Computer animation techniques
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Posted On :
Dec-15-2011
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Article Word Count :
511
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Today, aesthetics and production are no longer so tightly linked together as before. Therefore, many 2D animations created using special software in whole or in part in the computer.
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Since about 1980 , when both templates were scanned and the resulting data sets were technically manageable, this technique finds a rapid development and commercial success story. From the CAD resulting CGI -enabled technology is finally, to waive any and all original digitized image objects to create in the computer completely. Are often based on vector data of the objects in two or three dimensions. Information about the appearance and movements of all objects are joined together, until finally calculates each frame necessary and in the desired image resolution rendered may be.
Among experts is since the Oscar nomination of Happy Feet argued that films in which the movements of the characters only through motion capture were generated animation films as applicable at all, or rather, to puppets - and hand puppet films belong. However, alternative input methods for movements of CGI characters have long been in use, preferably those which are derived from the puppetry technique.
In connection with the animation on the computer, a distinction in principle between the three techniques: keyframe animation, action-based animation and frame-by-frame animation.
Keyframe animation The keyframe animation (or keyframe animation) are set to the values animating object properties at certain times in the animation software (= keyframes). Each object or scene state thus receives an entry on a timeline. With increasing length of the animation and the number of animation events will expand the time-object diagram. The values for the object lying between the key time points are calculated using mathematical interpolation of the animation software.
Activity-based animation , the action-based animation goes before object-oriented and encapsulates the aspect of time in individual animation actions. Such as in MS PowerPoint or 3d animation tools, the animation is defined by a list of actions that are performed during the course sequence. Parallel processes (time synchronization) are also defined, with the objects in question are specially marked.
Frame-by-frame animation This animation concept creates the frames like a flip book individually.
Animation in the psychology of learning
In the psychology of learning is a method of animation in the broad sense of knowledge, be it at the appropriate multimedia content processed and presented in a fixed temporal sequence to the learner. The origin of this method is the one moving into the graphics of educational films , the other in the presented experiments, for example, teachers in the classroom.
Animated images are compared to static representations of the advantage of being able to explicitly represent change. However, they are also high processing demands on the learner. Therefore, you should be used with caution and limited to situations that actually benefit from a moving presentation. Often, however, even those media components and animated so gimmicky over-emphasized, which are largely unsuitable for it, such as texts.
Following the design criteria for multimedia animations to R. Mayer should be accompanied by spoken rather than written text (modality). The comment should be given time to close commented section of the animation are presented ( contiguity , temporal contiguity ).
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http://www.articleseen.com/Article_Computer animation techniques_119556.aspx
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