Basic Animations




Synopsis

This story about the empty dustbin at the side road . Too much trash that surrounds it. Then dustbin tries to take it but failed. Dustbin felt sad because in the body is empty. Then people throw trash around the dustbin but not in the dustbin. the dustbin is happy and try to catch the trash, but just a little trash into the dustbin. Then, have a fly at the trash and eaten by a frog. Dustbin tried to collect the rubbish use a tongue but failed because the tongue gets stuck at the trash. Dustbin become angry. Suddenly he released trash at the side. The dustbin feel happy. But the dustbin was so surprised, because the trash is more big from the dustbin. The dustbin feel very sad.


Reward

'Silver Krishnaveni Award' for 'Best Short Film' at the Short Film Festival of Vijayawada – 5th & 6th April, 2011

 1st Prize, International Film Festival, Nagpur, India. 2009

 Nominations
     
  AAROHI Film Festival, Mumbai, India - April 2009

  Nominated in the Children's Film Category at the 16th International Children's Film Festival held at             Hyderabad in November 2009

Task 1

About Animation


INTRODUCTION

Animation precedes the invention of photography and the cine camera by several decades. It is an art form in which a world of dynamic image and sound be synthesized. Animation is synthesis of movement through the sequential use of small fragments of time, which gives rise illusion open to manipulation in extraordinary ways.
Animation is the most nimble of mediums that has survived the mechanical 'persistence of vision' toys popular in the 19th century. Animation is expression as an art form in cinema. It was the means by which to experiment with time-based art and cinematic forms to present new visual vocabularies. Animation is positioned to pioneer the use of computers to create moving images from numbers. It has demystified complex processes and visualized scientific phenomena and provided simulation models to help us understand the world. Animation has become an essential ingredient in multimedia content, for example in the control interface display of jet fighter and planes. Animation is integral to the computer games industry, it increasingly underpins all special effects in motion picture production and it has provided content in an ideal form to distribute across a bandwidth networked environment.
Animation is an art form which can come from anywhere and which can go to anywhere - from a large production team working in a highly specialized studio or a lone individual working out of a bedroom, to an Imax Cinema screen several meters wide or a mobile phone screen a few centimeters across. Animation can be as intimate and personal as a stick figure doodle jiggling in the corner of a dog-eared school exercise book cum flip book, or as expansive and public as animated laser lights splashed upon a cityscape (see Hong Kong's Harbor 'Symphony Of Lights' project - Lloyd Weir, Art Director, Laser vision NSW and AIM graduate 1996). Animation is an art form which can come from anywhere and which can go to anywhere.


Animation is…
animation is an idea through simplification and abstraction. It a sight gag timed to perfection, a visual poem, a moving painting and extraordinary sublime moments in the orchestration of moving image and sound. Animation is an exquisite character synthesized at the end of a pencil or  through  sweep and click of a computer mouse.
Animation compares with the thrill of breathing life into characters that might never existed  for your imagination , it move  for a large audience of strangers to laugh out loud at their antics.

HISTORY

ROOTS

The word 'animation' is derived from anima, the Latin word for soul or spirit. The verb 'to animate' literally means 'to give life to'.
From his earliest artworks, hunting scenes sketched in ochre on a cave wall, to highly refined Greek sculptures, mankind has always attempted to imbue his art with expressions of life by depicting his subjects as if caught in a frozen moment in time suggestive of broader preceding and following actions.

Egotistical man placed himself at the centre of the universe. He has always believed in the possibility of creating life - of playing god. Man has used his technology as an agent to help realise this desire in order to become ruler of all nature.





AUTOMATA

History is rich with descriptions of attempts to imitate life by mechanical means in the form of hydraulic, pneumatic, or clockwork operated biological automata. Automata (or automatons - a machine which is relatively self-operating and capable of performing multiple complex movements on its own without the need for human control) had its greatest period of development following the rise of mechanicism with the revival of Greek culture during the Renaissance. There were, for example, isolated descriptions of talking heads claimed to have been constructed by Albertus Magnus, Roger Bacon, Gerbert, and Robert Grosseteste. Perhaps of greater significance was the mechanical lion of da Vinci and the two automata created by Johannes Muller, called Regiomontanus (1436-1476). One of these was the fabled eagle which was claimed to have escorted the Emperor Maximilian to the city gates of Nuremberg.
The first android, a completely mechanical figure which simulated a living human or animal, operating with apparently responsive action, is believed to have been constructed by Hans Bullmann of Nuremberg (?-1535). Bullmann reportedly produced a number of extremely ingenious figures of men and women that moved and played musical instruments.

These early automata were mechanical devices that seemed to demonstrate lifelike behaviour. They took advantage not only of gears, but also of gravity, hydraulics, pulleys and sunlight - the effect could be dazzling, as with the extraordinary clock of Berne created in 1530. This massive timepiece hourly disgorged a dazzling pageantry of automata figures.

One of the most famous waterworks of the seventeenth century was that constructed at the chateau at Heilbrunn in about 1646. It featured various animated hydromechanical devices. A mechanical theatre was installed here in 1725 by Lorenz Rosenegge, a craftsman of Nuremberg. It featured 256 figures, 119 of which were animated by means of a single water turbine. A horizontal axis operating a series of cams regulated the movements of the figures by means of copper wires. The wheelwork consists of wooden wheels with iron teeth and pinions. A powerful hydraulic organ provides background music and covers the noise of the mechanism.

Just as the waterworks and grottoes of the Renaissance gardens were tangible revivals of the hydraulic and pneumatic devices of the ancient Greek culture, some of the same influence filtered into the field of clockmaking. The first conversion from the hydraulic and pneumatic to the purely mechanical automata, occurred in Europe with the advent of the clockmaker who made public and astronomical clocks with moving figurines.

It was a short step to a combination of the pinned cylinder and the spring-driven clockwork to provide the sound of living things and of musical instruments in automata. This combination made possible a great variety of developments in the late seventeenth and during the eighteenth centuries. The most notable of these were the androids constructed in the mid-eighteenth century by Jacques Vaucanson (1709-1782), who brought the production of automata to its highest point of development. Vaucanson is unquestionably the most import inventor in the history of automata, as well as one of the most important figures in the history of machine technology. Although he was responsible for pioneering in the development of machine tools and later inspired the work of Sir Henry Maudslay and others, it was, ironically enough, his automata -- which occupied the briefest interlude in his life -- which brought him permanent fame and fortune.

Born in 1709 in Grenoble, France, Vaucanson exhibited great mechanical ability at a very early age. After having attended the oratory college at Juilly he studied with the Jesuits at Grenoble, and in 1725 joined the order of Minims of Lyon. During his training period, however, Vaucanson indulged his mechanical interests by creating automatically flying angels. This impelled the provincial of the order to destroy his makeshift workshop, and Vaucanson used the incident as an excuse to to be relieved of his clerical vows.

Vaucanson moved to Paris and, in direct contrast with his recent religious life, gave himself up to a life of debauchery while he undertook the studies of mechanics, music, and anatomy. He developed an interest in the study of medicine and attempted to construct a "moving anatomy" which reproduced the principal organic functions. Debts, illness, and eventually boredom caused him to abandon the project. He went on to the construct his famous androids, which made him wealthy and famous throughout Europe.

In 1735 Vaucanson began to formulate plans for the construction of the first android, which was to be a life-sized figure of a musician, dressed in a rustic fashion and playing eleven melodies on its flute, moving the levers realistically by its fingers and blowing into the instrument with its mouth. In October 1737 the automaton was completed and exhibited first at the fair of Saint-Germain and later at Longueville. All Paris flocked to see the mechanical masterpiece with the human spirit; the press was extremely favorable, and Vaucanson was launched upon his career.

Vaucanson's third and most famous automaton was "an artificial duck of gilt brass which drinks, eats, flounders in water, digests and excretes like a live duck" (see figure top right). It was Vaucanson's intention to create in this duck the "moving anatomy" that he had visualized once before. Accordingly, the figure of the duck was produced full size of gilt brass in a simplified form, the body pierced with openings to permit the public to observe the process of digestion. The complexity of this duck was enormous - there were over four hundred moving pieces in a single wing.

 


12 principal animation

The following 12 basic principles of animation were developed by the 'old men' of Walt Disney Studios, amongst them Frank Thomas and Ollie Johnston, during the 1930s. Of course they weren't old men at the time, but young men who were at the forefront of exciting discoveries that were contributing to the development of a new art form. These principles came as a result o











f reflection about their practice and through Disney's desire to devise a way of animating that seemed more 'real' in terms of how things moved, and how that movement might be used to express character and personality.

It needs to be said that many brilliant moments of animation have been created without reference to, or knowledge of, these principles. However they are appropriate for a particular style of cartoon animation and provide the means to discuss and critique the craft in a language that animators have come to understand - "you need to anticipate that action to give it more punch" - "why don't you put more follow through on the coat tail?"

The following has been paraphrased from the "Illusion Of Life" by Frank Thomas & Ollie Johnston (pp.47-69). For a more extensive explanation of these principles, refer to this seminal text.



      SQUASH AND STRETCH

This action gives the illusion of weight and volume to a character as it moves. Also squash and stretch is useful in animating dialogue and doing facial expressions. How extreme the use of squash and stretch is, depends on what is required in animating the scene. Usually it's broader in a short style of picture and subtler in a feature. It is used in all forms of character animation from a bouncing ball to the body weight of a person walking. This is the most important element you will be required to master and will be used often.


2. ANTICIPATION

This movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression. A dancer does not just leap off the floor. A backwards motion occurs before the forward action is executed. The backward motion is the anticipation. A comic effect can be done by not using anticipation after a series of gags that used anticipation. Almost all real action has major or minor anticipation such as a pitcher's wind-up or a golfers' back swing. Feature animation is often less broad than short animation unless a scene requires it to develop a characters personality.

 


3. STAGING

A pose or action should clearly communicate to the audience the attitude, mood, reaction or idea of the character as it relates to the story and continuity of the story line. The effective use of long, medium, or close up shots, as well as camera angles also helps in telling the story. There is a limited amount of time in a film, so each sequence, scene and frame of film must relate to the overall story. Do not confuse the audience with too many actions at once. Use one action clearly stated to get the idea across, unless you are animating a scene that is to depict clutter and confusion. Staging directs the audience's attention to the story or idea being told. Care must be taken in background design so it isn't obscuring the animation or competing with it due to excess detail behind the animation. Background and animation should work together as a pictorial unit in a scene.

 


4. STRAIGHT AHEAD AND POSE TO POSE ANIMATION

Straight ahead animation starts at the first drawing and works drawing to drawing to the end of a scene. You can lose size, volume, and proportions with this method, but it does have spontaneity and freshness. Fast, wild action scenes are done this way. Pose to Pose is more planned out and charted with key drawings done at intervals throughout the scene. Size, volumes, and proportions are controlled better this way, as is the action. The lead animator will turn charting and keys over to his assistant. An assistant can be better used with this method so that the animator doesn't have to draw every drawing in a scene. An animator can do more scenes this way and concentrate on the planning of the animation. Many scenes use a bit of both methods of animation.

 


5. FOLLOW THROUGH AND OVERLAPPING ACTION

When the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a long tail (these follow the path of action). Nothing stops all at once. This is follow through. Overlapping action is when the character changes direction while his clothes or hair continues forward. The character is going in a new direction, to be followed, a number of frames later, by his clothes in the new direction. "DRAG," in animation, for example, would be when Goofy starts to run, but his head, ears, upper body, and clothes do not keep up with his legs. In features, this type of action is done more subtly. Example: When Snow White starts to dance, her dress does not begin to move with her immediately but catches up a few frames later. Long hair and animal tail will also be handled in the same manner. Timing becomes critical to the effectiveness of drag and the overlapping action.

 

6. SLOW-OUT AND SLOW-IN

As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose. Fewer drawings make the action faster and more drawings make the action slower. Slow-ins and slow-outs soften the action, making it more life-like. For a gag action, we may omit some slow-out or slow-ins for shock appeal or the surprise element. This will give more snap to the scene.

 

7. ARCS

All actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path. This is especially true of the human figure and the action of animals. Arcs give animation a more natural action and better flow. Think of natural movements in the terms of a pendulum swinging. All arm movement, head turns and even eye movements are executed on an arcs.

 

8. SECONDARY ACTION

This action adds to and enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action. Example: A character is angrily walking toward another character. The walk is forceful, aggressive, and forward leaning. The leg action is just short of a stomping walk. The secondary action is a few strong gestures of the arms working with the walk. Also, the possibility of dialogue being delivered at the same time with tilts and turns of the head to accentuate the walk and dialogue, but not so much as to distract from the walk action. All of these actions should work together in support of one another. Think of the walk as the primary action and arm swings, head bounce and all other actions of the body as secondary or supporting action.


9. TIMING

Expertise in timing comes best with experience and personal experimentation, using the trial and error method in refining technique. The basics are: more drawings between poses slow and smooth the action. Fewer drawings make the action faster and crisper. A variety of slow and fast timing within a scene adds texture and interest to the movement. Most animation is done on twos (one drawing photographed on two frames of film) or on ones (one drawing photographed on each frame of film). Twos are used most of the time, and ones are used during camera moves such as trucks, pans and occasionally for subtle and quick dialogue animation. Also, there is timing in the acting of a character to establish mood, emotion, and reaction to another character or to a situation. Studying movement of actors and performers on stage and in films is useful when animating human or animal characters. This frame by frame examination of film footage will aid you in understanding timing for animation. This is a great way to learn from the others.


10. EXAGGERATION

Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time. Its like a caricature of facial features, expressions, poses, attitudes and actions. Action traced from live action film can be accurate, but stiff and mechanical. In feature animation, a character must move more broadly to look natural. The same is true of facial expressions, but the action should not be as broad as in a short cartoon style. Exaggeration in a walk or an eye movement or even a head turn will give your film more appeal. Use good taste and common sense to keep from becoming too theatrical and excessively animated.


11. SOLID DRAWING

The basic principles of drawing form, weight, volume solidity and the illusion of three dimension apply to animation as it does to academic drawing. The way you draw cartoons, you draw in the classical sense, using pencil sketches and drawings for reproduction of life. You transform these into color and movement giving the characters the illusion of three-and four-dimensional life. Three dimensional is movement in space. The fourth dimension is movement in time.


12. APPEAL

A live performer has charisma. An animated character has appeal. Appealing animation does not mean just being cute and cuddly. All characters have to have appeal whether they are heroic, villainous, comic or cute. Appeal, as you will use it, includes an easy to read design, clear drawing, and personality development that will capture and involve the audience's interest. Early cartoons were basically a series of gags strung together on a main theme. Over the years, the artists have learned that to produce a feature there was a need for story continuity, character development and a higher quality of artwork throughout the entire production. Like all forms of story telling, the feature has to appeal to the mind as well as to the eye.


 


Type of animation
Animation has certainly come a long way in the decades since its debut in the early 1900s. The techniques used by animators to bring characters and stories to life have improved immeasurably over the years, yet there remains only three primary types of animation: traditional, stop-motion, and computer.

