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Thursday, 5 February 2015

Stop motion animation

09:17 0

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

09:07 10

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
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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

08:58 4

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

08:56 1

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

08:53 1

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

08:52 0

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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