History and Principles of Animation

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History and Principles of Animation Outline Heritage of animation Brief history of computer animation Principles of animation Production process of animation Digital production pipeline ILE5030 Computer Animation and Special Effects 2 1

Animation Heritage Early Devices Persistence of vision Shadow puppets Flipbook Thaumotrope (1800s) Phenakistiscope (1830) Zoetrope (1834) ILE5030 Computer Animation and Special Effects 3 Animation Heritage Early Devices Photograph Muybridge (1885) Film projector (Edison, 1891) ILE5030 Computer Animation and Special Effects 4 2

Early Traditional Animation First animation using a camera 1896, Georges Melies, moving tables 1900, J. Stuart Blackton, added smoke First celebrated cartoonist Winsor McCay Little Nemo (1911) Gertie the Dinosaur (1914) ILE5030 Computer Animation and Special Effects 5 Early Technical Developments 1910, Bray and Hurd Patented translucent cels (formerly celluloid was used, but acetate is used now) used in layers for compositing Patented gray-scale drawings (cool!) Patented using pegs for registration (alignment) of overlays Patented the use of large background drawings and panning camera ILE5030 Computer Animation and Special Effects 6 3

Disney Advanced animation more than anyone else First to have sound in 1928, Steamboat Willie First to use storyboards First to attempt realism Invented multiplane camera Creating illusion of depth Zooming Parallax Motion blur ILE5030 Computer Animation and Special Effects 7 Brief History of Computer Animation 1963 Ivan Sutherland s (MIT) Sketchpad 1970 Evans and Sutherland (Utah) start computer graphics program (and a Company) 1972 Ed Catmull s (Utah) animated hand and face (later co-founded Pixar) 1970 s Norm Badler (Penn) Center for Modeling and Simulation, Jack ILE5030 Computer Animation and Special Effects 8 4

Brief History of Computer Animation 1970 s New York Institute of Technology (NYIT) Alvy Ray Smith (Cofounded Pixar and Lucas film) and Catmull developed Bbop 3D key-frame articulated animation system 1980 s Daniel and Nadia Magnenant-Thalmann (Swiss Universities) become European powerhouses ILE5030 Computer Animation and Special Effects 9 Brief History of Computer Animation 1977 Starwars 1980 s SGI founded, and Alias/Wavefront founded 1982 Tron (first extensive use of graphical objs.) 1982 Early use of particle systems (Star Trek II: The Wrath of Khan) 1986 Young Sherlock Homes (first use of synthetic character in film) The Abyss (1989),Terminator II (1991) Casper (1995), Men in Black (1997) ILE5030 Computer Animation and Special Effects 10 5

Brief History of Computer Animation 1986 First digital wire removal, Howard the Duck 1988 First digital blue screen extraction Willow More about animation/film history: Chapter 1 of Parent s book http://www.filmsite.org/visualeffects.html ILE5030 Computer Animation and Special Effects 11 There is no particular mystery in animation... it's really very simple, and like anything that is simple, it is about the hardest thing in the world to do. Bill Tytla at the Walt Disney Studio, June 28, 1937. Grumpy ILE5030 Computer Animation and Special Effects 12 6

Principles of Animation Thomas & Johnson, The illusion of life: Disney Animation John Lasseter, "Principles of Traditional Animation Applied to 3D Computer Animation", SIGGRAPH 87 Squash and Stretch Anticipation Staging Pose to Pose Follow Through Slow in and Slow out Arcs Secondary Action Timing Exaggeration Solid Drawing Appeal ILE5030 Computer Animation and Special Effects 13 Half-filled Sack of Flour Originated at Disney Famous excise for animation students Learning platform for animating deformation personality emotions ILE5030 Computer Animation and Special Effects 14 7

Squash and Stretch ILE5030 Computer Animation and Special Effects 15 Example: Bouncing Ball http://www.siggraph.org/education/materials/hypergraph/animation ILE5030 Computer Animation and Special Effects 16 8

Anticipation and Staging Don t surprise the audience Direct their attention to what s important ILE5030 Computer Animation and Special Effects 17 Follow Through & Overlapping The termination of an action and establishing its relationship to the next action Audience likes to see resolution of action Discontinuities are unsettling ILE5030 Computer Animation and Special Effects 18 9