Traditional Animation
Arriving on the scene at roughly the same time as its live-action counterparts, traditionally animated films have certainly come a long way since the early days of crude drawings and experimental narratives. Traditional animation made its debut in 1906 with a short film featuring different facial expressions. The genre allows for the illusion of animated movement due to the frame-by-frame manipulation of drawings and illustrations. Although computer technology has assisted animators in their efforts over the years, the basic means by which an animated film comes to life has essentially remained the same.The popularization of the cel-animation process in the early ‘20s proved instrumental in the genre’s meteoric rise to infamy, with the technique ensuring that animators no longer had to draw the same image over and over again – as see-through “cels” containing a character or object in motion could be laid on top of a stationary background. The release of Snow White and the Seven Dwarfsin 1937 marked the first time that traditionally animated films began to be taken seriously by the Hollywood community and audiences alike.
In the years since, traditionally animated films have remained popular at cinemas the world over – with the wild success of the genre affording filmmakers the opportunity to break out of the mold from time to time (ie 1972’s Fritz the Cat became the first animated feature to land an “X” rating). Disney’s domination over the 2D animated realm has ensured that their name has become synonymous with animated films, although it’s certainly worth noting that some of the most popular cartoons from the last couple of decades have come from other studios (including The Rugrats Movie, Beavis and Butt-head Do America, and the Land Before Time series).




Stop-Motion Animation
Far less prevalent, on the other hand, is stop-motion animation. Stop-motion actually predates traditional, hand-drawn animation: The first attempt, The Humpty Dumpty Circus, was released in 1898. But stop-motion animated features have never quite managed to garner the acclaim and widespread appeal of their 2D counterparts. There’s little doubt that the biggest hindrance to stop-motion animation’s success is its time consuming nature, as animators must move an object one frame at a time to mimic movement. Considering movies generally contain 24 frames per second, it can take hours to capture just a few seconds worth of footage.Although the first full-length stop-motion cartoon was released in 1926 (Germany’s The Adventures of Prince Achmed), the genre’s widest exposure came in the 1950s with the release of the Gumby television series. After that point, stop-motion animation started to be seen less as a gimmicky fad and more as a viable alternative to hand-drawn animation – with 1965’s Willy McBean and his Magic Machine, produced by legendary stop-motion duo Arthur Rankin and Jules Bass, the first full-length stop-motion film to be produced within the United States.The prominence of Rankin/Bass Christmas specials in the ‘60s and ‘70s only added to stop-motion animation’s growing popularity, yet it was the increased use of stop-motion within special effects field that cemented its place as an invaluable resource – with George Lucas’ pioneering work in both the Star Wars films and in his effects company Industrial Light and Magic setting a standard that the rest of the industry struggled to match.Stop-motion has, as of late, lost a lot of its luster in the wake of computer animation’s meteoric rise, yet the genre has seen something of a resurgence in the past few years – with the popularity of movies like Coraline and Fantastic Mr. Fox ensuring that stop-motion will likely continue to endure in the years to come.

 

Computer Animation
Before it became a pervasive, all-encompassing force within the cinematic community, computer animation was primarily used as a tool by filmmakers to enhance their traditionally-conceived special effects work. As such, computer-generated imagery was used sparingly in the ‘70s and ‘80s – with 1982’s Tron marking the first time it was used on an extensive basis within a full-length feature.Computer animation received a substantial boost in 1986 with the release of Pixar’s first short, Luxo Jr. – which went on to receive a nomination for Best Animated Short Film and proved that computers could provide more than just behind-the-scenes special effects support. The increased sophistication of both hardware and software was reflected in the progressively eye-popping nature of computer-generated imagery, with 1991’s Terminator 2: Judgment Day and 1993’s Jurassic Park standing as landmark examples of what computers were capable of.It wasn’t until Pixar released the world’s first computer-animated feature in 1995, Toy Story, that audiences and executives alike first began to see the possibilities offered by the technology, and it wasn’t long before other studios began clamoring to get into the CGI game. The three dimensional appearance of computer-generated cartoons instantly assured their success over their 2-D counterparts, as viewers found themselves transfixed by the novelty of the lifelike images and jaw-dropping visuals.And although Pixar remains the undisputed champion of the computer-generated landscape, there have certainly been plenty of equally successful examples of the genre in recent years – with, for instance, the Shrek series raking in well over two billion dollars worldwide. It's also impossible to downplay the significance of Avatar's incredible, chart-topping success. The movie - which boasts some of the most impressive computer-animated visuals to date - will likely set a new standard that future CGI-heavy films will struggle to match.

