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PRINCIPLES OF ANIMATION
1 Squash and stretch 7 Arcs
2 Anticipation 8 Secondary action
3 Staging 9 Timing
4 Straight ahead action and pose to 10 Exaggeration
pose 11 Solid drawing
5 Follow through and overlapping 12 Appeal
action
6 Slow in and slow out
Volume
When a person smiles, the shape of the face is determined by the movement of muscles
underneath a layer of skin. During a smile, though the head seems to increase in size, with
the widening of the mouth and jaw, it does not.
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Anticipation
Anticipation is the rule of animation where you introduce a movement by another
one.
For example, a baseball player, before throwing the ball, will prepare for the action
by moving his arm back (and in fact his whole body will take a special "pose").
This allows you to prepare your audience for what will happen next and get a more
"realistic" impact. In motion design, for example, if you want to animate a rotating
object, make a slight rotation in the opposite
Staging
Staging is the presentation of an idea so that it is clear. This idea can be an action, a
personality, an expression, or a mood. The key idea is that the idea is made clear to
the viewer.
An important objective of staging is to lead the viewers eye to where the action will
occur so that they do not miss anything.
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These are two different ways to animate something. "Straight ahead" animation
is when you animate a character or something as it is moving, like when you
move in real life, you animate it frame by frame, without a plan.
On the other hand, "pose-to-pose" animation is when you begin by placing the
most important states, or "keyframes" of your animation, creating the transition
between two keyframes.
That way, you have a preview of what your animation will look like without
having to animate the whole thing.
These are two ways of drawing animation. Straight ahead action is where you draw each
frame of an action one after another as you go along. With pose-to-pose, you draw the
extremes – that is, the beginning and end drawings of action – then you go on to the
middle frame, and start to fill in the frames in-between.
Arcs
Here we are talking about the trajectory of your animated element through time.
An arched trajectory really helps when it comes to the realism and the impact of
your animation,as the movement appears smoother and gentler.
Secondary action
It's always good to add some secondary animation to your character/object.
For example, a female character running will have her hair moving according to the
speed of her run.
A secondary action is an action that results directly from another action.
Secondary actions are important in heightening interest and adding a realistic
complexity to the animation.
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Timing
Timing and spacing in animation is what gives objects and characters the
illusion of moving within the laws of physics. Timing refers to the number of
frames between two poses.
Appeal
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The difference between appealing animation and unappealing animation is not limited to subject
matter, what matters is how you present the ideas, concepts, and emotional highs/lows to the
audience—it’s about presentation. Learn more about this incredibly important principle from
mentor and Disney Toon Studios animator Ethan Hurd!
Here we are talking about the charisma of your animation.
If we we’re talking about an actor, we would refer to it as their acting ‘game’.
If you want something to be positive, design it with the appropriate features: a
smile, round shapes, light colors… and if you want to express a bad thing, use de-
saturated dark and sad colors, mad eyes, spikes, triangle and square shapes.
Keyframing
Keyframing is the ability to change parameter values for added effects smoothly within a video
clip. This increases the range of possibilities for using effects in projects.
Studiohas the ability to use keyframes with RTFX plugins. You can set different
keyframes as often as you like throughout a clip. Each keyframe can have new
sets of parameters. Between each keyframe, numeric parameter values are
automatically adjusted to adjust from frame to frame to connect the keyframe
values smoothly. Keyframing for RTFX plugins can be activated by checking the
Use Keyframes box in the lower left of the effect properties window.
Here is an example of how you might want to use keyframing. Take a 15 second
long video clip with a Blur effect applied to it. Maybe you dont want the amount
of blur to be consistent throughout the whole clip. With keyframing you can set
reference points throughout the clip with different amounts of blur at each point.
For this example lets say there are 4 keyframe points set.
Image
An image is a visual representation of something. In information technology, the
term has several usages:
1) An image is a picture that has been created or copied and stored in electronic
form. An image can be described in terms of vector graphics or raster graphics.
An image
stored in raster form is sometimes called a bitmap. An image map is a file
containing information that associates different locations on a specified image
with hypertext links.
Common image file formats online include:
TIFF (Tag Image File Format) is a common format for exchanging raster
graphics (bitmap) images between application programs, including those
used for scanner images. A TIFF file can be identified as a file with a .tiff
or ".tif" file name suffix.
2) A disk image is a copy of the entire contents of a storage device, such as a hard
drive or DVD. The disk image represents the content exactly as it is on the
original storage device, including both data and structure information.
3) Another use of the term image is for a section of random access memory
(RAM) that has been copied to another memory or storage location.
Types:
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Overview
• JPEG, which stands for Joint Photographic Experts Group (the name of the
committee that created the JPEG standard) is a lossy compression algorithm for
images.
• A lossy compression scheme is a way to inexactly represent the data in the image,
such that less memory is used yet the data appears to be very similar. This is why
JPEG images look almost the same as the original
images they were derived from most of the time, unless the quality is reduced
significantly, in which case there will be visible differences.
• The JPEG algorithm takes advantage of the fact that humans can't see colours at
high frequencies. These high frequencies are the data points in the image that are
eliminated during the compression. JPEG compression also works best on images
with smooth colour transitions.
Why JPEG?
JPEG uses transform coding, it is largely based on the following observations:
– A large majority of useful image contents change relatively slowly across
images, i.e., it is unusual for intensity values to alter up and down several times
in a small area, for example, within an 8 x 8 image block. A translation of this
fact into the spatial frequency domain, implies, generally, lower spatial
frequency components contain more information than the high frequency
components which often correspond to less useful details and noises.
– Experiments suggest that humans are more immune to loss of higher spatial
frequency components than loss of lower frequency components. Human vision is
insensitive to high frequency components.
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contrast stretching
A high-contrast image spans the full range of gray-level values; therefore, a
lowcontrast image can be transformed into a high-contrast image by remapping
or stretching the gray-level values such that the histogram spans the full range.
The contrast stretch is often referred to as the dynamic range adjustment (DRA).
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where the INT function returns the integer value. If we wish to remap the image
to a gray-level range defined by a new minimum GL′min and a new maximum
defined by GL′max, the linear transform (Fig. 9.6) can be generalized to
Histogram Equalization.
Histogram Equalizationis a computer image processing technique used to improve
contrast in images. ... This allows for areas of lower local contrast to gain a higher contrast.
A color histogram of an image represents the number of pixels in each type of color
component.
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Smoothing is also usually based on a single value representing the image, such
as the average value of the image or the middle (median) value. The following
examples show how to smooth using average and middle values: