USAGE OF TRADITIONAL ANIMATION PRINCIPLES IN THE VIRTUAL ENVIRONMENT TOONTOWN
|
|
|
- Anabel Maxwell
- 9 years ago
- Views:
Transcription
1 USAGE OF TRADITIONAL ANIMATION PRINCIPLES IN THE VIRTUAL ENVIRONMENT TOONTOWN Ruud Knieriem Ralph van der Meulen Joost van Wollingen ABSTRACT 3D environments are being used more and more. However, there is no definitive methodology that supports the development process of these Virtual Environments. Some methodologies have been proposed, such as the methodology by [Fencott 1999] that focuses on Perceptual Opportunities. This paper aims to give a overview of some of these development methodologies, including using traditional animation techniques. Following on this a qualitative study of the Toontown environment is described, aimed at finding similarities between the traditional animation techniques and the animation techniques used in this virtual environment to define the importance of animation and relations to other processes. KEYWORDS: animation techniques, virtual environment, Toontown. 1. INTRODUCTION In the last few years many new multi-user online virtual environments have been created. These environments range from full-fledged online games like World of Warcraft [Ducheneaut 2006] to less gaming-oriented creations such as Second Life [Rymaszewski 2006]. The design process of Virtual Environments (VE) is however not an official standardized process accepted by developers. [Fencott 1999] describes the term of designing an effective Virtual Environments (VEs) as two distinct interpretations, namely the aesthetic notion of designing something to create the desired perceptual responses and secondly the engineering notion of design as the creation of plans and models from which to test and build the desired artifact. [Fencott 1999] created a model, which will be discussed later on, that should support the design of VEs in both of these fields. As discussed by [Bink 2007], animation has been around for a while. Drawing classes set up by Disney [Thomas 1981] for their animators at the Chouinard Art Institute in Los Angeles eventually led to the development of animation procedures to use as rules of the trade for new artists. Rules of the trade were gradually developed by animators when lessons of drawing classes had to be better communicated to new artists. These fundamental animation principles will be used in this paper and further discussed in the following section. The goal of this paper is to take a closer look at animation used in Disney s VE called Toontown Online [Mine 2003]. The animation principles designed by Disney animators themselves (!) will act as guidelines to test the quality of animation used in Toontown Online. By analysing the use of the animation principles in a VE the authors of this paper hope to find the relationship between the design of animations in the conceptual modeling and other processes defined in the process model mentioned in [Fencott 1999]. 1
2 2. RELATED WORK In this section several existing literature is described to give an overview of first the Toontown application and secondly related theories in the field of animation in virtual environments. The part about Toontown describes design issues that are considered when designing the application and gives an overview of the main aspects of the game. The theoretical part is giving a description of some major theories in the field of animation, varying from application in embodied agents to more general principles Toontown Disney s Toontown Online [Mine 2003] is an online 3D massive multiplayer game for children of ages seven and older. When designing such a massive multiplayer game lots of design issues have to be considered. Mine et al. described in their 2003 study how they handled some of these issues. First of all the designers wanted the game to be positive, more or less in contrast to classical multiplayer games like World of Warcraft [Ducheneaut 2006], which can be a turn-off for the mass market due to its violent character. To achieve positivity, cartoony characters and colorful environments were developed. Also a lot of gags were implemented in the game to increase humor. The animation issues concerning this design encompass both the environment and the actions and appearances of the characters themselves. As is the Disney tradition, seen in their theme parks all over the world, the environment should consist of a lot of colors and nice shapes. Humor can be supported by the animated gags in the game. Another design aspect focused on was the communication between players in the game. To ensure a childfriendly environment, global chat was kept safe by only allowing chatting with pre-defined phrases. This chat-system is named SpeedChat by the developers. The phrases can be chosen from an easy to use ingame menu. Only when real-life friends are met within the game (identified by using password-sharing outside of the VE), regular chat is available. Another part of the game to give the participants a feeling of safety was the humorous name generator, with which an appropriate character name can be generated. Own names are checked by game moderators to prevent abuse. These issues have to be supported by animation by showing emotion and speech of other players. Also the visibility and recognizability of other players in the game is an important issue, because this will inform users that communication is possible. Besides the possibility to use chat, other social activities that are available within Toontown Online are fishing, mini-games and battles against Cogs. Grouping and teaming up is made very easy by the developers, a battle or game can be joined by just walking up to it. The focus of the designers was on cooperative play, both new and more experienced players are stimulated to play together. Several mechanisms are implemented to protect fair play. Another main design issue when developing Toontown Online was discouragement of griefing. Griefing is behavior of players who try to ruin the experience of others, verbally and by abuse of game features. In contrast to this, it has been made very easy to find friends and other previously met players. A final design issue can be summarized as keeping the design and controls as simple as possible, using graphically represented information. An important issue for the designers of Toontown Online was whether they would develop their own engine or use an existing one. They chose to create an engine from the ground, because of several reasons. One of them was the amount control it would give over the features of the programme, which gave the designers the possibility to control the way in which animations were designed. The 3D engine that was developed was called Panda-3D. The architecture of Panda was designed to support the design issues described in the previous section. An important technical aspect that was considered, is the use of intervals. Intervals are control mechanisms for 3D objects and specialized behaviors like animation, sound and special effects. Panda-3D is typically suited for applications with a lot of animations which require high bandwidth-, because it makes use of a technique called background downloading [Goslin 2004]. Background 2
3 downloading is a technique with enables an application to start running as fast as possible and then keeps downloading the rest of the content that is not directly needed. Other advantages are the open source nature of the engine, the possibility to use standard programming languages and the rapid prototyping. The latter means that developers can make changes to their code without recompiling, making fast development and changes possible. Because Toontown is an online game for the mass market it should be playable over narrow-band connections. Therefore some animations have to be compressed using a lossy method, resulting in some minor loss of information. Some are left decompressed, because otherwise unacceptable artifacts occur Embodied agents The next three sections describe some theories about the application of animation in virtual environments. A very specific one is found within the domain of embodied agents. Embodied agents are human representations in a virtual environment, which are often used to assist or help the user in achieving tasks like learning and training. Essential factors for the successfulness of such an embodied agents are found in a 1997 study of Johnson & Rickel [Johnson 1997]. They showed that such an application can be a good solution to support users in learning both simple and complex tasks. Several issues are concerned, but what they found was that a full human body compared to only parts is preferred. Animation should be the facilitator of such an embodiment. Another thing concerning animation they concluded was that an agent who provided also non-verbal communication to the user was better in reaching the goal. The results from this short examination of the use of animation in embodied agent applications might be useful in defining whether animation has been applied in the right way in the Toontown game Design of Virtual Environments Besides applications of animation in virtual environments as described in the previous section, others described in a more general way issues about designing animation. But even though the use of Virtual Reality (VR) and 3D environments is growing vigorously, the actual development process of Virtual Environments (VE) is not well documented or researched to its full extent. In order to design an effective Virtual Environment two major problems have to be overcome. First, the designer has to determine how to create something that is aesthetically pleasing to the user and there is the engineering side of designing the models from which to test and build [Fencott 1999]. In general it can be said that the designer should find an optimal balance in the tension between aesthetics design and engineering design. The structural part of the modeling can be supported through software engineering practice, but this does not hold for the perceptual modeling. Also, the structural part cannot be modeled before the perceptual modeling takes place or vice versa. Both have to be done concurrently and interaction has to take place during this process [Fencott 1999]. Based on Kaur s 5 step methodology Fencott has designed a model, specifically tailored to combine the structural and perceptual modeling of a VE (Figure 1). Fencott s model consists out of almost the same five phases Kaur identified, but presents these in a non-linear fashion. The perceptual modeling phase which relates to Kaur s point 5 is concerned with the act of modeling the perceptual opportunities and their inter-relationships [Fencott 1999]. This means that the intended user experience is being modeled in this phase. The structural modeling phase relates to Kaur s third point and runs alongside the conceptual and perceptual modeling. Use cases and UML(Unified Modeling Language) can be used here to create the layout of the code structure of the VE [Fencott 1999]. 3
4 Figure 1:Informal model of Fencott s VE design methodology Fencott hopes the proposed model helps focus further research and discussion on the whole process of developing and implementing virtual environments. Fencott describes in another paper [Fencott 1999a] a perceptual mapping technique that models perceptual opportunities within the VE. Perceptual opportunities can be anything within the VE, any imaginable object or concept. The perceptual opportunity (PO) is assigned to a certain category, which indicates the effect it is supposed to instigate in the user. Therefore PO s can be seen as the basic units of meaning of the virtual content within the VE. There are three main principal forms PO s can take: sureties, suprises and shocks. Shocks are unintended impulses for the user drawing their attention away from the VE. An example given by Fencott [Fencott 1999a] states users were shocked that they could see were the sea ended. Shocks break users away from the VE and have a negative effect on feelings of presence, and thus should be avoided. Sureties are mundane and highly predictable details. They are attractive to the user because of their predictability. For example, railings at the pier give an indication of the size of the virtual appearance of the user, but do not necessarily have to look like the railings on a real pier. Finally, surprises are PO s that emphasize certain aspects of the VE. They do not have to be plausible to be beneficial. They can be split up in three categories, which are: attractors, connectors and rewards. Attractors seek the attention of the user to a certain place or moment. Connectors help users to reach goals set for them through attractors. Rewards are specific experiences within the VE that are memorable to the user, also helping in keeping the attention of the user focused on the VE. Fencott concludes that the Perceptual Opportunities model helps the designer in creating a sound PO s, which can later on be used to create a full-fletched high-quality VE. The method should not be used with the intention to create large list of surprises and attractor graphs Disney s animation techniques Much has been said about the traditional animation techniques defined by Disney [Thomas 1981]. The applicability of these techniques in 3D animations has been acknowledged [Lasseter 1987]:, though the actual method of use depends on the medium that is used. In this papers we will use the definitions of these classical animation principles as listed by Lasseter: 4
5 1. Squash and Stretch Defining the rigidity and mass of an object by distorting its shape during an action. 2. Timing Spacing actions to define the weight and size of objects and the personality of characters. 3. Anticipation The preparation for an action. 4. Staging Presenting an idea so that it is unmistakably clear. 5. Follow Through and Overlapping Action The termination of an action and establishing its relationship to the next action. 6. Straight Ahead Action and Pose-To-Pose Action The two contrasting approaches to the creation of movement. 7. Slow In and Out The spacing of the inbetween frames to achieve subtlety of timing and movement. 8. Arcs The visual path of action for natural movement. 9. Exaggeration Accentuating the essence of an idea via the design and the action. 10. Secondary Action The action of an object resulting from another action 11. Appeal Creating a design or an action that the audience enjoys watching. A more elaborate description and application of the techniques in 3D animations can be found in [Lasseter 1987]. The use of these techniques for 3D user-interfaces is discussed by [Bink 2007]. Because Toontown Online is a 3D environment and not just a 3D animation, users can navigate freely in the VE. Focusing on all 3D user-interfaces, [Bink 2007] concludes that: When applying them (Disney s animation techniques) to interfaces, something like Pose-To-Pose becomes useless because they are meant for creating stage, where the stories are linear but the user s interaction is not. By this, the authors mean that the use of the Pose-to-Pose technique is somewhat limited to linear stories, because when applying the technique important parts of the animation are designed beforehand, thus there is a need for a linear story to fill in the gaps. As the authors state, this make it difficult to apply this technique in user interfaces, because these mostly are highly interactive. Although this can be true for most user interfaces, this is however not entirely true for VEs. The user s interaction may not be linear, this does not mean the animations that define the actions (such as movement) of a user s virtual self is not. Actually by defining small animations that together form the total animation can be a form of hierarchical modeling, which is a form of Pose-To-Pose action modeling according to Lasseter. Having defined a theoretical basis for the application of animation in virtual environments, for the current research we now apply the techniques of Lasseter to the Toontown game. It could be argued that also the design issues of Fencott should be taken into account, but because these are stated for another phase of development, we chose to only test the classical animation principles. Further research can be done to also test whether the perceptual opportunities of Fencott have been applied. 5
6 3. ANALYSIS OF TOONTOWN ONLINE 3.1. Method To define whether the classical animation principles as defined by Disney really are applied in the several parts of Toontown Online, a qualitative analysis of the application was conducted. The authors of the current study spent time in the environment investigating the possibilities of Toontown Online and find applications of each of the principles. To check whether this was the case, the authors tried to go over a lot of different aspects of the game, varying from mini games and Cog battles to just walking around the streets of Toontown. Toontown Online has been designed to equally divide time spent by users into three major activities, shown in Figure 2 [Mine 2003]. The figure shows that the game is designed in three main parts: the playground where games can be found, the actual games in the minigames part of the game, and the streets where the user can walk around and meet others. Each of the parts has been analysed independently of the other parts. This is done so that the gathered results will be as representative as possible in relation to the experience of the users Results Squash and Stretch Figure 2: Toontown trinity Squash and stretch is visible when looking at any character in the game. When a Toon stands still it is breathing and its body stretches and squashes up and down to illustrate this. Also the use of the portable holes to go directly to another player has a scripted animation that includes the Toon using it to squash before the leap into the hole (Figure 3), and stretches himself out when jumping into it. This is a good example of squash and stretch without deforming the object. 6
7 Figure 3: Using the portable hole to teleport to someone The exploding Cog (after defeat) is another (common) example of the use of squash and stretch. The Cog clearly first squashes parts of its body before an explosion sends all the parts flying. It is however clear that a lot of animations do not use squash and stretch. Jumping with your Toon is an example of this which results in an unrealistic animation Timing Most of the movement within the game is quite slow and easy to follow. This has probably been done on purpose, in order to make the game fitting for young children. Small Toons seem to walk faster, due to their smaller size their feet touching the ground more often. This use of timing gives the impression that these characters are fast but small. The use of timing here therefor defines the weight and size of objects. The emotional state of the characters when being sad (after defeat in battle with a Cog) is also reflected in its movement speed Anticipation There is little anticipation in actions that the user starts, such as walking around and jumping. This is probably done in order to keep the game responsive to the user actions, anticipation in these animations could be considered as slow or delayed responses. In animations user has no control of some anticipation occurs. When using a portable hole for example, the Toon bends his knees en bends over before jumping into the hole. Another good example of anticipation in Toontown Online occurs when performing a gag in battle. The Toon takes a certain object, indicating that it will do something with it before actually performing the gag (Figure 4). After defeating a Cog, all Toons in the battle will protect themselves from the anticipated explosion of the destroyed Cog. Figure 4: Anticipation in a Cog battle. 7
8 Staging Toontown Online uses staging in battles between Toons and Cogs. The viewpoint of a user is changed so that it is obvious that a battle starts and takes place. Also when other users are battling the typical position of their characters gives an indication that a battle is going on, which you can join by just walking up to it. The turn-based character of the battles allows the attention of the user to always be directed to the action being performed and not missing important parts. Staging occurs as well when the Toon engages in fishing. The Toon moves over to the small landing stage and the viewpoint changes. This makes it clear to the user that the Toon is getting ready to fish Follow Through and Overlapping Action Follow through and overlapping action is missing from most of the animations that are started by the user. As mentioned for squash and stretch, at the end of a jump a Toon is instantly in the standing position as if never jumped just after the Toon hits the ground. In uncontrolled animation follow through is however present, as can be seen in the Cog battles (throwing movements etc) Straight Ahead Action and Pose-To-Pose Action The slowing down of movement is subtly visible in a walking Toon. Because the delay between the steps, more attention is pointed to the movement. Pose-To-Pose action is applied so that small animations can be used in different settings and re-used to combine more complex animations Slow In and Out Slow in and out is hardly used within Toontown. Perhaps because all of the timing is already rather slow, slow in and slow out is hard to observe by a user, and missed in this analysis Arcs Arcs are used a lot in Toontown Online. When Mickey Mouse (Toontown Central area) walks around for example he swings his arms following an arc pattern. Most of the character animation in Toontown show exaggerated arcs in their movement, making the animation appropriate for a cartoon-based VE. An example of the use of arcs can be found in the application of gags to a Cog when in battle. When your character throws something (like a pie), the object moves following an arc-shaped route through the air. In some mini-games the use of arcs is also quite clear when launching your character in a catapult for example. In the mini-game where you use your toon as a human cannonball, the arcs aren t only visible but even an integral part of the game dynamics; the user has to predict the curve to be as successful as possible Exaggeration Exaggeration is a very important point in Toontown Online, as this technique returns almost everywhere in the VE. Everything has been abstracted to its basic form and sometimes distorted a little to emphasize its original meaning. Houses are very colorful and the whole setting has a cartoony feel to it. The (movements of the) Toons are exaggerated as well, their arms disproportionally long in comparison to the rest of their body and swinging around when they move. The contrast between Toons and Cogs is also exaggerated by the difference in movement, the Cogs having a very stiff and robotic movement. 8
9 Secondary Action There are no real apparent secondary actions within Toontown Online, presumably because this causes extra complexity. Adding this extra level of complexity might cause users with older computers not being able to use the VE Appeal The colorful design of Toontown Online is designed to be appealing to its target audience. The cartoony look and feel is apparent everywhere in the VE. Twins are avoided effectively. The basic standing position of a Toon has one foot slightly more forward and the arms move independently in the breathing animation. The clear distinction between the bright colored Toons and the dark colored Cogs and their grey buildings have extra appeal to the roles that characters have within the VE. 4. DISCUSSION After this study some issues remain for discussion: in the mini games part of Toontown Online, most of the animation techniques are not used. Possible explanation for this can be the high system effort multi user game play would require. Another explication can be found in that the designers wanted to make it relatively easy to add more games to the game without having to add additional animations. Because it is necessary to keep users interested, updating and changing games can be a good strategy to achieve this. All the choices the designers made have to be done with three main things into account: complexity of the application, quality of the animation and the user experience. These things sometimes do not go in line, so a trade-off between different aspects sometimes has to be made. An example of this is that increased complexity of the mini games can lead to a decrease in user experience, so there should be thought carefully about this. 5. CONCLUSION Many of the animation techniques were found in different parts of the Toontown Online world. Table 1 shows the level of usage of the individual techniques. Animation technique Squash and Stretch Timing Anticipation Staging Follow Through and Overlapping Action Straight Ahead Action and Pose-To-Pose Action Slow In and Out Arcs Exaggeration Secondary Action Appeal Table 1: Animation techniques used in Toontown Online Used in Toontown Online Low/None Low/None Low/None 9
10 Disney has clearly designed their Virtual Environment product with their own animation techniques in mind. Toontown Online however has also been designed to also be used by low-end systems. It appears that this design requirement has limited Disney in their technological possibilities which add support to more complexity of animations within the environment. As mentioned by [Bink 2007], user behaviour is not linear. This results in the fact that a user s action cannot be animated as well as the animators would have liked, keeping all the classical animation techniques in mind. The multi-user identity of this VE also makes it hard to create decent animations, without letting the users lose the feeling of being in control of their actions. Animation techniques in VEs are thus closely related to technological possibilities, and intended usage of the VE. It should be clear that the coordination between the different modeling processes defined by Fencott [Fencott 1999] should be handled with care, even when focussing solely on the animation techniques used in the conceptual modelling process. Also the trade-off between the quality of animation and the usability of a VE has to be determined in the development of a VE. Without the feeling of control a virtual world can be as beautiful as an animated movie, but will probably remain uninhabited. 6. REFERENCES Bink, Thijmen;Pennings, Sebastiaan E.(2007). How classic animation techniques can be applied to 3D user-interfaces and data representation. Paper presented at the course Animation, Utrecht, The Netherlands. Fencott, C. (1999). Towards a design methodology for virtual environments. Paper presented at the Workshop user centered design and implementation of virtual environments, York, England. Ducheneaut, Nicolas (2006). Building an MMO With Mass Appeal. A look at Gameplay in World of Warcraft. Games and Culture, Volume 1 No.4. Sage Publications. Pages Goslin, Mike;Mine, Mark R. (2004) The Panda3D Graphics Engine. Computer, Volume 37, No. 10 IEEE Computer Society. Pages Johnson, Lewis W. & Rickel, J. (1997). Steve: An Animated Pedagogical Agent for Procedural Training in Virtual Environments. SIGART bulletin, Fall Kaur, Kulwinder. Designing Virtual Environments for Usability. PhD Thesis, City University, London, Mine, Mark R.; Shochet, Joe; Hughston, Roger (2003). Building a Massively Multiplayer Game for the Million: Disney s Toontown Online. ACM Computers in Entertainment, Volume 1, No.1. ACM Press, New York. Rymaszewski, M., Au W.J., Wallace, M., Winters, C., Ondrejka, C., Batstone-Cunningham, B. (2006). Second Life The official guide. San Fransisco: Sybex. Thomas, Frank; Johnston, Ollie (1981). Disney animation: the illusion of life. New York: Abbeville Press. 10
Animation. The Twelve Principles of Animation
Animation The Twelve Principles of Animation Image 01. Public Domain. 1 Principles of Animation Image 02. Public Domain. In their book, The Illusion of Life, Ollie Johnston and Frank Thomas present the
Lesson Plan. Performance Objective: Upon completion of this assignment, the student will be able to identify the Twelve Principles of Animation.
Lesson Plan Course Title: Animation Session Title: The Twelve Principles of Animation Lesson Duration: Approximately two 90-minute class periods Day One View and discuss The Twelve Principles of Animation
The Fundamental Principles of Animation
Tutorial #11 Prepared by Gustavo Carneiro This tutorial was based on the Notes by P. Coleman, on the web-page http://www.comet-cartoons.com/toons/3ddocs/charanim/, and on the paper Principles of Traditional
Fundamentals of Computer Animation
Fundamentals of Computer Animation Principles of Traditional Animation How to create maximum impact page 1 How to create maximum impact Early animators worked from scratch to analyze and improve upon silence
Computer Animation. Jason Lawrence CS 4810: Graphics
Computer Animation Jason Lawrence CS 4810: Graphics Acknowledgment: slides by Misha Kazhdan, Allison Klein, Tom Funkhouser, Adam Finkelstein and David Dobkin Overview Some early animation history o http://web.inter.nl.net/users/anima/index.htm
COMP 150-04 Visualization. Lecture 15 Animation
COMP 150-04 Visualization Lecture 15 Animation History of animation The function of animation Illustrate steps of a complex process Illustrate cause and effect, context Show trends over time, tell a story
Outline. Animation. 1. Squash and Stretch. Overview: Traditional Animation. Squash and Stretch Cont. 2. Timing and Motion
Outline Animation Presented By Timothy Chan 1. Principles of Traditional Animation Applied to Computer Animation (Lasseter, 1987) 2. Animation: Can it facilitate? (Tversky and Morrison, 2002) 3. On Creating
Salt Lake City School District Student Learning Objectives (SLOs) Writing Template
This SLCSD SLO Writing Template is to be used by educators writing SLOs as a measure of student growth for educator evaluation. Course/Grade Level Information Course name 3D Animation Brief course description
If there are any questions, students are encouraged to email or call the instructor for further clarification.
