This document discusses principles of filmmaking and computer animation. It covers topics like three-point lighting, the 180 degree rule, types of shots, sound, and the differences between computer animation and conventional animation. Specifically, it explains three-point lighting uses a key light, fill light and rim light to illuminate subjects. It also discusses how the 180 degree rule and types of shots like close-ups can be used to direct viewer attention.
This document discusses principles of filmmaking and computer animation. It covers topics like three-point lighting, the 180 degree rule, types of shots, sound, and the differences between computer animation and conventional animation. Specifically, it explains three-point lighting uses a key light, fill light and rim light to illuminate subjects. It also discusses how the 180 degree rule and types of shots like close-ups can be used to direct viewer attention.
This document discusses principles of filmmaking and computer animation. It covers topics like three-point lighting, the 180 degree rule, types of shots, sound, and the differences between computer animation and conventional animation. Specifically, it explains three-point lighting uses a key light, fill light and rim light to illuminate subjects. It also discusses how the 180 degree rule and types of shots like close-ups can be used to direct viewer attention.
This document discusses principles of filmmaking and computer animation. It covers topics like three-point lighting, the 180 degree rule, types of shots, sound, and the differences between computer animation and conventional animation. Specifically, it explains three-point lighting uses a key light, fill light and rim light to illuminate subjects. It also discusses how the 180 degree rule and types of shots like close-ups can be used to direct viewer attention.
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Computer Animation
Lecture 4
Rick Parent Computer Animation
Principles of filmmaking There are a set of basic principles of filmmaking that help to increase their effectiveness. The principles of filmmaking are: Three-point lighting. 180 degree rule. Rule of thirds. Types of shots. Tilt. Framing Focus the viewer’s attention
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Three-point lighting.
There is a standard set of three lights that are used to
illuminate the central figure in a scene. These are:
The key light.
The fill light.
The rim light.
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The key light The key light is the primary light source for any scene. It serves as the foundation of the lighting design and is usually focused on the scene’s main subject. The key light is often positioned up and to the side of the camera. The key light focuses the observer’s attention on what is important. Rick Parent Computer Animation The fill light The fill light is a less powerful light that sits opposite the primary key light. From this different angle, it will literally في/ا$حرفي ع$ الواقfill in the high-contrast shadows that the key light creates on a subject’s face. The fill light is a flood امر$غ light typically positioned below the camera that fills the figure with a soft light bringing out other details in the figure’s appearance. Rick Parent Computer Animation The rim light A rim light is placed behind a subject that exposes the outline or rim of the subject with light. The rim light highlights the contours of a subject and creates a dramatic and mysterious effect. The rim light outlining the figure and making the figure stand out from the background. Rick Parent Computer Animation 180 degree rule The 180-degree rule states that two characters (or more) in a scene should always have the same left/right relationship with each other. The rule dictates that you draw an imaginary line between these two characters (or subjects) and try to keep your camera(s) on the same side of this 180- degree line. If your camera crosses this line, your audience’s understanding of where the characters are and their left/right orientation will be thrown off. And unless you’re intentionally trying to exploit that, it makes things look confusing, messy and unprofessional. Rick Parent Computer Animation Rick Parent Computer Animation Rule of thirds The rule of thirds divide the frame visually into thirds horizontally and vertically, so the image is divided into nine equal parts, which creates control points. The rule of thirds says that the interesting places to place an object in an image are one-third along the way, either side-to-side or up-and-down or both. In particular, don’t center your subject in the image and don’t put your subject at the edge of the image.
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Rick Parent Computer Animation Types of shots.
Types of camera shots are categorized based on:
The distance from the camera to the subject.
The angle at which the shot is taken.
