stages of animation |
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The production of traditional animation typically follows the production cycle below:.
Associate and assistant animators are responsible for producing the frames between the key; this is called in-betweening. Inking refers to the process of transferring the penciled frames to cels.
Computer animation Computer animation production has borrowed most of the ideas from conventional animation production including the use of a story board, test shots, and pencil testing. The use of key frames and in-betweening have also been adopted in certain computer animation systems. Story boards have pretty much translated directly over to computer animation production although they may be kept on a computer. They still hold the same functional place in the animation process. In computer animation there is usually a strict distinction between the creation of the models, the specification of their motion, and the rendering process which is applied to those models. In conventional animation, the model building, motion specification, and rendering are really all the same thing. In computer animation, speed-quality tradeoffs can be made in each of the three stages during the trial and error process that characterizes much of animation. A test shot in computer animation is usually a high quality rendering of a highly detailed model to see a single frame of the final product. Pencil testing can be performed either by simplifying the sophistication of the models used, or by using low quality and/or low resolution renderings, or by using simple motion control algorithms. Place-holder cubes can be rendered in wire frame to present the gross motion of rigid bodies in space and to see spacial and temporal relationships among objects. This may also provide real-time calculation and playback of the animation. Similarly, high-quality rendering of low complexity models or low-quality renderings of highly detailed models, or some intermediate levels of both the model and the renderer can be used to give the animator clues to the finished product's quality without committing to the final computation. For example, a hardware z-buffer display can provide good turn-around time with decent quality images before going to a ray traced image. Solids of revolution objects lend themselves quite well to allowing for three, four or five levels of detail for a given model. Also, smooth shading, texture mapping, specular reflection and solid texturing can all be options presented to the animator for a given run. To simplify motion control, for example, simple interpolation between poses may be used instead of inverse dynamics.
The story board is a sequence of drawings on paper that show the key parts of the animation and should be completed before any work starts on the animation. The storyboard allows an animator to see how the animation will flow, gives a clear idea of what the animation is about, and what it should look like when it is completed.
The storyboard and modelling are very similar, just as modelling and the final animation are closely related. The modelling of an object in most cases cannot happen without knowing how the animation is going to look.
The movement control of an object is the essential part of the animation process. There are many steps in the process of movement control
Rendering brings a 3-D model to life by adding and positioning the light to the object. Not only can light make an object look real but also, shading the object will bring out the fakeness of the object. Therefore, the object is no longer planes. |
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