Course Outline 3D Maya Animation/2015 animcareerpro.com Course Description: 3D Maya Animation incorporates four sections Basics, Body Mechanics, Acting and Advanced Dialogue. Basic to advanced software
LearnToRun10K Program
LearnToRun10K Program So you ve decided you d like to LearnToRun10K! If you ve never run before, or if you ve not done any running for 3 months or longer, then this is the program for you! You ll notice
Laugh at your fear of Public Speaking ~ Give an Icebreaker Speech!
Laugh at your fear of Public Speaking ~ Give an Icebreaker Speech! JoAnne Castagna, Ed.D Technical writer-editor Army Corps of Engineers New York District Sonia Satra Soap Opera Actress Award-winning Speaker
The 3D rendering pipeline (our version for this class)
The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons in camera coordinates Pixels in image coordinates Scene graph Camera Rasterization
CG T17 Animation L:CC, MI:ERSI. Miguel Tavares Coimbra (course designed by Verónica Orvalho, slides adapted from Steve Marschner)
CG T17 Animation L:CC, MI:ERSI Miguel Tavares Coimbra (course designed by Verónica Orvalho, slides adapted from Steve Marschner) Suggested reading Shirley et al., Fundamentals of Computer Graphics, 3rd
About Hitting a Golf Ball
About Hitting a Golf Ball There are three key principles you need to understand about hitting a golf ball, before you can have success learning how to hit a golf ball: 1) Deliberate Hit ( A to B) - You
Teaching Methodology for 3D Animation
Abstract The field of 3d animation has addressed design processes and work practices in the design disciplines for in recent years. There are good reasons for considering the development of systematic
Intro to the Art of Computer Science
1 LESSON NAME: Intro to the Art of Computer Science Lesson time: 45 60 Minutes : Prep time: 15 Minutes Main Goal: Give the class a clear understanding of what computer science is and how it could be helpful
WSOA 3001 - Introduction to Principles of Animation Course Outline 2013
WSOA 3001 - Introduction to Principles of Animation Course Outline 2013 Lecturer: Charl Smit Contact Details: 082 68 75 306 Email: [email protected] Venue: The New Lab and Seminar Room. Class Times:
Topic: Passing and Receiving for Possession
U12 Lesson Plans Topic: Passing and Receiving for Possession Objective: To improve the players ability to pass, receive, and possess the soccer ball when in the attack Dutch Square: Half of the players
FILMS AND BOOKS ADAPTATIONS
FILMS AND BOOKS Reading a book is very different to watching a film. The way that we understand both is also different. We firstly need to think of the ways in which films and books tell their stories.
Computer Animation. Computer Animation. Principles of Traditional Animation. Outline. Principles of Traditional Animation
Computer Animation What is animation? Make objects change over time according to scripted actions Computer Animation What is simulation? Predict how objects change over time according to physical laws
The Dance Lesson. A good dance lesson should contain some or all of the following:-
The Dance Lesson The Primary School Curriculum says:- Dance in education involves the child in creating, performing and appreciating movement as a means of expression and communication. Dance differs from
ADVANCED COMMUNICATION SERIES STORYTELLING. Assignment #1: THE FOLK TALE
Assignment #1: THE FOLK TALE To tell a folk tale that is entertaining and enjoyable for a specific age group. To use vivid imagery and voice to enhance the tale. TIME : 7 to 9 minutes : The purpose of
CS 4204 Computer Graphics
CS 4204 Computer Graphics Computer Animation Adapted from notes by Yong Cao Virginia Tech 1 Outline Principles of Animation Keyframe Animation Additional challenges in animation 2 Classic animation Luxo
In 7 Steps towards Your New Brand Positioning
In 7 Steps towards Your New Brand Positioning Copyright 2011, Laube Unternehmenskommunikation, D-82266 Inning a. Ammersee In 7 Steps towards Your New Brand Positioning After a successful start, some B-to-B
Level Design. Characters vs Levels. Level Design. Case Study: Matchstick puzzle
Level Design Characters vs Levels Characters and levels are essentially the main user interface of your game. Levels present the challenge or problem to solve, Characters present the tools to solve them.
The Physics and Math of Ping-pong and How It Affects Game Play. By: Connor Thompson & Andrew Johnson
The Physics and Math of Ping-pong and How It Affects Game Play 1 The Physics and Math of Ping-pong and How It Affects Game Play By: Connor Thompson & Andrew Johnson The Practical Applications of Advanced
Dynamic Visualization and Time
Dynamic Visualization and Time Markku Reunanen, [email protected] Introduction Edward Tufte (1997, 23) asked five questions on a visualization in his book Visual Explanations: How many? How often? Where? How
A static representation for ToonTalk programs
A static representation for ToonTalk programs Mikael Kindborg [email protected] www.ida.liu.se/~mikki Department of Computer and Information Science Linköping University Sweden Abstract Animated and static
Using Emergent Behavior to Improve AI in Video Games
Noname manuscript No. (will be inserted by the editor) Using Emergent Behavior to Improve AI in Video Games Janne Parkkila Received: 21.01.2011 / Accepted: date Abstract Artificial Intelligence is becoming
CS 4300 Computer Graphics. Prof. Harriet Fell Fall 2012 Lecture 33 November 26, 2012
CS 4300 Computer Graphics Prof. Harriet Fell Fall 2012 Lecture 33 November 26, 2012 1 Today s Topics Animation 2 Static to Animated we have mostly created static scenes except when we applied affine transformations
Graphics. Computer Animation 고려대학교 컴퓨터 그래픽스 연구실. kucg.korea.ac.kr 1
Graphics Computer Animation 고려대학교 컴퓨터 그래픽스 연구실 kucg.korea.ac.kr 1 Computer Animation What is Animation? Make objects change over time according to scripted actions What is Simulation? Predict how objects
INTANGIBLES. Big-League Stories and Strategies for Winning the Mental Game in Baseball and in Life
Big-League Stories and Strategies for Winning the Mental Game in Baseball and in Life These Baseball IQ test forms are meant as a supplement to your book purchase. It was important to us to provide you
MT. DIABLO UNIFIED SCHOOL DISTRICT COURSE OF STUDY
COURSE TITLE: ANIMATION I COURSE NUMBER: 4435 CBEDS NUMBER: 2908 DEPARTMENT: Visual Arts or Visual and Performing Arts LENGTH OF COURSE: One Year CREDITS PER SEMESTER: 5 GRADE LEVEL(S): 10-12 REQUIRED
You will need to bring along your completed assignment/s along with all portfolio evidence of your relevant experience.
