythm and Hues Studios labored for two years to create Aslan in the movie The Chronicles of Narnia: The Lion, the Witch and the Wardrobe, which had about 1,851 controllers (742 in the face alone). In the 2004 film The Day After Tomorrow, designers had to design forces of extreme weather with the help of video references and accurate meteorological facts. For the 2005 remake of King Kong, actor Andy Serkis was used to help designers pinpoint the gorilla's prime location in the shots and used his expressions to model "human" characteristics onto the creature. Serkis had earlier provided the voice and performance for Gollum in J. R. R. Tolkien's The Lord of the Rings trilogy.
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Methods of animating virtual characters

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Methods of animating virtual characters

In most 3D computer animation systems, an animator creates a simplified representation of a character's anatomy, which is analogous to a skeleton or stick figure. The position of each segment of the skeletal model is defined by animation variables, or Avars for short. In human and animal characters, many parts of the skeletal model correspond to the actual bones, but skeletal animation is also used to animate other things, such as facial features (though other methods for facial animation exist). The character "Woody" in Toy Story, for example, uses 700 Avars (100 in the face alone). The computer doesn't usually render the skeletal model directly (it is invisible), but it does use the skeletal model to compute the exact position and orientation of that certain character, which is eventually rendered into an image. Thus by changing the values of Avars over time, the animator creates motion by making the character move from frame to frame.
There are several methods for generating the Avar values to obtain realistic motion. Traditionally, animators manipulate the Avars directly. Rather than set Avars for every frame, they usually set Avars at strategic points (frames) in time and let the computer interpolate or 'tween' between them in a process calledkeyframing. Keyframing puts control in the hands of the animator and has roots in hand-drawn traditional animation.
In contrast, a newer method called motion capture makes use of live action footage. When computer animation is driven by motion capture, a real performer acts out the scene as if they were the character to be animated. His/her motion is recorded to a computer using video cameras and markers and that performance is then applied to the animated character.
Each method has its advantages and as of 2007, games and films are using either or both of these methods in productions. Keyframe animation can produce motions that would be difficult or impossible to act out, while motion capture can reproduce the subtleties of a particular actor. For example, in the 2006 film Pirates of the Caribbean: Dead Man's Chest, actor Bill Nighy provided the performance for the character Davy Jones. Even though Nighy himself doesn't appear in the film, the movie benefited from his performance by recording the nuances of his body language, posture, facial expressions, etc. Thus motion capture is appropriate in situations where believable, the realistic behavior and action is required, but the types of characters required exceed what can be done throughout the conventional costuming.

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Computer animation, or CGI animation

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Computer animation, or CGI animation, is the process used for generating animated images by using computer graphics. The more general term computer-generated imagery encompasses both static scenes and dynamic images while computer animation only refers to moving images.
Modern computer animation usually uses 3D computer graphics, although 2D computer graphics are still used for stylistic, low bandwidth, and faster real-time renderings. Sometimes, the target of the animation is the computer itself, but sometimes the target is another medium, such as film.
Computer animation is essentially a digital successor to the stop motion techniques used in traditional animation with 3D models and frame-by-frame animation of 2D illustrations. Computer-generated animations are more controllable than other more physically based processes, such as constructing miniatures for effects shots or hiring extras for crowd scenes, and because it allows the creation of images that would not be feasible using any other technology. It can also allow a single graphic artist to produce such content without the use of actors, expensive set pieces, or props.
To create the illusion of movement, an image is displayed on the computer monitor and repeatedly replaced by a new image that is similar to it, but advanced slightly in time (usually at a rate of 24 or 30 frames/second). This technique is identical to how the illusion of movement is achieved withtelevision and motion pictures.
For 3D animations, objects (models) are built on the computer monitor (modeled) and 3D figures are rigged with a virtual skeleton. For 2D figure animations, separate objects (illustrations) and separate transparent layers are used with or without a virtual skeleton. Then the limbs, eyes, mouth, clothes, etc. of the figure are moved by the animator onkey frames. The differences in appearance between key frames are automatically calculated by the computer in a process known as tweening or morphing. Finally, the animation is rendered.
For 3D animations, all frames must be rendered after the modeling is complete. For 2D vector animations, the rendering process is the key frame illustration process, while tweened frames are rendered as needed. For pre-recorded presentations, the rendered frames are transferred to a different format or medium, such as film or digital video. The frames may also be rendered in real time as they are presented to the end-user audience. Low bandwidth animations transmitted via the internet (e.g. 2D Flash, X3D) often use software on the end-users computer to render in real time as an alternative to streaming or pre-loaded high bandwidth animations.

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