This core foundation of knowledge includes a sequence of steps to produce a

This core foundation of knowledge includes a sequence

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foundation it is difficult for the teacher to guide students through the creation process. This core foundation of knowledge includes a sequence of steps to produce a full animation, traditional film camera techniques, and principles of traditional animation applied to 3D Computer Animation. The following information is core to being able to
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create 3D computer animations in the a manner similar to how they are created in the industry and create 3D computer animations that are pleasing to the eye and contain elements that are standard to the movie industry. The Sequence Of Steps To Produce A Full Animation Develop a script or story for the animation 28 Layout a storyboard, that is a sequence of informal drawings that shows the form, structure, and story of the animation. Record a soundtrack Produce a detailed set of drawings of the action called a layout. Correlate the layout with a mock-up of the soundtrack. Make a trial "film" called a "pencil test" by either scanning the layout and editing it with digital editing software or by using traditional animation techniques and create cells of each frame. Use this to correct any timing errors. Use computer software to create characters Use computer software to create props Use computer software to create environments Use computer software to create scenes from the script Add sound track to low resolution rendering of scene Correct any timing errors Render at a high resolution Edit scenes together and add sound track
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29 Traditional Film Camera Techniques It is important to understand the connections between film, video production and 3D computer animation. This section is about the use of traditional film camera techniques and how to employ them in 3D computer animation. In film and video production the cinematographer sets the camera shots and decides what camera movement is necessary for a scene. An excellent way to learn how to be a cinematographer is to take filmmaking courses, since the methods of film cinematography are valid for computer animation. (Maestri, 1996) One potential problem in computer animation is that animators try too much razzle- dazzle with the camera - if the viewer notices the camera action too much then they won't really notice the animation. Since most viewers have already seen countless hours of film or video, if the students use the camera in traditional methods then it adds rather than detracts from the experience. The following are the camera elements in any scene: Field of View The Field of View (FOV) is the angle described by a cone with the vertex at the camera's position. It is determined by the camera's focal length, with the shorter the focal length the wider the FOV. For example, for a 35mm lens the FOV is 63 degrees (wide- angle), for a 50 mm lens it is 46 degrees (normal), and for a 135 mm lens it is 18 degrees (telephoto). A wide-angle lens exaggerates depth while a telephoto lens minimizes depth differences. (Maestri, 1996)
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30 Shot Visual Composition Use Extreme long shot Characters are small in frame; all or Establishes physical major parts of buildings appear.
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  • Winter '17
  • sr. nagendra rao
  • Computer Graphics, 3D computer graphics, Computer animation

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