Ujas - Unit 1
Ujas - Unit 1
What is Animation?
Definition:
• The simulation of movement created by a series of pictures is animation.
• Animation is a method of photographing successive drawings, models, or even puppets to create
an illusion of movement in a sequence.
• Because our eyes can only retain an image for approx 1/10 of a second, when multiple images
appear in fast succession, the brain blends them into a single moving image.
• In traditional animation, pictures are drawn or painted on transparent celluloid sheets to be
photographed.
• Early cartoons are examples of this, but today, most animated movies are made with computer-
generated imagery or CGI.
• To create the appearance of smooth motion from these drawn, painted, or computer-generated
images, frame rate, or the number of consecutive images that are displayed each second, is
considered.
• Moving characters are usually shot “on twos” which just means one image is shown for two
frames, totaling in at 12 drawings per second.
• 12 frames per second allow for motion but may look choppy. In the film, a frame rate of 24
frames per second is often used for smooth motion.
• Traditional Animation
• 2D Animation (Vector-based)
• 3D Animation
• Motion Graphics
• Stop Motion
1) Traditional:
➢ This is one of the oldest forms of animation in film.
➢ It’s sometimes called cel animation.
➢ As mentioned above, in traditional animation, objects are drawn on celluloid transparent
paper.
➢ In order to create the animated sequence, the animator must draw every frame. It’s the same
mechanism as a flipbook, just on a grander scale.
➢ Traditional is most often 2D animation.
➢ Aladdin, The Lion King, and other earlier cartoons are the best examples of this.
➢ In the earlier years, the animator would draw on a table that had a light inside of it, so the
creator could see his or her previous animation. While the traditional style is not nearly as
prevalent today, drawings are generally done on tablets. And manual coloring hasn’t been
used by Disney since The Little Mermaid in 1989.
2) 2D (Vector):
➢ 2D animation can fall under traditional animation like most early Disney movies —
Pinocchio, Beauty and the Beast, etc.
➢ But there is something called Vector-based animation that can be 2D without being
traditional.
➢ With Vector-based, the motion here can be controlled by vectors rather than pixels.
➢ Images with familiar formats like JPG, GIF, BMP are pixel images. These images cannot be
enlarged or shrunk without affecting image quality.
➢ Vector graphics don’t need to worry about resolution. Vectors are characterized by pathways
with various start and end points, lines connecting these points to build the graphic.
➢ Shapes can be created to form a character or other image.
➢ Vector-based animation uses mathematical values to resize images, so motion is smooth.
➢ They can re-use these creations so the animator doesn’t need to keep drawing the same
characters over and over again. You can move around these vectors and animate that way.
➢ This is also helpful for animators who aren’t the best drawers.
3) 3D :
➢ Today, 3D or computer animation is the most common type. But just because computers
have stepped in instead of actual drawings, it’s not necessarily easier.
➢ The computer is just another tool, and 3D animation is still a long, intense process.
➢ In 3D animated movies, the animator uses a program to move the character’s body parts
around.
➢ They set their digital frames when all of the parts of the character are in the right position.
They do this for each frame, and the computer calculates the motion from each frame.
➢ Animators adjust and tweak the curvatures and movements their characters make
throughout.
➢ From Toy Story in 1995 to current 3D animation, 3D animation has become the dominant
style in animated films.
➢ 3D animation is also unique in that, unlike 2D or other traditional methods, the character’s
entire body is always visible.
➢ If a character turns to the side, the animator only needs to draw the side profile in 2D
animation, but in 3D, the entire body still needs to be visible.
➢ So again, even though computers are being used, with new technology comes with way
more considerations.
➢ Whether you are using drawing in 2D or computing in 3D, animators and filmmakers alike
look to storyboards to plan out each frame.
➢ Unlike live- action, animation movies can’t rely on camera tricks in a shot.
➢ Storyboards are the lifeline for creating animation. Here are the storyboards used for
Disney's classic animated feature Aladdin organized in StudioBinder’s storyboard tool.
