1. Graphics
2. Text
3. Video
4. Sound
5. Animasi
Graphics
3. Jenis-jenis graphics :
a. Backgrounds
b. Photos
c. Grafik 3-dimensi
d. Charts (graphs)
e. Flow chart
f. Organizational charts
g. Buttons
Backgrounds
Screen Resolution
Format file
Vector image
Adalah gambar yang terimpan sebagai persamaan
matematik (disebut algoritma) yang menunjukkan
kurva, garis, dan bentuk-bentuk lain
Mudah untuk diperbesar / diperkecil tanpa menurunkan
kualita gambar; ukuran file lebih kecil dibandingkan
dengan bitmaps
Text
Format Text
Font type
a. Bitmap fonts
Tersimpan sebagai karakter tunggal, yang terdiri dari kumpulan
titik-titik yang nampak di layar ketika diperlukan
Apabila ukuran font tidak terinstall di komputer maka font akan
disesuaikan ukurannya secara matematis sehingga hasilnya
kurang bagus
b. Outline fonts (truetype fonts dan multiple master)
Terdiri dari outlines yang terisi suatu warna / objek yang
terbentuk setiap kali digunakan
Selalu kelihatan halus dan bentuknya rata berapapun ukurannya
Video
Format Video
Animasi
1. Frame Animation
Makes object by displaying a series of predrawn pictures,
called frames, in which the objects appear in different locations
on the screen
In a movie, a series of frames moves through the film projector
at about 24 fps. Why 24 fps ? because that is the threshold
beneath which you would notice flicker or jerkiness on the
screen
1. Vector Animation
Vector is a line that has a beginning, a direction, an a length.
Vector animation makes objects move by varying these three
parameters for the line segments that define the object
Software : macromedia flash
3. Computational Animation
You move objects across the screen simply by varying their x
(horizontal position) and y (vertical position) coordinates.
4. Morphing
Morphing means to transition one shape into another by
displaying a series of frames that creates a smooth movement
as the first shape transform itself into the other shape
Software: Avid’s Elastic Reality, Black Belt’s WinImages,
Gryphon Software’s Morph, Human Software’s Squizz,
MorphWizard, Unlead’s MorphStudio
Models
1. Cel models
early animators drew on transparent celluloid sheets or cels,
different sheets contained different parts of the scene, which
was assembled by overlaying the sheets
in animation, cels are digital images with a transparency
channel
scenes are rendered by drawing the cels back to front, with
movement being added by changing the position of cels from
one frame to the next
a cel model is therefore a set of images, their back to front
order, and their relative position and orientation in each frame
2. Scene-based models
simply a sequence of graphics models, each representing a
complete scene
highly redundant and do not support continuity of activities
3. Event-based models
expresses the difference between successive scenes as events
that transform one scene to the next
still discrete rather than continuous, but permits the
management of scenes by input devices (i.e. mouse, tablet, etc.)
rather than each scene having to be entered manually
4. Key frames
in essence, the animator models the beginning and end frames
of a sequence and lets the computer calculate the others by
interpolation
5. Articulated objects & hierarchical models
attempt to overcome the problems of key frames by developing
articulated objects, jointed assemblies where the configuration
and movement of sub-parts are constrained
ensures proper relative positioning and constraint maintenance
during interpolation (will not allow solid objects to pass
through other solid objects)
Animation Operation
o Graphics operations
since animation models are graphics models extended in time,
all the graphics operations we have already covered are
applicable here
o Motion and parameter control
since the essential difference between graphics and animation
operations is the addition of the temporal dimension, graphics
objects become animations through the assignment of complex
trajectories or behaviours over time
commercial 3D animation systems provide modelling tools and
animation tools, the modelling tools produce 3D graphic
models and the animation tools add temporal transformations to
these objects
Principles of Animation
Keyframe animation
Animation Principles
o Timing
o Ease in/Out
o Moving in arcs
o Anticipation
o Follow through
o Staging
o Weight
Animation Techniques
Motion Capture
Types :
2-D Animation
1. Cel animation
2. Path animation
Moves an object along a predetermined path on the screen
The path can be a straight line or have a number of curves.
Starts with keyframes (the first and last frame of an action).
The series of frames in between the keyframes are drawn in a
process called tweening.
Tweening requires calculating the number of frames between
keyframes and the path the action takes, and then actually
takes, and then sketches a series of progressively different
outlines.
3-D Animation