 

5 SOFTWARE

1.AUTODESK MAYA

Autodesk software first developed by Alias systems (operation, the formerly Alias/wave font).And now the software developed by Autodesk. Inc., used to make interactive 3D applications, including video games, movies, animation, TV series or visual effects. Products named after the MAYA Word Sanskrit, the concept of life illusion.

3d Animation, 5, simulation result and compositing software offers a comprehensive set of creative production platform that can be added .Maya provide sophisticated and character toolsets along with improved productivity for displays, texture and tasks the creation of shatter.


2. AUTODESK 3D MAX

Advantages of 3d max modeling with tools and animation, the latest version of 3ds max also has shade dynamic simulation (such as ambient oklusi and subsurface movement), system time, in turn, the creation of a map and result in global lighting the user interface, customizable, and provides language itself. 3d modeling animation perrisian 3d exploration. 3dsR display software provides comprehensive modeling, simulation, animation and causes the solution to games, movies and graphic artist. 3ds max send new equipment that are efficient, accelerating performance and streamline workflow helps overall productivity for working with complex resolution high.


2. For Utility
Toon Boom pencil check Pro-test line software products.
Toon Boom story-this software is used to create storyboards that can be printed.
Toon Boom story Pro-like Storyboard, the software used to create storyboards. In addition to the characteristics of the storyboard, the Pro version has a tool to create animatic and can be integrated into a pipeline using Opus, harmony or Animate Pro. You can export to the leading NLE as well. Release 2.1 storyboard Pro is compatible with final draft 8 (using Tagger export XML script)


3.ADOBE AFTER EFFECT


Adobe after effects is a digital visual effects, motion graphics and compositing application developed by Adobe Systems and is used in the process of post-production filmmaking and television production. Among other things, after effects can be used to type, tracking, root, compositing and animation scoping. It also serves as the editor of the linear-very basic, audio editor and Trans media coder.

3.1 VISUAL EFFECT
In filmmaking, visual effects (VFX abbreviation) is the process in which the image is created and/or manipulated outside the context of live action shots. Visual effects involving a integration acting recording and image generated to create an environment that looks realistic, but it's going to be dangerous, expensive, impractical, or simply impossible to catch the film. Visual effects using computer generated images have become accessible to independent filmmakers with the introduction of software. deamination and compositing an affordable and easy to use.


3.2 TIMMING

 Frequent visual effects that are often important to a movie stories and appeal .Although most of the visual effects work is completed during post-production, it usually must be carefully planned and steps in pre-production and production. Visualeffects post-production, implemented primarily by using various tools and technologies such as graphic design, animation, models and the same software, while special effects such as explosions and car chases that made on the set. A visual effects supervisor is usually involved with the production from the initial stage to work closely with the production designer and film director, guide and lead the teams needed to achieve the desired effect.


5.3 FLMMAKING


Filmmaking (or in the context of academic, film production) is the process of making a film. Filmmaking involving several stages which included initial discrete story, idea, or Instruction jaya, through script writing, casting, shooting, sound recording and reproduction, editing, and inspection of the product before the audience which may result in release of the film and exhibitions. Film making takes place in many places around the world in a context of economic, social, and political, and uses a variety of technology and create filming techniques. Typically, it involves a large number of people, and can take from several months to several years to complete.

CONCLUSION

 From the making of this animation from there we can see how the movement or speech that would like to show a behavior. From there also we shall know the message to be forwarded by the way. Therefore, each character of the animation will play its own role for understanding audient. Computer animation encompasses a variety of techniques, the unifying factor being that the animation is created digitally on a computer. 2D animation techniques tend to focus on image manipulation while 3D techniques usually build virtual worlds in which characters and objects move and interact. 3D animation can create images that seem real to the viewer.

REFERENCE


Task 2

Info graphic 







Thumbnails animation

Eye






Nose





Mouth







Hijab







Character



Emotion and movement Character









Storyboard










                    

                   
Tracing In Ai my character







Tracing my background








My templete





Adobe After Effect




Adobe Premiere Pro









No comments:

Post a Comment