IT6321A 2D 3D Digital Animation
Match the order of the
Animation production process |
|
Step 1: |
Gathering information |
Step 2: |
Concept & Script |
Step 3: |
Voiceover recording |
Step 4: |
Storyboard |
Step 5: |
Visual style |
Step 6: |
Animation |
The 6
Thinking Scheme |
|
important to
communicate messages in different ways |
WORDS |
important to define
focal point |
PROPORTIONS |
important to convey
meaning through process of smiotics, denotation and cognitions |
SIGNS, SYMBOLS |
important to help
the creative team to put into a harmony pattern the constitutive elements |
SHAPES |
important to drive
or support an idea |
IMAGES/ILLUSTRATIONS |
important to make a
powerful communication and to drive the attention |
COLORS |
Basic Drawing and
Composition of basic elements Exciting balance
active, exciting, not boring |
Dynamic Equilibriu |
Basic Drawing and
Composition of basic elements used to block in
the layout of the basic shapes in the composition. Best compared to a
scribble drawing. Seeks to express motion and/or emotive qualities of the
composition. |
Gestural drawing |
Basic Drawing and
Composition of basic elements An Italian word
that means boldly contrasting light and dark. The technique of was developed
during the Renaissance. |
Chiraoscuro |
is a self-contained
defined area, either geometric or organic. Shape refers to a two-dimensional
element with area on a plane, while form refers to a threedimensional element
with volume in space. |
Shape / Form |
Seven Elements of
Design is the surface
quality of a shape, or how it appears to feel: rough, smooth, spiky, soft,
hard, and glossy, etc. Texture can be real or implied. |
Texture |
is the visible
spectrum of radiation reflected from an object. Color is also sometimes
referred to as hue. |
Color |
is a continuous
mark made on a surface or the edge created when two shapes meet. May be
actual, implied, vertical, horizontal, diagonal, and/or contour. |
Seven Elements of Design |
is the distance or
area around or between elements in a work. |
Space |
The speed at which
something moves gives a sense of what the object is, the weight of an object,
and why it is moving. Something like an eye blink can be fast or slow. If
it’s fast, a character will seem alert and awake |
Timing |
Even gross body
movements when you walk somewhere tend not be perfectly straight. When a
hand/arm reaches out to reach something, it tends to move |
Arcs |
For example, a
bouncing ball tends to have a lot of ease in and out when at the top of its
bounce. As it goes up, gravity affects it and slows down , then it starts its
downward motion more and more rapidly |
Ease In and Out (or Slow In and
Out) |
One of the 12
Principles of Animation : |
Anticipation |
It should be used
in a careful and balanced manner, not arbitrarily. The result will be that
the animation will seem more realistic and entertaining. |
Exaggeration |
This is a way of
deforming an object such that it shows how rigid the object is. For example
if a rubber ball bounces and hits the ground it will tend to flatten when it
hits. |
Squash and Stretch |
But it is something
that the character is doing/acting that adds a more realistic and natural
feel to the animation. As mentioned, it must be staged so that the main
action isn’t overpowered. It’s the kind of thing that is usually more subtle
or can be felt more than noticed immediately |
Secondary Action |
For example, the
animator draws the first frame of the animation, then draws the second, and
so on until the sequence is complete. In this way, there is one drawing or
image per frame that the animator has setup. This approach tends to yield a
more creative and fresh look but can be difficult to time correctly and
tweak. |
Straight Ahead Action and
Pose-To-Pose Action |
It is a technique
that manipulates an object physically so that it appears to move on its own.