International Games Architecture & Design Your Application ARRANGING AN INTERVIEW The stages you must complete for an interview: 1. Complete the Study Skill Tests (Kies Actief) 2. Complete the quiz to
The Secret Formula for Online Training Presentations that Engage
The Secret Formula for Online Training Presentations that Engage by Gihan Perera www.webinarsmarts.com Sponsored by In an online presentation, your slides aren t visual aids; they ARE the visuals. One
Logistics. Projects. Announcement. Animation pipeline. Plan for today. Animation Pipeline, Principles, Tools. Test e-mail. Test file in mycourses
Logistics, Principles, Tools Test e-mail Anyone not get it? Test file in mycourses Anyone have problems Announcement Animator KAREN AQUA at RIT Tuesday, March 18 th (tomorrow) 6-9 pm Carlson Auditorium
Technical document. Group 3 Mate Tomin Pieter van Ede Raymond Weijermars Daniel Faustino Stefan Hospes
Technical document Group 3 Mate Tomin Pieter van Ede Raymond Weijermars Daniel Faustino Stefan Hospes Table of contents 1) Introduction... 2 2) System setup... 2 3) Implementation overview... 4 3.1) Client-side...
When being a good lawyer is not enough: Understanding how In-house lawyers really create value
When being a good lawyer is not enough: Understanding how In-house lawyers really create value Contents Foreword... 3 Do you really understand how In-house lawyers create value?... 4 Why creating value
Law 12 Fouls and Misconduct (Part 1 - Fouls)
Law 12 Fouls and Misconduct (Part 1 - Fouls) Topics 2 Fouls Basis requirements for a foul Direct Free Kick Indirect Free kick Careless, reckless, using excessive force Charging an opponent Holding an opponent
Christopher Seder Affiliate Marketer
This Report Has Been Brought To You By: Christopher Seder Affiliate Marketer TABLE OF CONTENTS INTRODUCTION... 3 NOT BUILDING A LIST... 3 POOR CHOICE OF AFFILIATE PROGRAMS... 5 PUTTING TOO MANY OR TOO
Fundamentals Explained
Fundamentals Explained Purpose, values and method of Scouting Item Code FS140099 July 13 Edition no 2 (103297) 0845 300 1818 Fundamentals Explained This document contains detailed information on Fundamentals
A SYSTEM FOR PLANNING AND TIMING ANIMATION PDF provided by www.animationmeat.com
A SYSTEM FOR PLANNING AND TIMING ANIMATION By Glen Keane pdf version edited by Jon Hooper PHASE I: PREPARATION 1.Study Storyboard - Know what the main point of your scene is. 2. Listen to Soundtrack -
The Cost of Discipleship. A Youth Lesson for Grades 3-5, 6-8, & 9-12
The Cost of Discipleship A Youth Lesson for Grades 3-5, 6-8, & 9-12 Scripture Lesson: Matthew 4: 18-23 The Call of the Disciples Theme: When we understand Jesus call of the Disciples we know now how large
How to increase Bat Speed & Bat Quickness / Acceleration
How to increase Bat Speed & Bat Quickness / Acceleration What is Bat Speed? Bat Speed: Bat speed is measured in miles per hour (MPH) and considers only the highest speed of the bat head (peak velocity)
100 SEO Tips. 1. Recognize the importance of web traffic.
1. Recognize the importance of web traffic. 100 SEO Tips SEO or Search Engine Optimization is one of the techniques to use in order to achieve more volume of traffic to your site. Without a good number
Tee Ball Practice Plans and Drills
Tee Ball Practice Plans and Drills Introduction: Whether you are a parent whose child is about to start Tee Ball for the first time or you are about to take on the responsibility of coaching a Tee Ball
The Effects of Start Prices on the Performance of the Certainty Equivalent Pricing Policy
BMI Paper The Effects of Start Prices on the Performance of the Certainty Equivalent Pricing Policy Faculty of Sciences VU University Amsterdam De Boelelaan 1081 1081 HV Amsterdam Netherlands Author: R.D.R.
Model Answers. A good answer of the questions from 2 to 8 should contain the belowmentioned
Model Answers Course: BA (Mass Communication) Semester: V Paper: Computer Application in Mass Media Subject Code: AS-2753 1. Objective type questions: Answer key: A. (III) Super Computers B. (III) Microsoft
YOUTH SOCCER COACHES GUIDE TO SUCCESS Norbert Altenstad
The Reason Why Most Youth Soccer Coaches Fail Lack of knowledge to make and keep practice fun and enjoyable for the kids is really the primary cause for failure as a youth soccer coach, it s sad. It s
Einstein s Theory of Special Relativity Made Relatively Simple!
Einstein s Theory of Special Relativity Made Relatively Simple! by Christopher P. Benton, PhD Young Einstein Albert Einstein was born in 1879 and died in 1955. He didn't start talking until he was three,
Phases of the Moon. Preliminaries:
Phases of the Moon Sometimes when we look at the Moon in the sky we see a small crescent. At other times it appears as a full circle. Sometimes it appears in the daylight against a bright blue background.
