Intro to ICT Reviewer PDF
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This document is a reviewer for introductory information and communications technology (ICT). It covers topics on 2D animation, history, and types of animation.
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**TWO-DIMENSIONAL (2D) ANIMATION** - The **art of creating an illusion of motion.** **ANIMATION** - animation is the process of giving life to images seen in advertisements and movies. - Generally deals with hand drawn images - a graphic representation of drawings to show movement w...
**TWO-DIMENSIONAL (2D) ANIMATION** - The **art of creating an illusion of motion.** **ANIMATION** - animation is the process of giving life to images seen in advertisements and movies. - Generally deals with hand drawn images - a graphic representation of drawings to show movement within those drawings. **MOTION VIDEO** - deals with actual photographs of real-world objects taken through a camera. **PHENAKISTOSCOPE** - discovered by **Joseph Plateau** in **1852** - First real animation device - It was first used to create a fluid kind of illusion of animation. **Peter Roget (1824)** published a paper called "Persistence of Vision With Regard to Moving Objects." ZOETROPE Philosophical toys during the 19th century. Fantasmagorie (1908) - The first animated cartoon - French director Émile Cohl. Gertie the Dinosaur the first example of true character animation. **TYPES OF ANIMATION** 1. **Clay animation**- Gumby 2. **Computer animation**- General Motors and IBM. 3. **Cel shaded Animation-**Makes computer graphics appear to be hand drawn. Console video games 4. **Regular animation-** Animation began with Winsor McCay 1. Quiz History Types Principles and techniques PHENAKISTOSCOPE - discovered by Joseph Plateau in 1852 - First real animation device - It was first used to create a fluid kind of illusion of animation. 1824, Peter Roget published a paper called "Persistence of Vision With Regard to Moving Objects." Flip book/ Zoetrope - \"Philosophical" toys during the 19th century. \"Fantasmagorie" by the French director Émile Cohl. Released in 1908.The first animated cartoon "Gertie the Dinosaur" by Winsor McCay. It is considered the first example of true character animation. In the 1930s to 1960s, Warner Bros. Picture, Metro Goldwyn Mayer, Disney- Largest studios producing these 5 to 10-minute "shorts" TYPES OF ANIMATION Clay animation began shortly after plasticine was invented in 1897 one of the first films to use it was made in 1902. This type of animation was not very popular until Gumby was invented. Computer animation Computer animation has also become common Computer animation began about 40 years ago lmao the first computer drawing system was created by General Motors and IBM. Cel shaded Animation Makes computer graphics appear to be hand drawn commonly used in console video games Starts with a typical 3d model Regular animation Animation began with Winsor McCay He did his animations all by himself and it took him a long time More people would invent more cartoon characters. NON-EXCLUSIVE TERMS USED TO LABEL DIFFERENT TYPES OF ANIMATION: 1\. Real time animation: an animation is real time if a computer is computing and displaying the animation at the same speed. 2\. Keyframe animation: a technique for producing animations whereby important positions, sizes and orientations of objects at particular points in time are identified. 3\. Character animation: animation focused on the display of expressions, emotions and behaviors.4. Motion path animation: a technique where objects or cameras move along a path. 5\. Hierarchical animation: animation of hierarchical objects.6. Shape animation: there are various forms but the most well-known is morphing where one shape changes into another shape.7. Procedural animation: animations typically require considerable data in their production.8. Simulation: may be characterised as scientific animation. Typically simulations will be using data computed from the laws of physics.9. Camera animation: typified by architectural walkthroughs. In its pure form the only thing which moves is the camera. PRINCIPLES AND TECHNIQUES 12 BASIC PRINCIPLES OF ANIMATION The 12 basic principles of animation is a set of principles of animation introduced by the Disney animators Ollie Johnston and Frank Thomas in their 1981 book The Illusion of Life: Disney Animation. 1\. SQUASH AND STRETCH- The most important principle is \"squash and stretch\", the purpose of which is togive a sense of weight and flexibility to drawn objects. 2. ANTICIPATION- Anticipation can be the anatomical preparation for the action. It can also be a device to attract the viewer\'s attention to the proper screen area and to prepare them for the action.3. STAGING- This principle is akin to staging as it is known in theatre and film. Its purpose is todirect the audience\'s attention, and make it clear what is of greatest importance in ascene; what is happening, and what is about to happen. 