The object is moved in small steps between individually photographed frames,
creating the illusion of movement when the series of frames are played in a
fast sequence |
STOP MOTION TECHNIQUE |
The background and
the characters are flat and can be filmed from only one side. Traditional
drawing animation is done in a non-chronological way, developing first the
main action, and filling it up with background images later on. |
DRAWING ANIMATION |
One of the
Animation Techniques: |
CUT-OUT ANIMATION: |
type of stop-motion
animation produced by moving twodimensional pieces of material, paper or
cloth. The background has to be fixed to the table and everything on the
background |
THREE DIMENSIONAL PUPPET
ANIMATION |
Involves the use of
real persons as stop motion characters. This allows a number of surreal
effects, including the disappearance and reappearance of objects or
characters, as well as allowing people to appear to slide across the ground
and other effects. |
PIXELATION |
Basic Drawing and
Composition of basic elements |
Still life |
The goal is draw or
paint the objects as accurate to the still life as possible. Find
relationships between objects. |
Drawing from observation |
The way you arrange
or divide the space in your artwork. Do not have a lot of empty space in your
art |
Composition |
Compressed burned
wood used for drawing. Charcoal is so fast, direct and responsive, that it is
amongst the least inhibiting media. It can produce bold and fluid lines, and
a great host of textures |
Charcoal |
the extreme
differences in values, colors, textures or other elements |
Contrast |
refers to how light
or dark an object, area, or element is, independent of its color. Value is
also sometimes referred to as tone. |
Value |
you can select
alternating faces on a mesh through a select command in edit mode |
True |
you can make a Face
of ODD numbered vertext group |
True |
All Faces have
vertex and edges |
True |
The shortcut
for |
True |
Blender 3D is a
Cross platform Application that can run accross all OS |
True |
Match
theBasic Blender Modeling Modes |
|
Supports basic
operations such as object creation, joining objects, managing shape keys,
UV/color layers. The default mode, available for all object types, as it is
dedicated to Object data-block editing (e.g. position, rotation, size). |
Object Mode |
Used for the
majority of mesh editing operations |
Edit Mode |
Instead of dealing
with individual mesh elements, support sculpting with brushes (not covered in
this chapter). |
Sculpt Mode |
The most elementary
part of a mesh which is a single point or position in 3D space and are
represented in the 3D Viewport in Edit Mode as small dots. |
Vertices |
always connects two
vertices by a straight line. These are the “wires” you see when you look at a
mesh in wireframe view. They are usually invisible on the rendered image. They
are used to construct faces. |
Edges |
These are used to
build the actual surface of the object. They are what you see when you render
the mesh. If this area does not contain of it, it will simply be transparent
or non-existent in the rendered image. |
Faces |
In geometry, a this
is a direction or line that is perpendicular to something, typically a
triangle or surface but can also be relative to a line, a tangent line for a
point on a curve, or a tangent plane for a point on a surface. |
Normal |
A common object
type used in a 3D scene is a mesh. Blender comes with a number of these mesh
shapes that you can start modeling from. You can also add in Edit Mode at the
3D cursor |
Blender Primitives |
A doughnut-shaped
primitive created by rotating a circle around an axis. The overall dimensions
can be defined by two methods. |
Torus |
A standard sphere
is made out of quad faces and a triangle fan at the top and bottom. It can be
used for texturing is a UV Sphere |
True |
The blender defauld
mode is the Edit Mode |
False |
A primitive model
that is a single quad face, which is composed of four vertices, four edges,
and one face. It is like a piece of paper lying on a table; it is not a
three-dimensional object because it is flat and has no thickness. Objects
that can be created with planes include floors, tabletops, or mirrors. |
Plane |
Blender Selection
Mode By holding
Shift-LMB when selecting a selection mode, you can enable manySelection Modes
at once. This allows you to quickly select Vertices/Edges/Faces, without
first having to switch modes. |
Multiple Selection
Modes |
Blender Selection
Mode When switching
modes in an “ascendant” way (i.e. from simpler to more complex), from
Vertices to Edges and from Edges to Faces, the selected parts will still be
selected if they form a complete element in the new mode. For example, if all
four edges in a face are selected, switching from Edges mode to Faces mode
will keep the face selected. All selected parts that do not form a complete
set in the new mode will be unselected. |
Switching Select Mode |
Blender Selection
Mode By holding Ctrl
when selecting a higher selection mode, all elements touching the current
selection will be added, even if the selection does not form a complete
higher element. Or contracting the selection when switching to a lower mode |
Expand/Contract
Selection |
Blender Selection
Mode setting is not just
for shading, it impacts selection too. When enabled, selection isn’t occluded
by the objects geometry (as if the object was solid). |
X-Ray |
Blender mode that
allows the selection of Faces, Edges and Vertices |
Edit mode |
Match
the differet type of selection commannd |
|
Selects all the
geometry that is not selected, and deselect currently selected components. |
Ctrl-I |
Select connected
edges |
Select Loops |
This tool selects
all edges between two faces forming an angle greater than the angle value,
where an increasing angle selects sharper edges. |
Select Sharp Edges |
None |
Alt-A |
Selects a random
group of vertices, edges, or faces, based on a percentage value |
Select Random |
Select all. |
A |
Interactive box
selection |
B |
Select geometry by
querying its characteristics |
Select All by Trait |
Select elements
similar to the current selection. |
Select Similar |
Deselect alternate
elements relative to the active item. |
Checker Deselect |
match
the different bleder workspaces ad their purpose |
|
For modification of
meshes by sculpting tools |
Sculpting |
Programming
workspace for writing scripts |
Scripting |
Mapping of image
texture coordinates to 3D surfaces |
UV Editing |
Tools for
specifying material properties for rendering. |
Shading |
