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Contents UNIT 1 CHARACTER DEVELOPER 1 Introduction Animation Cartoon Character Development Commercial Animation Steps to Create Animation Computer Animation Movies Amateur Animation Cartoon Builder Character and Background Art Character Rigging Complex Character Animation Character Developer Classical Analysis of Character Twelve Basic Principles of Animation Clay Modeling Summary Keywords Review Questions Further Readings UNIT 2 VISUALIZATION OF DIFFERENT VIEWS Introduction Animation for Visualization Principles of Animation Animation in Scientific Visualization Learning from Cartooning Downsides of Animation AnimationÊs Exploration Types of Animation GapMinder and Animated Scatterplots A Taxonomy of Animations Staging Animations with DynaVis 33 Animation Pipeline Summary Keywords Review Questions Further Readings UNIT 3 HOW TO DRAW EXPRESSIONS 55 Introduction How to Draw Cartoon Faces? How to Draw Cartoon Emotions and Facial Expressions? Manga Drawing Tutorial Summary Keywords Review Questions Further Readings UNIT 4 HOW TO ACHIEVE LIP SYNCHRONIZATION Introduction Lip Synchronization Automatic Lip Synchronization System Mouth Positions Good Facial Animation or Lip Sync Animation Kinds of Cartoons Summary Keywords Review Questions Further Readings 77 Unit 1 Character Developer Character Developer Notes Unit Structure Introduction Animation Cartoon Character Development Commercial Animation Steps to Create Animation Computer Animation Movies Amateur Animation Cartoon Builder Character and Background Art Character Rigging Complex Character Animation Character Developer Classical Analysis of Character Twelve Basic Principles of Animation Clay Modeling Summary Keywords Review Questions Further Readings Learning Objectives At the conclusion of this unit, you will be able to: Define the concept of animated cartoon Learn about projections and feature films Know about the history and development of animation Learn about the twelve basic principles of animation Introduction An animated cartoon is a short, hand-drawn (or made with computers to look similar to something hand-drawn) film for the cinema, television or computer screen, featuring some kind of story or plot (even if it is a very short one). This is distinct from the terms "animation" and "animated film," as not all follow the definition. Although cartoons can use many different types of animation, they all fall under the traditional animation category. Punjab Technical University 1 Cartoon Animation Notes Animation is the process of drawing and photographing a character – a person, an animal, or an inanimate object – in successive positions to create lifelike movement. Animation is both art and craft; it is a process in which the cartoonist, illustrator, fine artist, screenwriter, musician, camera operator, and motion picture director combine their skills to create a new breed of artist – the animator. The art of animators is unique. Animators bring life to their drawings, creating an illusion of spirit and vigor. They caricature the gestures and expressions in the drawings, give them a fantastic array of character and personality, and make us believe that the drawings actually think and have feelings. This unit helps you to learn how to animate-how to make a series of drawings that create a sensation of movement when viewed in sequence. The pioneers of the art of animation learned many lessons, most through trial and error, and it is this body of knowledge that has established the fundamentals of animation. Animation The animation process, however, involves much more than just good drawing. Animators must have knowledge of the elements of screen writing: plot-setting, premise, character, conflict, crisis, climax, exposition, dialogue, and action. These factors determine the types of personalities, expressions, and actions they will need to create. Moreover, if the animation includes a character moving her mouth in speech or song, animators need a knowledge of phonetics; if it features a character responding to a musical soundtrack, they must have a knowledge of music and rhythm. Animators must also know how an animation camera works and how to time the character actions to fit the speed of the film. The list goes on and on; the animatorsÊ job is immeasurable. Animation is a vast and virtually unexplored art form. It is, perhaps, more popular today than ever before, and new techniques and methods of animating – including computer animation – are being developed all the time. There are many characters, styles, and background designs, however, that remain to be discovered-so pick up your pencil and get started! Animators must first know how to draw; good drawing is the cornerstone of their success. They must be able to dramatize and caricature life while they time and stage their characters' actions and reactions. The value of animators' work is determined by the ability of their characters to sway the emotions of the audience-in other words, the characters' "acting" skills. Animators must know how to entertain an audience: how to present gag comedy and how to portray an interesting or unusual happening of life. To do this, they study the great film comedians and read recognized texts on acting. This knowledge helps them to grip their viewers with suspense or make them smile and laugh with humor in the theater of animation. Cartoon A cartoon is any of several forms of illustrations with varied meanings. The term has evolved from its original meaning from the fine art of the late Middle Ages and Renaissance, to the more modern meaning of humorous illustrations in magazines and newspapers, to the contemporary meaning referring to animated program. Creativity, even in the very recent past, could not earn a person a monthly salary but now the scenario is completely different. In the booming market of cartoons and animations, one can easily satiate his creative spirits and take home a handsome pay packet. The art of animation, a creative field dominated by the West, now has India running as one of the most serious contenders. Cartoons are illustrations of a single diagram with varied meanings, while an animation is a rapid display of 2-D or 3-D images to create an illusion of motion. 