Prepared By: Madhav K. Dave Page 2 of 18
SHREE SWAMINARAYAN COLLEGE OF COMPUTER SCIENCE
Paper: FC 602 Animation using Flash MX
Unit-1: Introduction
Jay Ganesh Jay A mbe Om N amah Shivay Bapa Sitara m Jay Kas hta bha nja n dev Jay Saraswati M aa
4) Motion Graphics:
➢ Motion Graphics are pieces are digital graphics that create the illusion of motion usually
for ads, title sequences in films, but ultimately exist to communicate something to the
viewer.
➢ They are often combined with sound for multimedia projects.
➢ They are a type of animation used mostly in business, usually with text as a main player.
Below are a few examples of motion graphic animation, using the top trends of today.
5) Stop Motion
➢ Stop motion encompasses claymation, pixelation, object-motion, cutout animation, and
more.
➢ But the basic mechanics are similar to the traditional style like a flipbook.
➢ However, instead of drawings, stop motion adjusts physical objects in each frame.
➢ If moved in small increments, captured one frame at a time, the illusion of motion is
produced.
➢ Whether puppets, clay, or even real people, these manual adjustments can make it a long,
hard process.
➢ Wallace and Gromit, Chicken Run, and The Nightmare Before Christmas are all great
examples of stop motion films.
➢ Stop motion is definitely an older form of animated storytelling, especially compared to 3D
computer animation. But the process of animating pictures dates back way before Disney or
Pixar.
➢ Animation; the word “ANIMATE” comes from the Latin verb “ANIMARE” means to make alive
or to fill with breathe.
➢ Animation is the rapid display of a sequence of images to create an illusion of movement. The
most common method of presenting animation is as a motion picture or video program.
➢ In simpler word, animation means giving life to our imagination.
➢ Animation is not just used for entertainment, Animation has different uses and it is a vastly
used. Some uses of animation which are described below:
1) Education
2) Entertainment
3) Advertisement and Marketing
4) Scientific visualization
5) Creative Arts
6) Gaming
7) Simulations
8) Architecture and Engineering
9) AR and VR (Augmented Reality and Virtual Reality)
10) Entertainment and Media
1) Education:
2) Entertainment:
3) Advertisement:
4) Scientific visualization:
5) Creative Arts:
6) Gaming:
• It is an industry where everything is dependent on animation as most 3D characters for games are
created with animation.
• In recent times, the growth prospects in the gaming industry are as bright as in the entertainment
sector. When you join a gaming course, you also get trained in the principles of animation.
7) Simulations:
• And not just that, it is finding new platforms where it has never been featured before like the
news, social media and even UI elements of apps and websites.
• The ability to grant people an effective medium to communicate their stories, works, products
and services to the world has led animation to be a major part of such huge industries.
• The Animation market size is rising exponentially it’s safe to assume that the future is looking
very bright for the Animation industry.
• Moreover, with the advent of Metaverse, the demand for skilled 3D animators has increased
drastically.
❖ Flash 8 Interface
• Flash 8 counts with the most handy and intuitive environment or working interface.
• Moreover it has an advantage because it is similar to other Macromedia programs
(Dreamweaver, Freehand, Director), it makes easier to assuming Flash, and faster its
management and control.
• We will see this after opening Flash 8 for the first time:
❖ Menu Bar
• The Menu bar is aimed to make easier the access to different program features. It is similar to
any other web or graphic designer program, although it has some particularities. Let's see the
main Submenus you can access to:
• File: It allows creating, opening and saving archives… Import has exceptional power; it
inserts to the current movie nearly all types of archives (sounds, videos, images and even
Flash movies) or the Publication Settings option from which you can modify the
characteristics of the publications. It also enables to configure the printing pages, print them,
etc…
• Edit: It is a classic menu that allows you to Cut, Copy, Paste… objects or as well images or
frames; it also allows you to customize some of the most common options of the program.
• View: Apart from, typical Zooms, it allows you to move the frames and scenes. It also
includes the possibility to create a grid and some guides. These ones can be selected from
submenu Grid and Guides from where you can configure its options.
• Insert: It permits you to insert objects into the movie, as well as new frames, layers, actions,
scenes…
• Modify: The option Transform permits one to modify the graphics existing in the movie,
and the option Draw Bitmap allows to modify current graphics in vector maps (this theme
will be studied further). Other options allows you to modify characteristics of the animation
elements Smooth, Optimize or of the same movie (Layer, Scene…).