Tools for making
properties of objects dependent on time. |
Animation |
Combining and
post-processing of images and rendering information. |
Compositing |
For modification of
geometry by modeling tools. |
Modeling |
Tools for coloring
image textures in the 3D View. |
Texture Paint |
For viewing and
analyzing rendering results. |
Rendering |
Vertex is a
collection of interconnected edges |
True |
Blender
includes three render engines with different strengths: |
|
physically based
path tracer. |
Cycles |
is designed for
layout, modeling and previews |
Workbench |
physically based
realtime renderer |
Eevee |
The Sharp flag is
used by the split normals and the Edge Split modifier, which are part of the
smoothing/customized shading techniques. As seams, it is a property of edges,
and these operators set or unset it for selected ones. |
Mark Sharp and Clear
Sharp |
This edge property,
a value between (0.0 to 1.0), is used by the Bevel Modifier to control the
bevel intensity of the edges. This operator enters an interactive mode (a bit
like transform tools), where by moving the mouse (or typing a value with the
keyboard) you can set the bevel weight of selected edges. If two or more
edges are selected, this operator alters the average weight of the edges. |
Adjust Bevel Weight |
mode keeps the
shape of the selected edge loop the same as one of the edge loops adjacent to
it, rather than sliding a percentage along each perpendicular edge. the tool shows the
position along the length of the currently selected edge which is marked in
yellow, from the vertex that has an enlarged red marker. Movement of the
sliding edge loop is restricted to this length. As you move the mouse the
length indicator in the header changes showing where along the length of the
edge you are. |
Even Mode |
This option will
create triangular faces from any group of selected edges or vertices, as long
as they form one or more complete perimeters. |
Fill |
ses a pair of
connected edge loops or a single, closed edge loop to fill in a grid that
follows the surrounding geometry. The best predictable result can be achieved
if you select two opposite edge loops with an equal number of vertices. When
a single, closed edge loop is selected, the Span/Offset options allows you to
adjust the way two opposite edge loops are detected from one closed edge loop |
Grid Fill |
This takes a
selection of faces and solidifies them by extruding them uniformly to give
volume to a non-manifold surface. This is also available as a Modifier. After
using the tool, you can set the offset distance in the Adjust Last Operation
panel. |
Solidify |
is a post-process
effect that diffuses very bright pixels. This mimics lens artifacts of real
cameras. This allows a better sense of what the actual intensities of the
pixels are. |
Bloom |
is done as a
post-process effect in Eevee. The depth of field effect can be controlled in
the camera settings |
Depth of Field |
This effect mimics
real subsurface scattering by blurring the diffuse lighting in screen space. |
Subsurface Scattering |
Motion blur in
Eevee is done by post processing the image after rendering. The motion blur
is really basic and just blurs the render results based on pixel velocity |
Motion Blur |
scattering by
evaluating all volume objects inside the view frustumthis it uses several 3D
textures which have a high video memory usage. The texture dimensions can be
tweaked using the Tile Size and Samples parameters. Object volumes have some
limitations |
Volumetrics |
Eevee uses
techniques to properly shadow the light coming directly from light objects
this is a texture that stores the nearest occluder from the light position.
Eevee also filters the shadow maps in order to smooth out the pixelated appearance |
Shadows |
Blender’s
physically-based path tracer for production rendering. It is designed to
provide physically based results out-of-the-box, with artistic control and
flexible shading nodes for production needs. |
Cycles |
Ray
types can be divided into four categories: |
|
the ray is
generated by a perfectly sharp reflection or transmission |
Singular |
the ray comes
straight from the camera |
Camera |
he ray is generated
by a reflection off a surface |
Reflection |
the ray is
generated by a transmission through a surface |
Transmission |
the ray is used for
(transparent) shadows |
Shadow |
the ray is
generated by a diffuse reflection or transmission (translucency) |
Diffuse |
the ray is
generated by a glossy specular reflection or transmission. |
Glossy |
These are global settings
that apply to all instances of folicle systems. The resolution of the strands
is controlled by the step values in particle settings. Each hair system uses
the material identified in the particle settings |
Hair |
This tool allows
you to merge all selected vertices to a unique one, dissolving all others.
You can choose the location of the surviving vertex in the menu this tool
pops up before executing |
Merging Vertices |
is a useful tool to
simplify a mesh by merging the selected vertices that are closer than a
specified distance to each other. An alternative way to simplify a mesh is to
use the Decimate Modifie |
Merging By Distance |
Rip creates a
“hole” in the mesh by making a copy of selected vertices and edges, still
linked to the neighboring non-selected vertices, so that the new edges are
borders of the faces on one side, and the old ones, borders of the faces on
the other side |
Rip Regeion |
allows you to map
textures directly to the mesh faces. The 3D Viewport shows you the object
being textured. If you set the 3D Viewport into Textured viewport shading,
you will immediately see any changes |
UV Editor |
Eevee uses
techniques to properly shadow the light coming directly from light objects
this is a texture that stores the nearest occluder from the light
position. Eevee also filters the shadow maps in order to smooth out the
pixelated appearance |
Shadows |
is Blender’s
realtime render engine built using OpenGL focused on speed and interactivity
while achieving the goal of rendering PBR materials can be used interactively
in the 3D Viewport but also produce high quality final renders |
Eevee |
is a post-process
effect that diffuses very bright pixels. This mimics lens artifacts of real
cameras. This allows a better sense of what the actual intensities of the
pixels are. |
Bloom |
is done as a
post-process effect in Eevee. The depth of field effect can be controlled in
the camera settings. |
Depth of Field |
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