Computer
Animation
Animation means giving life to any object in computer
graphics. It has the power of injecting energy and emotions into the most
seemingly inanimate objects. Computer-assisted animation and computer-generated
animation are two categories of computer animation. It can be presented via
film or video.
The basic idea behind animation is to play back the
recorded images at the rates fast enough to fool the human eye into
interpreting them as continuous motion. Animation can make a series of dead
images come alive. Animation can be used in many areas like entertainment,
computer aided-design, scientific visualization, training, education,
e-commerce, and computer art.
Animation Techniques
Animators have invented and used a variety of different
animation techniques. Basically there are six animation technique which we
would discuss one by one in this section.
Traditional Animation (frame
by frame)
Traditionally most of the animation was done by hand. All
the frames in an animation had to be drawn by hand. Since each second of
animation requires 24 frames (film), the amount of efforts required to create
even the shortest of movies can be tremendous.
Keyframing
In this technique, a storyboard is laid out and then the
artists draw the major frames of the animation. Major frames are the ones in
which prominent changes take place. They are the key points of animation.
Keyframing requires that the animator specifies critical or key positions for
the objects. The computer then automatically fills in the missing frames by
smoothly interpolating between those positions.
Procedural
In a procedural animation, the objects are animated by a
procedure − a set of rules − not by keyframing. The animator specifies rules
and initial conditions and runs simulation. Rules are often based on physical
rules of the real world expressed by mathematical equations.
Behavioral
In behavioral animation, an autonomous character
determines its own actions, at least to a certain extent. This gives the character
some ability to improvise, and frees the animator from the need to specify each
detail of every character's motion.
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