Animation
- traditional cel (celluloid transparencies) animation
- animation table with registration pins to hold/align cels
- stack of individual cels on the table
then the background image (drawn separate from the foreground cels)
- some animation created by moving the front cels relative to the other
cels and the background
- key frames drawn by best artist
- in-between frames drawn by rest of staff
- for items that repeat over time build loops
(ie the foot and leg motions of a person walking)
- reuse the loop for all repeats
- stop motion animation -
(Claymation (take picture, move hand take picture ...))
- crude method - rebuild/redraw each frame
- morphing - key frames with points marked for morphing for in-betweening
(can be either in 2D or 3D)
- use physics to describe motion
- use movies of motion or computer logs from real motion
- parametric and/or real world computer models of the objects/systems
- build loops for a object/action, reuse the loops (with
parametric synchronization)