| Kit Laybourne. The Animation Book. Crown Publishers, Inc., New York, NY, 1979. |
....2.2: Keyframes of the bouncing ball The final operation to be discussed is the reuse of existing frames. This is an important shortcut in the process of constructing an animation, especially considering that a single ten minute animation on 35mm film requires 14,400 frames or 900 feet of film [38] Two standard methods of reuse are using cycles of drawings and holding the same drawing for multiple frames of an animation. As an example of using cycles of drawings, the bouncing ball in Figure 2.1 can be repeated as many times as needed to form a continuous animation. Each new cycle merely ....
....too easy to manipulate the object. To be convincing, solidseeming objects must do more than look solid; they must also feel solid. Cartoon 2.3. ANIMATED INTERACTION 32 animators often use techniques that mimic physical effects, such as inertia and friction, to reinforce the illusion of substance [38]. Cartoon objects start moving slowly and come to a gradual stop, they move in curves rather than along straight lines, and they stretch and squash to suggest interaction with their environment. Two research projects have taken these ideas and investigated how to incorporate them into traditional ....
Kit Laybourne. The Animation Book. Crown Publishers, Inc., New York, NY, 1979.
....First, we briefly review the key framing technique. 4.1. 1 The Key Frame Technique The key frame technique, which is based on traditional cell animation, requires a complete specification (point by point) of the model to fit the desired shapes, or at least the differences between object positions [80]. It does not, however, require physical and structural information of the model. The main disadvantage of this method is that the total specification of the model shape can be quite complex, causing the method to become rather data intensive and time consuming. Although this technique is ....
Laybourne. The Animation Book. Crown Publishers, Inc., 1979.
.... animation to enhance the illusion of direct manipulation that many interfaces strive to achieve [6] Like others [2, 3] our approach uses cartoon style animation to enliven the interface we animate the objects a user manipulates in the same way a cartoon animator might animate the objects [5, 4]. Cartoon objects start moving slowly and come to a gradual stop, they move in curves instead of along straight lines, and they stretch and squash to suggest interaction with their environment. Objects in our interface behave in a similar way. For example, if an object is dragged by a corner, it ....
K. Laybourne. The Animation Book. Crown Publishers, Inc., 1979.
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