5. DRAWN ANIMATION
Produced by a series of drawn images that been stacked together sequentially.
Each drawing is differing slightly from the one before and after.
To produce a complex animation (for example, animated movie) requires several
thousands of drawings that will be presented on screen one by one at a fast
rate.
6. DRAWN ANIMATION
Series of drawn images will be traced onto transparent cels (celluloid acetate
sheets) to create fine lines before coloring process begins.
Advantages : it can produce an attractive and controllable effect.
Disadvantages : it is time consuming and requires a lot of work.
8. CUT-OUT ANIMATION
Known as collage animation/ silhoutte animation
Cut-out animation involves moving cut-out shapes in small steps
Taking a picture at each stage, this is a lot less work than having to draw every
single frame of the animation.
9. CUT-OUT ANIMATION
Advantages:
easy to create and requires
less cost and equipment
Disadvantages:
animation effect is not realistic and not attractive
Example:
Angela Anaconda, South Park & Wonderpets
10. STOP-MOTION ANIMATION
Known as model animation and claymotion.
Process of recording the manual movement or three dimensional object to create
animation effect.
Usually clay is used to create puppet.
Object moved then recorded.
The whole recording will be played to produced animation effect.
Example: Chicken Run, Bob The Builder and Wallace And Gromit.
12. ROTOSCOPING
Rotoscoping refers to the process of tracing the action, character and so on from
video or real film.
Advantages: It requires video or film as a platform of creating the animation. It
produces a realistic effect to the animation.
Disadvantages: This technique is used to produce a complex movement that is hard
to create by ordinary technique.
13. LIMITED ANIMATION
Process of making animated cartoons that does not follow a realistic approach.
Creates an image that uses abstract art, symbolism, and limited movement to
create the same effect, but at a much lower production cost.
Allows animation cels to be duplicated, resulting in a lower number of separate
frames per second (normal conventional animation use 24-30 fps, limited
animation use 12 fps)
17. DIGITAL ANIMATION
Object animation
Changing on specifications or characteristic of object.
color ,
size,
shape,
Lighting
Scene transition
Use fade in and fade out
19. KEYFRAMES
It is the main frame in an animated sequence that represents major change to object.
Act as a reference for other frames in animated sequence.
20. TWEENING
Refers to the process of creating object between keyframes to generate animated
sequence.
Animator creates object in the first and last keyframe only. While frames between
keyframes (inbetweening) will be generated automatically by software.
22. FRAME RATE
The measurement of how quick an imaging device produces consecutive frames
when presenting animation.
Measured as fps (frame per second).
Standard fps is 12fps
23. ASPECT RATIO
Refers to the distribution of pixel on screen for production process.
It measures based on the number of pixel on screen; width x height.
In general, computer screen aspect ratio measurements are 640 x 480, 800 x
600, 1024 x 768 and so on.
24. ASPECT RATIO
By default, aspect ratio in Flash is 550 x 400, suitable for viewing through computer
and web.
For animation presentation through video screen, this aspect ratio should be changed
to fit with the standard aspect ratio for video screen.
Two aspects ratio for video screen;
PAL (768 x 576) and
NTSC (720 x 540).