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The distance-based shots The distance-based shots are: Extreme long range: This shot creates a sense of scale by filling the frame with the environment while featuring a very distant subject who looks small by comparison. Long range: The camera is far from the subject to depict a wide scene and capture the subject’s full body. Medium range (or Bust في55ال نص55 تمثshot): The head and shoulders of the subject are framed with a fair amount of the background visible. This framing is great for dialogue. Close-up: The subject’s face fills most of the frame. Extreme close-up: A portion of the subject’s face, like the mouth or eyes, fills the frame. Which type of shot to use depends on the amount and location of detail that is to be shown and how much environmental context is to be included in the shot. Rick Parent Computer Animation The angle-based shots In these shots, the camera operator places the camera strategically in relation to the subject. Here are a few of the most common angle: A low angle shot: meaning the camera is low shooting up at the subject, imparts a feeling of power or dominance هيمنهto the subject. Conversely, a high angle shot: in which the camera shoots down on the subject, presents a feeling that the subject is insignificant or subordinate خاضع. Rick Parent Computer Animation Tilt
Tilting the camera
(rotating the camera about its view direction). Tilting can convey a sense of urgency, strangeness ئ555ون الش555ك غريبا, or fear to the shot.
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Framing Framing refers to allowing enough room in the image for the action being captured. In a relatively static view, allow enough room so the subject does not fill the frame (unless there is a reason to do so). Allow enough room for motion. If your subject is walking, frame the motion so there is room in front of the subject so the subject does not appear to be walking out of the frame.
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Focus the viewer’s attention Draw the viewer’s attention to what’s important in the image. Use color, lighting, movement, focus, etc., to direct the attention of the viewer to what you want the viewer to see. For example, the eye will naturally follow converging lines, a progression from dark to light or dark to bright, and an identifiable path in the image.
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Sound
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Sound Sound is an integral part of almost all animation, whether it’s hand-drawn, computer-based, or stop- motion. Various formats have been developed for film sound tracks. Most formats record the audio on the same medium that records the images. Early formats used optical or magnetic analog tracks for sound, but more recent formats digitally print the sound track on the film. By recording the audio on the same stock as the film, the timing between the imagery and the audio is physically enforced by the structure of the recording technology. Rick Parent Computer Animation In some formats, a separate medium, such as a CD, is used to hold the audio. This allows more audio to be recorded, but creates a synchronization issue during playback. In the case of video, audio tracks are recorded alongside the tracks used to encode the video signal. Sound has four roles in a production: voice, body sounds, special effects, and background music. In live action, voice is recorded with the action because of timing considerations while most of the other sounds are added in a post-processing phase. In animation, voices are recorded first and the animation made to sync with it. Rick Parent Computer Animation Nonspeech sounds made by the actors, such as rustling of clothes, footsteps, and objects being handled, are called body sounds.
The recorded body sounds are usually replaced by
synthesized طناعي55كل اص5ة بش5وات مركب55 أصsounds, called foley, for purposes of artistic control.
These synthesized sounds must be synced with the
motions of the actors. The people responsible for creating these sounds are called foley artists. Rick Parent Computer Animation Computer animation production Computer animation production has borrowed most of the ideas from conventional animation production, including the use of a storyboard, test shots, and pencil testing. The storyboard has translated directly to computer animation production. It still holds the same functional place in the animation process and is an important component in planning animation. The use of key frames, and interpolating between them, has become a fundamental technique in computer animation.
