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ANIMATION by Mind Map: ANIMATION

1. WHAT IS ANIMATION

1.1. ILLUSION OF LIFE

1.2. ILLUSIION OF MOVEMENT

1.3. OPTICAL ILLUSION OF MOVEMENT

1.4. SEQUENCE OF DRAWING

2. FRAME PER SECONDS (FPS)

2.1. NTSC- 30 FPS

2.2. FILM- 24 FPS

2.3. PAL- 25 FPS

3. ANIMATION TECHNIQUES

3.1. 1) TRADITIONAL ANIMATION

3.1.1. 1) CLASSICAL ANIMATION

3.1.2. 2) CELL ANIMATION

3.1.3. 3) HAND-DRAWN ANIMATION

3.2. 2) STOP MOTION ANIMATION

3.2.1. 1) PUPPET ANIMATION

3.2.1.1. ARTICULATED PUPPET

3.2.1.2. INTERACT WITH CONSTUCTED ENVIRONMENT

3.2.1.3. HAVE AN AMARTURE INSIDE THEM TO KEEP STEADY

3.2.1.4. MADE OF CONSTRAINTS

3.2.2. 2) PUPPETOON

3.2.2.1. USING HAND-CRAVED WOODEN PUPPETS

3.2.2.2. SEPARATE PUPPET PART

3.2.3. 3) CLAY ANIMATION

3.2.3.1. PLASTICINE ANIMATION

3.2.3.2. CLAYMATION

3.2.4. 4) CUTOUT ANIMATION

3.2.4.1. USING 2D OBJECTS

3.2.4.2. MOVE FRAME TO FRAME TO CREATE EFFECT

3.2.5. 5) SILHOUTTE ANIMATION

3.2.5.1. CHARACTERS ARE BACKLITED

3.2.6. 6) MODEL ANIMATION

3.2.6.1. BLEND STOP MOTION CHARACTERS OR OBJECTS WITH LIVE ACTORS AND SETTINGS

3.2.7. 7) GO ANIMATION

3.2.7.1. MOTION BLUR

3.2.8. 8) OBJECT ANIMATION

3.2.8.1. SPECIAL CREATED ITEMS

3.2.9. 9) GRAPHIC ANIMATION

3.2.9.1. NON-DRAWN FLAT VISUAL GRAPHIC

3.2.9.2. MAGAZINE, NEWSPAPER

3.2.9.3. GRAPHICS REMAIN STILL

3.2.10. 10) PIXILATION

3.2.10.1. USE LIVE HUMAN

3.3. 3) 2D ANIMATION

3.3.1. USE BITMAP AND VECTOR GRAPHICS

3.3.2. USE IN FILMS, TELEVISIONS, SHOWS, COMPUTER GAMES

3.4. 4) COMPUTER ANIMATION

3.4.1. 1) COMPUTER-GENERATED ANIMATION

3.4.1.1. USING 3D ANIMATION SOFTWARE

3.4.2. 2) COMPUTER-ASSISTED ANIMATION

3.4.2.1. TRADITIONAL ANIMATION ARE COMPUTERIZED

3.5. 5) MOTION GRAPHICS

3.5.1. COMBINATION OF PIC, SOUND, VIDEO AND WORDS

3.5.2. EG: FLAT AANIMATION

4. STEP OF CREATING ANIMATION

4.1. 1)ORGANIZE EXECUTION

4.2. 2) CHOOSE BEST ANIMATION TOOL SUITED THR JOB

4.3. 3) BUILD AND TWEAK THE SEQUENCES

4.4. 4) POST PROCESS AFTER COMPLETE