Combined Squash & stretch Follow through ILE5030 Computer Animation and Special Effects 19 Slow in Slow out Which motion looks more natural/interesting? 2nd and 3rd order continuity increases realness http://www.siggraph.org/education/materials/hypergraph/animation ILE5030 Computer Animation and Special Effects 20 10

Secondary Motion An action that directly results from the primary action Increase realness/interest of a scene Should not detract the primary motion ILE5030 Computer Animation and Special Effects 21 Production Process of Traditional Animation Storyboard Sequence of drawings with descriptions Story-based description Voice recording Easier to sync. animation to a scratch soundtrack Earlier /Japanese animation are post-sync. Final soundtrack with music/sound effects are postprocessed Key frames Draw a few important frames as line drawings Motion-based description ILE5030 Computer Animation and Special Effects 22 11

Production Process (cont.) Inbetweens Draw the rest of the frames Painting Redraw onto acetate Cels, color them in Traditional ink-and-paint Digital ink-and-paint ILE5030 Computer Animation and Special Effects 23 Storyboarding From Toy Story, http://www.pixar.com/featurefilms/ts/ ILE5030 Computer Animation and Special Effects 24 12

Storyboard/Voice of Toy Story http://www.pixar.com/ ILE5030 Computer Animation and Special Effects 25 Key Frames / In-Betweens Highly skilled animator draws the important, or key frames Less skilled (lower paid) draw the in-between frames ILE5030 Computer Animation and Special Effects 26 13

Benefits of Layered Motion It s useful to have multiple layers of animation How to make an object move in front of a background? Use one layer for background, one for object Can have multiple animators working on different layers at the same time, avoid redrawing and flickering Transparent acetate allows multiple layers Draw each separately Stack them together on a copy stand Transfer onto film by talking a photograph of the stack ILE5030 Computer Animation and Special Effects 27 Composition Garrett Albright, Wikipedia ILE5030 Computer Animation and Special Effects 28 14

Computer-assisted Animation Computerized Cel painting Digitize the line drawing, color it using seed fill Eliminates cel painters Widely used in production e.g. Lion King ILE5030 Computer Animation and Special Effects 29 Computer-assisted Animation (cont.) Cartoon Inbetweening Automatically interpolate between two drawings to produce inbetweens Hard to get right Often don t look natural What are the parameters to interpolate? Not used very often ILE5030 Computer Animation and Special Effects 30 15

True Computer Animation Generate the image by rendering a 3D model Vary the parameters to produce the animation Brute force Manually set the parameters for every frame Still labor-intensive Computer keyframing Lead animators create the important frames with 3D computer models Computer draws the inbetween Used widely in animation production ILE5030 Computer Animation and Special Effects 31 Story Storyboards Digital Production Pipeline Visual development Character design Scene layout Modeling Animation Shading and texturing Lighting Rendering Post production ILE5030 Computer Animation and Special Effects 32 16

Story & Storyboards The most important part of any animation Starts from a simple idea Iterative and refining the story Visual development Look of scenes Style of the animation Creation of characters, environments, props, etc. Involve painters, sculptors, illustrators, etc. ILE5030 Computer Animation and Special Effects 33 Character design Consists mostly of drawings, or sculptures Body poses, facial expression, from multiple points of view Scene layout Layout the 3D environment Position and choreograph the camera movement Remember camera and character motion within the scene ILE5030 Computer Animation and Special Effects 34 17

Modeling Create geometric models of environment, props, characters Set up internal skeleton and animation controls properly for that character s behaviors ILE5030 Computer Animation and Special Effects 35 Rendering Frames can take hours to render 1800 frames for a single minute if animation In Toy Story, Pixar used a RenderFarm consisting of over 300 Sun and SGI machines. Post production Sound track sync Titles Cuts and effects (dissolves, fades, etc) ILE5030 Computer Animation and Special Effects 36 18

Videos Snow White and the Seven Dwarfs (Disney, 1937) first full-length hand-drawn animation (83 min.) 750 artists, ~1000000 drawings, USD$1500000 Honorary Academy Award "as a significant screen innovation which has charmed millions and pioneered a great new entertainment field." Luxo Jr. (Pixar, 1986) Academy Award nominated for animation short ILE5030 Computer Animation and Special Effects 37 Next Week 3D rotation (chapter 2) Keyframing and interpolation (chapter 3) Kinematics ILE5030 Computer Animation and Special Effects 38 19