Technology for creating animation in simple language
How classic animation works
Essentially, animation technology is an optical
illusion. In classical animation, it is also frame-by-frame or
animation, the author first draws by hand a series of pictures with minimal
differences from each other.
After that, this sequence of pictures is shown to
the viewer at a sufficiently high speed to create the illusion of
movement.
In modern high-budget blockbusters, they use the HFR format (from the English "High Frame Rate" - high frame rate), a speed of 48 frames, and even 60 frames per second (FPS - frame per second). This gives the picture incredible clarity.
In reality, this means that the viewer sees the same static picture twice.
Modern 2D animation technology
In the age of information technology, to create
stop-motion animation, an artist no longer needs to redraw the same character
many times with minimal changes. An object or character is created by the
artist once, and then animators "animate" it using special
programs. You can try it on your own without even having the technical
knowledge and talent of a motion designer.
And although frame-by-frame animation remains an ageless classic even in 2020...today, other less labor-intensive technologies for creating 2D animation have become on a par with it. This is vector animation, where there is no need to draw each picture by hand - an illustration (for example, a character) is split into layers, points are placed at certain places in its body, which is then set to motion.
3D computer animation technology
If 2D animation can be created by hand or with the
help of simple technical manipulations, then to create 3D animation you cannot
do without powerful expensive computers and no less powerful and expensive
software such as Maya or Cinema4D.
How it looks technically:
Let's
look at the example of the simplest image in 3D Max.
- Point
A (frame # 1) - we have a static image of the ball in three-dimensional
space (coordinates X1, Y1, Z1).
- Point B (frame # 25) - the position of
the ball in space a second later (coordinates X2, Y2, Z2).
- The
next control point, a second later (frame # 25), the position of the ball
in space changes (coordinates X2, Y2, Z2).
- In addition, the animator sets the point of view of the camera (coordinates X3, Y3, Z3), explaining the technique from which perspective to look at the object. And finally, it indicates the direction from which the light falls. The next control point, a second later (frame # 25), the position of the ball in space changes (coordinates X2, Y2, Z2).
- After all the parameters are set, the
machine calculates the entire scene (this process is called
"rendering").
Two
parameters are calculated:
- The
path that our ball makes in space from point # 1 to frame # 25. In
what coordinates will it be in each of the 25 frames.
- How each frame will look from the
position of the camera.
As
a result, we get a sequence of 25 images of the ball in three
dimensions. When played back in a video player, all these frames will
flash before your eyes in a second, and in your mind there will be a complete
feeling that the ball is moving.
Before calculating the final scene, they also make a so-called "animatic" - this is a rough sketch of the animation, which allows you to evaluate how the composition will look, the movement of objects in the frame, how the camera behaves, while looking at the timing of each scene in seconds and, if necessary , at the next stage of the finishing animation(original Motion Graphics services in USA), make edits:
What about 3D character animation
The
first step is to draw the character's concept art. Then, according to the
drawings, its three-dimensional volumetric model is recreated. The
skeleton (bones) of the character is assembled, for which you can then move
it. Add textures in layers and here we have a hero revived on the screen:
Separately,
it should be said about the popular Motion Capture technology (motion capture),
when sensors / points are hung on the body of an actor and / or his face, which
later on on the computer to the smallest detail repeat his natural plasticity
of movements and thereby improve the quality of animation of a 3D character.
very high, practically realistic level.








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