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Animation
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===Computer=== {{Main|Computer animation}} '''Computer animation''' encompasses a variety of techniques, the unifying factor being that the animation is created digitally on a computer.{{sfn|Culhane|1990|p=296}}{{sfn|Serenko|2007}} 2D animation techniques tend to focus on image manipulation while 3D techniques usually build virtual worlds in which characters and objects move and interact.{{sfn|Masson|2007|p=405}} 3D animation can create images that seem real to the viewer.{{sfn|Serenko|2007|p=482}} ====2D==== {{main|2D computer graphics}} [[File:Catenary animation.gif|thumb|A 2D animation of two circles joined by a chain]] [[2D computer graphics|2D animation]] figures are created or edited on the computer using 2D [[Raster graphics|bitmap graphics]] and 2D [[vector graphics]].{{sfn|Masson|2007|p=165}} This includes automated computerized versions of traditional animation techniques, [[Interpolation|interpolated]] [[morphing]],{{sfn|Sito|2013|pp=32, 70, 132}} [[onion skinning]]{{sfn|Priebe|2006|pp=71β72}} and interpolated rotoscoping. 2D animation has many applications, including After Effects Animation, [[Scanimate|analog computer animation]], [[Flash animation]], and [[PowerPoint animation]]. [[Cinemagraph]]s are [[Still life photography|still photographs]] in the form of an [[animated GIF]] file of which part is animated.{{sfn|White|2006|p=392}} Final line [[advection]] animation is a technique used in 2D animation,{{sfn|Lowe|Schnotz|2008|pp=246β47}} to give artists and animators more influence and control over the final product as everything is done within the same department.{{sfn|Masson|2007|pp=127β28}} Speaking about using this approach in ''[[Paperman]]'', John Kahrs said that "Our animators can change things, actually erase away the CG underlayer if they want, and change the profile of the arm."{{sfn|Beck|2012}} When working with game animations, [[Skeletal animation|skeletal]] 2D animations are commonly created using tools like Spine, DragonBones, Blender COA Tools, Rive, and the built-in Unity editor. The primary benefit of this approach is the ability to reuse images, which reduces the amount of graphics stored in RAM. This principle of maximizing resource efficiency means that by reusing existing elements, you can enhance the visual appeal of animations without needing to create additional graphics.<ref>{{Cite web |title=Spine Animation Optimization: Save Your Nerves and Time by Avoiding Bugs |url=https://astanahub.com/en/blog/optimizatsiia-spine-animatsii-sokhraniaem-nervy-i-vremia-ne-dopuskaia-bagov |access-date=2024-09-23 |website=astanahub.com |language=en}}</ref> ====3D==== {{Main|Computer animation|3D computer graphics}} [[File:Caminandes- Llama Drama - Short Movie.ogv|thumb|'''<nowiki>Caminandes | Llama Drama</nowiki>''']] 3D animation is digitally modeled and manipulated by an animator. The 3D model maker usually starts by creating a 3D [[polygon mesh]] for the animator to manipulate.{{sfn|Masson|2007|p=88}} A mesh typically includes many vertices that are connected by edges and faces, which give the visual appearance of form to a 3D object or 3D environment.{{sfn|Masson|2007|p=88}} Sometimes, the mesh is given an internal digital skeletal structure called an [[Armature (computer animation)|armature]] that can be used to control the mesh by weighting the vertices.{{sfn|Sito|2013|p=208}}{{sfn|Masson|2007|pp=78β80}} This process is called rigging and can be used in conjunction with [[key frame]]s to create movement.{{sfn|Sito|2013|p=285}} Other techniques can be applied, mathematical functions (e.g., gravity, particle simulations), simulated fur or hair, and effects, fire and [[fluid animation|water simulations]].{{sfn|Masson|2007|p=96}} These techniques fall under the category of 3D dynamics.{{sfn|Lowe|Schnotz|2008|p=92}} =====Terms===== * '''[[Cel shading]]''' is used to mimic traditional animation using computer software.<ref>{{cite web|title=Cel Shading: the Unsung Hero of Animation?|work=Animator Mag - Blog |url=http://www.animatormag.com/computer/cel-shading-hero-animation/|publisher=Animator Mag|access-date=20 February 2016|url-status=live|archive-url=https://web.archive.org/web/20160305090445/http://www.animatormag.com/computer/cel-shading-hero-animation/|archive-date=5 March 2016|date=17 December 2011}}</ref> The shading looks stark, with less blending of colors. Examples include ''[[Skyland]]'' (2007, France), ''[[The Iron Giant]]'' (1999, U.S.), ''[[Futurama]]'' (1999, U.S.) ''[[Appleseed Ex Machina]]'' (2007, Japan), ''[[The Legend of Zelda: The Wind Waker]]'' (2002, Japan), ''[[The Legend of Zelda: Breath of the Wild]]'' (2017, Japan) * '''[[Machinima]]''' β Films created by screen capturing in video games and virtual worlds. The term originated from the software introduction in the 1980s [[demoscene]], as well as the 1990s recordings of the [[first-person shooter]] video game ''[[Quake (video game)|Quake]]''. * '''[[Motion capture]]''' is used when live-action actors wear special suits that allow computers to copy their movements into CG characters.{{sfn|Sito|2013|pp=207β08}}{{sfn|Masson|2007|p=204}} Examples include ''[[The Polar Express (film)|Polar Express]]'' (2004, US), ''[[Beowulf (2007 film)|Beowulf]]'' (2007, US), ''[[A Christmas Carol (2009 film)|A Christmas Carol]]'' (2009, US), ''[[The Adventures of Tintin (film)|The Adventures of Tintin]]'' (2011, US) ''[[Kochadaiiyaan|kochadiiyan]]'' (2014, India) * '''[[Computer animation]]''' is used primarily for animation that attempts to resemble real life while having a stylized cartoonish appearance, using advanced rendering that mimics in detail skin, plants, water, fire, clouds, etc.{{sfn|Parent|2007|p=19}} Examples include ''[[Up (2009 film)|Up]]'' (2009, US), ''[[How to Train Your Dragon (2010 film)|How to Train Your Dragon]]'' (2010, US) * '''[[Physically based animation]]''' is animation using [[computer simulation]]s.<ref>{{cite book|author1=Donald H. House|author2=John C. Keyser|title=Foundations of Physically Based Modeling and Animation|url=https://books.google.com/books?id=ELXZDQAAQBAJ&q=animation|date=30 November 2016|publisher=CRC Press|isbn=978-1-315-35581-8}}</ref>
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