Stop Being Lost In Translation
ESSAI Volume 2 Article 24 Spring 2004 Stop Being Lost In Translation Aaron Olson College of DuPage Follow this and additional works at: http://dc.cod.edu/essai Recommended Citation Olson, Aaron (2004)
The Art Of Animation
UNIVERSITY OF CALIFORNIA College of Engineering Department of Electrical Engineering and Computer Sciences Computer Science Division CS 294-7 The Art Of Animation Professor Brian A. Barsky and Laurence
Skill Focus: Ball familiarisation Age: 6+
Ball handling Skill Focus: Ball familiarisation Age: 6+ Roll ball up body using 2/1 hand Hold ball in 1 hand (palm up) with outstretched arm, move hand around body keeping ball balanced on hand Bounce
Kings of War (2015) - Official Errata
Kings of War (2015) - Official Errata Page 56 - Proximity to Enemies: The Gamer s Edition text is wrong. The hardback book is correct. The hardback book text is: Remember that when charging, units don
Augmented reality enhances learning at Manchester School of Medicine
Augmented reality enhances learning at Manchester School of Medicine Welcome to the Jisc podcast. The University of Manchester is taking a unique approach to prescription training for its medical students
Evaluation Essay Movie Review
Evaluation Essay Movie Review Everybody goes to the movie, it seems, to be entertained, but how many go to study movies as works of art. That is what movie reviewing involves: seeing a film as more than
YMCA Basketball Games and Skill Drills for 3 5 Year Olds
YMCA Basketball Games and s for 3 5 Year Olds Tips ( s) Variations Page 2 Dribbling Game 10 Players will learn that they must be able to dribble to attack the basket (target) to score in basketball. The
Evaluating and improving quality of administration
Evaluating and improving quality of administration White Paper by Dr Ilia Bider of IbisSoft (www.ibissoft.se) Abstract. This paper is aimed at creating guidelines for projects that concern quality of administrative
Creating Maze Games. Game Maker Tutorial. The Game Idea. A Simple Start. Written by Mark Overmars
Game Maker Tutorial Creating Maze Games Written by Mark Overmars Copyright 2007-2009 YoYo Games Ltd Last changed: December 23, 2009 Uses: Game Maker 8.0, Lite or Pro Edition, Advanced Mode Level: Beginner
Set personal, academic, and career goals. Keep your expectations high.
Chapter SIX Set personal, academic, and career goals. Keep your expectations high. It is today that we create the world of the future. Eleanor Roosevelt When seventy-one adults with specific learning disabilities
cprax Internet Marketing
cprax Internet Marketing cprax Internet Marketing (800) 937-2059 www.cprax.com Table of Contents Introduction... 3 What is Digital Marketing Exactly?... 3 7 Digital Marketing Success Strategies... 4 Top
After that you can log in and start creating games or playing existing games.
Magos Lite http://magos.pori.tut.fi/ Magos Lite (ML) can be played directly from a browser. It is optimized for Chrome but will work on other major browsers, except Internet Explorer (not supported). ML
Design Analysis of Everyday Thing: Nintendo Wii Remote
1 Philip Stubbs Design Analysis of Everyday Thing: Nintendo Wii Remote I. Introduction: Ever since being released in November 2006, the Nintendo Wii gaming system has revolutionized the gaming experience
City University of Hong Kong
City University of Hong Kong Information on a Course offered by Department of School of Creative Media with effect from Semester B in 2012/2013 Part I Course Title: 2D Animation II. Intermediate Course
My Classroom Management Philosophy
My Classroom Management Philosophy I believe one of the hardest things for new teachers to build is their classroom management plan. I have seen many different types of classroom management plans throughout
Top 10 Skills and Knowledge Set Every User Experience (UX) Professional Needs
Top 10 Skills and Knowledge Set Every User Experience (UX) Professional Needs The user experience (UX) of your products is only as good as the knowledge and skills of your UX staff. Here are the top 10
Link: University of Canberra http://www.canberra.edu.au/studyskills/learning/oralpres.html#preparing
6. Voice, speech and body language: The way you speak, the way you act and the way you move around can be very important to succeed in your presentation. Here you will find some useful advices and links
Moxi Whole Home HD DVR QUICK REFERENCE GUIDE
Moxi Whole Home HD DVR QUICK REFERENCE GUIDE Let s get started with learning more about what your Moxi System can do. This is a quick reference guide to get you up and running. Contents: Menu Quick Look
Kindergarten Elementary Physical Education Curriculum Moon Area School District. Month August/September
Month August/September Unit: Rules & Procedures/Safety/Low organized Games If we have a question what do we do? Classroom Rules and procedures for Where is our assigned seat? What is personal space? When
The first time my triathlon coach saw me swim,
Reaching the Podium: Justin Thomas, CFP How You Can Achieve Your Financial Goals 1 The first time my triathlon coach saw me swim, he wasn t very optimistic. You look like an electrocuted frog, he said.
CUFANM501A Create 3D digital character animation
CUFANM501A Create 3D digital character animation Revision Number: 1 CUFANM501A Create 3D digital character animation Modification History Not applicable. Unit Descriptor Unit descriptor This unit describes
contents Introduction page 2 Documentary page 3 Types of documentary page 4 Narrative page 5 Expectations page 6 Observational documentary page 7
contents page 2 page 3 page 4 page 5 page 6 page 7 page 9 Introduction Documentary Types of documentary Narrative Expectations Observational documentary Box office 1 introduction 'There are still, almost
Grade 2 Lesson 3: Refusing Bullying. Getting Started
Getting Started Lesson Concepts You can refuse to let bullying happen to you or to others. Being assertive is one way to refuse bullying. Key Words Refuse, assertive Objectives Students will be able to:
20-30 minutes, can be used within a longer activity
Locked-in 1 Age group successfully used with: Abilities assumed: Time: Size of group: 11 adult None 20-30 minutes, can be used within a longer activity anything from 2 to hundreds Focus What is an algorithm?