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The differences between computer animation and conventional animation There are significant differences between how computer animation and conventional animation create an individual frame of the animation. In computer animation, there is usually a strict distinction among creating the models; creating a layout of the models including camera positioning and lighting; specifying the motion of the models, lights, and camera; and the rendering process applied to those models. This allows for reusing models and lighting setups. In conventional animation, all of these processes happen simultaneously as each drawing is created; the only exception is the possible reuse of backgrounds, for example, with the multilayer approach. Rick Parent Computer Animation The two main evaluation tools of conventional animation, test shots and pencil tests, have counterparts in computer animation. A speed/quality trade-off can be made in several stages of creating a frame of computer animation: model building, lighting, motion control, and rendering. By using high-quality techniques in only one or two of these stages, that aspect of the presentation can be quickly checked in a cost-effective manner. • A test shot in computer animation is produced by a high-quality rendering of a highly detailed model to see a single frame, a short sequence of frames of the final product, or every nth frame of a longer sequence from the final animation. • The equivalent of a pencil test can be performed by simplifying the sophistication of the models used, by using low-quality and/or low resolution renderings, by eliminating all but the most important lights, or by using simplified motion. Rick Parent Computer Animation Computer animation is well suited for producing the equivalent of test shots and pencil tests. In fact, because the quality of the separate stages of computer animation can be independently controlled, it can be argued that it is even better suited for these evaluation techniques than conventional animation.
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Computer animation production tasks While motion control is the primary subject of this book, it is worth noting that motion control is only one aspect of the effort required to produce computer animation. The other tasks (and the other talents) that are integral to the final product should not be overlooked. producing quality animation is a trial-and-error iterative process wherein performing one task may require rethinking one or more previously completed tasks. Even so, these tasks can be laid out in an approximate chronological order according to the way they are typically encountered. Rick Parent Computer Animation Digital editing A revolution swept the film and video industries in the 1990s: the digital representation of images. Even if computer graphics and digital effects are not a consideration in the production process, it has become commonplace to store program elements in digital form instead of using the analog film and videotape formats. Digital representations have the advantage of being able to be copied with no image degradation. So, even if the material was originally recorded using analog means, it is often cost-effective to transcribe the images to digital image store. And, of course, once the material is in digital form, digital manipulation of the images is a natural capability to incorporate in any system. Rick Parent Computer Animation Electronic editing Electronic editing allows the manipulation of images as electronic signals rather than using a physical process. The standard configuration uses two source videotape players, a switching box, and an output videotape recorder. More advanced configurations include a character generator (text overlays) and special effects generator (wipes, fades, etc.) On the input side, and the switching box is replaced by an editing station. The two source tapes are searched to locate the initial desired sequence; the tape deck on which it is found is selected for recording on the output deck and the sequence is recorded. The tapes are then searched to locate the next segment, the deck is selected for input, and the segment is recorded on the output tape. This continues until the new composite sequence has been created on the output tape. Rick Parent Computer Animation Because the output is assembled in sequential order, this is referred to as linear editing. The linear assembly of the output is considered the main drawback of this technique. Electronic editing also has the drawback that the material is copied in the editing process, introducing some image degradation. Because the output tape is commonly used to master the tapes that are sent out to be viewed, these tapes are already third generation. Another drawback is the amount of wear on the source material as the source tapes are repeatedly played and rewound as the next desired sequence is searched for. Rick Parent Computer Animation Rick Parent Computer Animation Digital on-line nonlinear editing To incorporate a more flexible nonlinear approach, fully digital editing systems have become more accessible. These can be systems dedicated to editing, or they can be software systems that run on standard computers. Analog tape may still be used as the source material and for the final product, but everything between is digitally represented and controlled.
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After a sequence has been digitized, an icon representing it can be dragged onto a time line provided by the editing system. Sequences can be placed relative to one another; they can be repeated, cut short, overlapped with other sequences, combined with transition effects, and mixed with other effects.
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Digital video As the cost of computer memory decreases and processor speeds increase, the capture, compression, storage, and playback of digital video have become more prevalent. This has several important ramifications:
First, desktop animation has become inexpensive
enough to be within the reach of the consumer. Rick Parent Computer Animation Second, in the film industry it has meant that compositing is no longer optical. Optically compositing each element in a film meant another pass of the negative through an optical film printer, which meant additional degradation of image quality. With the advent of digital compositing, the limit on the number of composited elements is removed.
Third, once films are routinely stored digitally, digital
techniques can be used for wire removal and to apply special effects. These digital techniques have become the bread and butter of computer graphics in the film industry. Rick Parent Computer Animation