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Computer Animation - The Fantasy Come True

Computer animation (also called digital animation) is the technique of creating moving images via the use of computers

. Increasingly, the graphics are created in 3D, but 2D graphics are still used extensively for slow connections and real-time applications that need to render faster.

Sometimes the purpose of animation is the computer itself, others may be another means, like a movie. The designs are made with the help of design software, modeling, and finally rendering.

To create the illusion of movement, a displayed image is quickly replaced by a new image in a different frame. This technique is identical to the way that achieves the illusion of movement in movies and on television.

For 3D animations, objects are modeled in the computer (modeling) and 3D figures are joined with a virtual skeleton (bones). To create a 3D face model the body, eyes, mouth, etc.. character and then animate animation controllers. Finally, the animation is rendered.


In most of the methods of computer animation, an animator creates a simplified representation of the anatomy of a character, it has less difficulty to be animated. In biped or quadruped characters, many parts of the skeleton of the character corresponding to the bone. Animation with bones are also used to animate other things, such as facial expressions, a car or other object that want to provide movement.

In contrast, another type of animation would be more realistic motion capture, which requires an actor wear a special suit fitted with sensors, their movements being captured by a computer and later incorporated into the character.

For 3D animations, frames must be rendered after the model is completed. For 2D vector animations, the rendering process is key to the outcome. For recordings taped in advance, the frames are converted to a different format or medium as a film or digital video. The frames can be rendered in real time, while these are presented to end users. The animations for broadcast via the Internet at low bandwidth (eg 2D Flash, X3D) use programs on the user's computer to render in real-time animation as an alternative to transmission and pre-loaded animations for high-speed links.

A simple example

We choose a wallpaper as black. In this case, you draw a goat on the right side of the screen. The next step is to relocate black screen and put the goat in a position slightly to the left of the original position. This process is repeated moving the goat a bit to the left each time. If this process is repeated fast enough the goat appear to move smoothly to the left. This basic procedure is used for all animations created in movies and television.

The goat in motion is an example of how to change the location of an object. More complex transformations of object properties such as size, shape, or color light effects, and rendering calculations required by the computer instead of a simple procedure to duplicate or re-draw pictures.

Explanation

To fool the eye and brain to think that someone is watching a moving object, the images should be shown to about 12 frames per second or faster (a frame is a complete image). With speeds up to 70 frames / second, you will not notice an improvement in realism or smoothness in the movement of the image due to the way the eye and brain process images. At speeds under 12 frames / sec most people can detect a flicker in time to display the sequence of images and drop the illusion of realistic movement.

Conventional animations made by hand, typically use 15 frames / second in order to decrease the amount of drawing required, but this is usually accepted because of the nature of cartoons. Therefore, to create a realistic computer animation, it requires a higher number of frames / second.

The reason that high speeds can not be seen flashing the image, the "persistence of vision." From moment to moment, the eye and brain work together to store anything you are looking for a split second, and automatically "jumps" small and soft. The films shown in theaters, runs at 24 frames / second, which is enough to create the illusion of continuous movement.

Methods to animate virtual characters

In most 3D animation systems, an animator creates a simplified representation of the character's body, similar to a skeleton or stick figure. The position of each segment of the skeleton model is defined by "variables of animation," or Avars.

In human and animal characters, many parts of the skeleton model correspond to the actual location of the bones, but the animation of the skeleton model is also used to animate other things as facial expressions (although other methods of facial animation). "Woody," Toy Story's character, for example, uses 700 Avars, including 100 Avars in the face. The computer does not render the skeleton model directly routinely render the skeleton is invisible, but the skeleton model used to calculate the exact position and orientation of the character that is eventually rendered into an image. Changing the values of the Avars on the timeline, the animator creates the character motion by frame by frame.


There are several methods to generate values for a movement Avars realistic. Traditionally, animators directly manipulate the Avars. Instead of creating Avars for each frame, Avars usually placed at strategic points in the tables and allow the computer to transition between them, a process called keyframing. Keyframing puts control in the hands of the animator and the animation is based on manual.

In contrast, a new method called "motion capture", uses live action. When the computer animation is done by this technique, a real actor made the scene as if the character to be animated. His movement is recorded on a computer using video cameras and markers, and that motion is applied to the animated character.

Each method has its advantages, and until 2007, games and movies using either or both of them in their productions. The boxes can produce animation moves that would be impossible for an actor, while the "motion capture" can reproduce the characteristics of a particular actor. For example, in the 2006 film Pirates of the Caribbean: Dead Man's Chest, actor Bill Nighy Davy Jones made the character. Even though he hardly appears in the film, the production benefited recording the characteristics of your body language, posture, facial expressions, etc.. This "motion capture" is appropriate in situations that require a realistic, but the characteristics of a character far beyond what can be done with conventional makeup and wardrobe.

by: Ronald Newman
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