CIS 536/636 Introduction to Computer Graphics. Kansas State University. CIS 536/636 Introduction to Computer Graphics
2 Lecture Outline Animation 1 of 3: Basics, Keyframing Sample Exam Review William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://bit.ly/hgvxlh / http://bit.ly/evizre
Methods of psychological assessment of the effectiveness of educational resources online
Svetlana V. PAZUKHINA Leo Tolstoy Tula State Pedagogical University, Russian Federation, Tula Methods of psychological assessment of the effectiveness of educational resources online Currently accumulated
In this high tech world, newsletters provide an opportunity for a personal touch.
Ask yourself these questions to evaluate your newsletter Edward Jones Perspective Portfolio In this high tech world, newsletters provide an opportunity for a personal touch. Here are some questions to
Abstract The purpose of this paper is to present the results of my action research which was conducted in several 7 th /8 th grade language arts
Abstract The purpose of this paper is to present the results of my action research which was conducted in several 7 th /8 th grade language arts class periods in a Spanish immersion program over a two
Evaluating OO-CASE tools: OO research meets practice
Evaluating OO-CASE tools: OO research meets practice Danny Greefhorst, Matthijs Maat, Rob Maijers {greefhorst, maat, maijers}@serc.nl Software Engineering Research Centre - SERC PO Box 424 3500 AK Utrecht
Form: Filled in table. Method: Peer assessment. Tool: Checklist. Form: Completed table. Method: Peer assessment. Tool: Checklist
Lesson Plan English First Additional Language Grade 5 Content in context: Text from other Learning Area - Whether Los and ASs Learning Activities Details of Assessment Barriers to Learning LO 1 Listening
WRITING A CRITICAL ARTICLE REVIEW
WRITING A CRITICAL ARTICLE REVIEW A critical article review briefly describes the content of an article and, more importantly, provides an in-depth analysis and evaluation of its ideas and purpose. The
in Video Game Spaces: Image, Play, and Structure in 3D Worlds
University Press Scholarship Online You are looking at 1-9 of 9 items for: keywords : game spaces Introduction mitpress/9780262141017.003.0007 This introductory chapter presents an overview of the main
country although enough southern heart beard dear hear recent scenery society financial exhibit example examine expose
country although enough southern heart beard dear hear mood shoot wool cool recent scenery society financial exhibit example examine expose It me three hours to do the job. took was came went The president
Knowledge and Understanding of the World. Early Learning Goals. National Curriculum. (learning objectives) (level 1 descriptors)
Knowledge and Understanding of the World Knowledge and Understanding of the world Science K&U4 Ask questions about why things happened and how things work To talk about what they see To make recordings
How To Write a Feature Story
How To Write a Feature Story Popular content of print, electronic and Internet media What Are Feature Stories? Feature stories are human-interest articles that focus on particular people, places and events.
On Creative Thinking in Advertising Design Based on Modern. Elements. Xiaorong Yuan. Guangxi Arts University, Nanning, 530022, China
International Conference on Education Technology and Economic Management (ICETEM 2015) On Creative Thinking in Advertising Design Based on Modern Elements Xiaorong Yuan Guangxi Arts University, Nanning,
10 Body Language Blunders. 1. A Closed Body. 2. Clenched Fists. SalesHQ
10 Body Language Blunders SalesHQ 1. A Closed Body Whether sitting or standing, your body should be loose and open. Do not cross your arms. Do not cross your legs. While you may think it conveys a sense
HTML5 Data Visualization and Manipulation Tool Colorado School of Mines Field Session Summer 2013
HTML5 Data Visualization and Manipulation Tool Colorado School of Mines Field Session Summer 2013 Riley Moses Bri Fidder Jon Lewis Introduction & Product Vision BIMShift is a company that provides all
DATA VISUALIZATION GABRIEL PARODI STUDY MATERIAL: PRINCIPLES OF GEOGRAPHIC INFORMATION SYSTEMS AN INTRODUCTORY TEXTBOOK CHAPTER 7
DATA VISUALIZATION GABRIEL PARODI STUDY MATERIAL: PRINCIPLES OF GEOGRAPHIC INFORMATION SYSTEMS AN INTRODUCTORY TEXTBOOK CHAPTER 7 Contents GIS and maps The visualization process Visualization and strategies
What is the EYFS Framework why do we have one?
*Publication currently subject to redesign Parents Guide to the Early Years Foundation Stage Framework Exciting times ahead for you and your child What is the Early Years Foundation Stage? Welcome to the
Planning and conducting a dissertation research project
Student Learning Development Planning and conducting a dissertation research project This guide addresses the task of planning and conducting a small research project, such as an undergraduate or masters
Microsoft Office PowerPoint 2007 Basics Workshop
Microsoft Office PowerPoint 2007 Basics Workshop Created & Hosted by: Hagop (Jack) Hadjinian I.A., Information Technology Course Contents Overview: Get set with the basics Lesson 1: Create your slides
The fairy tale Hansel and Gretel tells the story of a brother and sister who
Piecewise Functions Developing the Graph of a Piecewise Function Learning Goals In this lesson, you will: Develop the graph of a piecewise function from a contet with or without a table of values. Represent
Candidate Name: Payge Cassidy Temple. Candidate Number: 2652. Centre Name: Ashbourne College. Centre Number: 10101
Candidate Name: Payge Cassidy Temple Candidate Number: 2652 Centre Name: Ashbourne College Centre Number: 10101 FM1: Analysing Film Form: Written Analysis, focusing on sound and cinematography in Andrea
Fusion's runtime does its best to match the animation with the movement of the character. It does this job at three different levels :
The Animation Welcome to the eight issue of our Multimedia Fusion tutorials. This issue will discuss how the Fusion runtime handle sprites animations. All the content of this tutorial is applicable to
SCHEHERAZADE LESSON PLAN. Discovering the world of the Arabian Nights fairy tales through the music of Rimsky-Korsakov s Scheherazade
Content focus: Music Visual Arts Language Arts History/Social Sciences SCHEHERAZADE LESSON PLAN Discovering the world of the Arabian Nights fairy tales through the music of Rimsky-Korsakov s Scheherazade