4\. STRAIGHT AHEAD ACTION AND POSE-TO-POSE ACTION Straight Ahead Action in hand drawn animation is when the animator starts at the first drawing in a scene and then draws all of the subsequent frames until he reaches the end of the scene. Pose-to-Pose Action is when the animator carefully plans out the animation, draws a sequence of poses, i.e., the initial, some in-between, and the final poses and then draws all the in-between frames.5. FOLLOW THROUGH AND OVERLAPPING ACTION- Follow through means that separate parts of a body will continue moving after the character has stopped. Overlapping action is the tendency for parts of the body to move at different rates. Drag where a character starts to move and parts of him take a few frames to catch up.6. SLOW IN AND OUT- This refers to the spacing of the in between frames at maximum positions. It is the second and third order continuity of motion of the object. 7. ARCS- Most human and animal actions occur along an arched trajectory, and animation should reproduce these movements for greater realism.8. Secondary Action- Is any action that results from the primary action. Adding this principle to the main action gives the scene more life by supporting and enhancing the main action.9. Timing and Motion- timing in animation gives both physical and emotional meaning to movement. The animator must allocate the right amount of time for anticipation, the action itself, and the reaction. It also influences the perception of an object's mass and size. No in-betweens: the character has been hit by a strong force and its head atmost snappedd off. One in-betweens: the character has been hit by something substantial.Two in-betweens: the character has a nervous twitchThree in-betweens: the character is dodging a flying object Four in betweens: the character is giving a crisp orderSix in-betweens: the character sees something invitingNine in betweens: the character is thinking about somethingTen in betweens: the character is stretching a sore muscle 10\. Exaggeration- making things bigger, smaller, or more extreme than they would be in real life. 11. Solid Drawing- or good drawing is the process of adding height, depth, and weight to a drawing to make it look believable on a 2D surface. 12\. Appeal- makes the character or design stand out.ANIMATION TECHNIQUES -Animation is the process by which we see still pictures MOVE. 1. The Persistence Vision Theory -explains how the human eye and brain perceive motion. It posits that when a series of images are shown in quick succession, the eye retains each image for a fraction of a second after it has disappeared.2. The Moving Hand Theory -emphasizes the importance of hands-on practice and active engagement in mastering animation techniques and enhancing learning experiences. BASIC TECHNIQUES USED IN ANIMATIONDRAWN ANIMATION- This covers any form where another replaces one drawing in a Sequence.Created through drawing that is slightly different from the other.Films in this animation composed of thousands of drawings which are shown on screen very quickly one after the other.CUT-OUT ANIMATIONAny form of animation where cutout shapes are moved around or replaced by other cutouts. Flat objects like buttons, matchsticks and string etc. MODEL ANIMATIONThis involves the filming of puppets or any form of three-dimensional models The materials used could include plasticize, clay or wire - in fact anything that can be bent or formed into another shape.COMPUTER ANIMATIONIt is the process of creating moving images using computers CURVED PATHSOften referred to as arcs, are essential for creating natural and visually appealing motion.MOTION CONTROL Techniques and methods used to manipulate the movement of objects or characters within an animated scene.SCRIPTINGThis involves writing the detailed blueprint for an animated project. This script serves as the foundation for the entire animation process, guiding the story, dialogue, actions, and emotions of the characters. FACIAL ANIMATIONIt is the most important part of character animation, and realistic and natural expression of emotions is one of the most important parts of animating a believable character.Needs a thorough understanding of the human facial muscular structure and how expressions are formed is necessary.LIMITED ANIMATIONMany repeats of drawings as possiblelimited to 6 drawings per 1 second animationThis method is often employed to save time and costs, especially in television shows, commercials, and low-budget films.FULL ANIMATIONLarge number of drawings per second of actionSome action may require that every single frame of the 24 frames within the second is animated in order to achieve an illusion of fluidity on the screen.ANIMATION PROCESSThe animation process, as with any other projects is divided into three parts, namely the pre-production, production, and post-production process.