• Text: Its contents affect the edition of text. It will be further handled in more details
• Commands: Allows administrating the Commands (group of saved sentences that allows to
emulate what user can introduce to the edition environment) that we had saved in our
animation, to obtain other news from the Macromedia page or execute what we already have.
• Control: From here you modify the properties of the movie reproduction Play, Rewind, Test
Movie....
• Window: In addition to the classical options of distributing the windows, this menu includes
shortcuts to ALL the Panels.
• Help: From here we can access to all the help that Macromedia offers to us, from the current
manual up to the Action Script, going through tutorials, guided lections etc…
❖ Timeline
• On the definition level, the Timeline represents the succession of frames in the Time. The
Flash movie will not be only the frames that appear on the Timeline one after another in the
order established by the same Timeline.
• In order to know more about the Timeline and the different types of frames that exist visit
our Advanced Page.
❖ The Layers
• The concept of the Layer is basic to manage Flash efficiently. Because of its importance we
will dedicate an entire unit to it. Even so, let's see great characteristics of the layers.
• A Layer could be defined as one independent movie of only one level. That is to say, one
layer contains its own Timeline (with endless frames)
• The objects that are at one Layer share a frame and due to this fact they can "get mixed up"
among themselves. Frequently it could be interesting, but other times it is convenient to
separate the objects in order that they do not interfere among them. For this, we will create as
many layers as necessary. Furthermore the use of many layers gives place to a good-ordered
movie and of easy use (for example, it is convenient to fix the sounds at one independent
layer called "Sounds"). We will see the advantages and disadvantages of using layers in the
Unit 8.
• The Zoom effect consists in moving the "view" near to further away from a fixed place. In
fact, you only make larger or smaller the object size, so that it seems that we've approached
or moved away from it.
• It is very useful to see more precisely some of the points of an animation (mainly graphics)
and to be able to fix some parts that are not visible from a distant point of view. By the way it
turns out useful to see the animation from a distance to have a global vision of it. Let's see
how Flash works with Zooms.
❖ Zoom Panel
• You can access to all the Zooms functions from the Menu View. In any case, Flash includes a
fast accessible submenu to these commands. Let's see what they consist in
• Show Frame: It shows the contents of the global current Frames. The frame size is extended
up to fill an entire Work Area. If there are objects outside the Work Area, you will not see
them.
• Show All: It shows all the movie objects inside the Work Area, adapting the frame size to the
necessary space for them to fit in. In case that all the objects are situated on the left frame
side, the right one will not be visible.
• As we can see, both of the selections are useful, but they have its disadvantages. In order to
give us a total freedom, Flash allows us to select the Stage size.
• 25%, 50% ...: It shows the frame with the size that we put in % , where 100% is the referent
size, its original size.
❖ The Panels
• The Panels are command sets grouped according their function (for example, all that makes
references to the actions, will be in the "Actions" Panel). It's mission is to simplify and
facilitate the commands use.
• All of them will be studied deeply during the course. Even so, we'll name them and
summarize the functions of most of them.
• Align Panel: It places the objects like we indicate to it. It is very useful.
• Color Mixer Panel: Using this panel we'll create the colors that we like more.
• Color Swatches Panel: It allows us to select a color quickly and graphically. (Including our
creations).
• Info Panel: It shows the size and the coordinates of the selected objects, with the possibility
of modification. It is very useful for exact alignments.
• Scene Panel: It modifies the attributes of the scenes that we use.
• Flash is one of the best animating tools which has been used in various projects including
movies and games.
• It has a lot of features that make the animation process faster and easier.
• There are a number of versions of flash available in the market but the current version is
known as Adobe Animate which was launched in 2021 and has cloud support.
• One can use flash for personal as well as for commercial production after purchasing it from
Adobe’s official site.
• Animation can be done in flash using traditional as well as modern animation styles.
• Including code for various purposes or tasks is also possible in flash as it allows code
insertion.
• It uses vector-based style for its objects which mean objects pertain to their quality when
zoomed so these are zoom independent.
• The frame can be defined as a blank paper on which one needs to create a figure having a
position. Similarly, on the second frame, another figure will be created, and following this
principle, a lot of figures will be drawn on different frames.
• These frames are then run one by one and each figure will be visible which will give an effect
of motion, that’s how animations are made.
• To make animations 24 frames per second are run to get smooth animations. 30 frames per
second can also be used for more smooth animations.
• Frames are represented as rectangular boxes on the timeline. Frame pointer points to the
current frame one is working on.
• Frames are considered as the soul of any animation as these frames are used to organize and
control the complete animation.
• The numbering of frames has been given already for guidance. 24.00 fps has been written
below the timeline which means by default 24 frames are running in a second to give
animation effect.
• After clicking on the insert frame below change will be seen in the timeline it means frames
have been inserted till this frame.
❖ Moving a Frame
• The frame can be moved to the left or right by inserting or deleting a frame.
• For example, to move a frame to right, add new frames which are exact copies of the same
frame, this can be done by pressing the F5 key which will insert the new frame exactly to the
old one and hence move the frame to the right.
• To move a frame to left just delete the frames in the middle.
❖ Deleting a frame
• A frame can be deleted by selecting the frame and right-clicking on the selected frame, a list
will be appeared to choose the delete frame.
• Keyframes are the frames that contain figure or symbol which is different from the previous
ones.
• This is the part that makes the animation like making a walk cycle by giving some specific
keyframes while other frames are helping in making animation smoother.
• Keyframes have a significant difference from one another while frames do not have much
difference in them.
• Keyframes are represented by a black-filled or solid black circle on a frame.
• To insert a new keyframe on the timeline click on any rectangular box on the timeline and
right-click, a list will appear with different options just click on Insert Keyframe.
• After clicking on Insert Keyframe below change will be seen in the timeline it means the
keyframe has been inserted.
• But this is a blank keyframe because it does not have any drawing on it once something will
be drawn on the blank keyframe it will be represented by a circle filled with black color.
• So let’s draw a line on the drawing screen and see the keyframe changing from white to black.
❖ Deleting a keyframe
• A keyframe can be deleted by selecting the keyframe and right-clicking on it, a list with
different options will appear, click on a clear keyframe to delete that keyframe.
• Keyframes also have blank keyframes which is being represented by an empty circle on a
frame. These blank frames can be added to make some figure or drawing, once a drawing or
figure has been created then these blank frames become keyframes.
• Inserting a blank keyframe on the timeline
• To insert a blank keyframe on the timeline click on any rectangular box on the timeline and
right-click, a list will appear with different options just click on Insert Blank Keyframe.
• After clicking on Insert Blank Keyframe below change will be seen in the timeline it means
Blank Keyframe has been inserted.
The Timeline:
• For a complex piece of software, Flash is based on a surprisingly simple principle— the old-
fashioned slideshow.
• A slideshow consisted of a stack of slides loaded into a tray, a projector that displayed one slide
at a time, and a human to run the show, determining the order in which the slides appear and how
long each stays on screen.
• A Flash animation is really nothing more than a souped-up slideshow.
• In Flash, the picture-containing slides are called frames, and instead of a person controlling the
slide projector, you have got the Timeline.
• The Timeline is what determines what order your frames appear in and how long each frame
stays onstage. If you’ve decided to organize the images on your frames into separate layers, the
Timeline is also where you specify how you want your layers stacked: which layer you want on
top, which one beneath that, and so on.
• In addition to letting you put together a basic, plain-vanilla, frames-run-left-to-right, layers-run-
bottom-to-top animation, the Timeline also lets you create spiffy effects, such as looping a
section of your animation over and over again and creating tasteful fades.
• The first time you run Flash, the Timeline appears automatically. But if you don’t see it, you can
display it by selecting Window → Timeline or pressing Ctrl+Alt+T.
• The Timeline keeps track of all the frames that make up your animation, as well as what order
you want them to appear in.
• Clicking a specific frame (or dragging the playhead to a specific frame) tells Flash to display the
contents of that frame on the Stage for you to examine or edit.