2 Self-Instructional Material History of Cartoon Cartoon animation has a long history, dating to at least the second century. Early examples of attempts to capture the phenomenon of motion into a still drawing can be found in paleolithic cave paintings, where animals are depicted with multiple legs in superimposed positions, clearly attempting to convey the perception of motion. Character Developer Notes However, it wasn't until the advent of motion-picture technology that the genre was fully explored. The first cartoon animation was very rough and basic; over time, it developed into a fully realized expression of storytelling. One of the very first successful animated cartoons was "Gertie the Dinosaur" (1914) by Winsor McCay. It is considered the first example of true character animation. The first animated feature movie was "El Apóstol", an Argentine movie that was made in 1917, it last 70 min, and it's considered a Lost Film. In the 1930s to 1960s, theatrical cartoons were produced in huge numbers, and usually shown before a feature film in a movie theater. MGM, Disney, Paramount and Warner Brothers were the largest studios producing these 5 to 10-minute "shorts". Competition from television drew audiences away from movie theaters in the late 1950s, and the theatrical cartoon began its decline. Today, animated cartoons are produced mostly for television. The Walt Disney Co. has been on the forefront of these changes since the early days, eventually helping to bring computer animation to popularity. Zoetrope One of the first known devices used in cartoon animation was the zoetrope. This was a device created by Ting Huan in China around A.D. 180. It featured a convectionpowered cylinder that would spin with images on the inside. A viewer would look through slits that showed the illusion of movement on the inside. Projection The first animated projection (screening) was created in France, by Charles-Émile Reynaud, who was a French science teacher. Reynaud created the Praxinoscope in 1877 and the Théâtre Optique in December 1888. On 28th October 1892, he projected the first animation in public, Pauvre Pierrot, at the Musée Grévin in Paris. This film is also notable as the first known instance of film perforations being used. His films were not photographed, but drawn directly onto the transparent strip. In 1900, more than 500,000 people had attended these screenings. The first (photographed) animated projection was "Humorous Phases of Funny Faces" (1906) by newspaper cartoonist J. Stuart Blackton, one of the co-founders of the Vitagraph Company arrived. In the movie, a cartoonist's line drawings of two faces were 'animated' (or came to life) on a blackboard. The two faces smiled and winked, and the cigar-smoking man blew smoke in the lady's face; also, a circus clown led a small dog to jump through a hoop. The first animated projection in the traditional sense, i.e. on motion picture film was "Fantasmagorie" by the French director Émile Cohl in 1908. This was followed by two more films, "Le Cauchemar du fantoche" ["The Puppet's Nightmare", now lost] and "Un Drame chez les fantoches" ["A Puppet Drama", called "The Love Affair in Toyland" for American release and "Mystical Love-Making" for British release], all completed in 1908. Motion Pictures With the rise of motion pictures, animation entered a new era. French film director Emile Cohl animated a series of short films about a stick figure clown. The first of these was „Fantasmagorie,‰ released in 1908. Punjab Technical University 3 Cartoon Animation Notes Animated Shorts From the 1930s until the 1960s, movie studios released short animated cartoons that played before feature films. The most prominent of these were Walt Disney's Mickey Mouse and Warner Brothers' Looney Tunes cast of characters. Disney Walt Disney established a new genre of feature films with its 1937 production of „Snow White & The Seven Dwarfs.‰ Due to its success, Disney became a powerhouse in the film industry and released other classic films such as "Peter Pan," "Sleeping Beauty" and "Cinderella." The first cartoon with synchronized sound is often identified as Walt Disney's Steamboat Willie, starring Mickey Mouse in 1928, but Max Fleischer's 1926 My Old Kentucky Home is less popularly but more correctly credited with this innovation. Fleischer also patented rotoscoping, whereby animation could be traced from a live action film. With the advent of sound film, musical themes were often used. Animated characters usually performed the action in "loops", i.e., drawings were repeated over and over, synchronized with the music. The music used is often original, but musical quotation is often employed. Disney also produced the first full-color cartoon in Technicolor, "Flowers and Trees", in 1931, although other producers had earlier made films using inferior, 2-color processes instead of the 3-color process offered by Technicolor. Later, other movie technologies were adapted for use in animation, such as multiplane cameras, stereophonic sound in Disney's Fantasia in 1941, and later, widescreen processes (e.g. Cinema Scope), and even 3D. Today, animation is commonly produced with computers, giving the animator new tools not available in hand-drawn traditional animation. However, many types of animation cannot be called "cartoons", which implies something that resembles drawings. Most forms of 3D computer animation, as well as clay animation and other forms of stop motion filming, are not cartoons in the strict sense of the word. An animated cartoon created using Adobe Flash is sometimes called a webtoon. Feature Films The name "animated cartoon" is generally not used when referring to full-length animated productions, since the term more or less implies a "short". Huge numbers of animated feature films were, and are still produced. Notable artists and producers of "shorts" 4 Self-Instructional Material J. R. Bray Max Fleischer Pat Sullivan Walter Lantz Walt Disney Ub Iwerks Tex Avery Chuck Jones Bob Clampett Fred Quimby Hanna-Barbera Paul Terry Character Developer Notes Television American television animation of the 1950s featured quite limited animation styles, highlighted by the work of Jay Ward on Crusader Rabbit. Chuck Jones coined the term "illustrated radio" to refer to the shoddy style of most television cartoons that depended more on their soundtracks than visuals. Other notable 1950s programs include UPA's Gerald McBoing Boing, Hanna-Barbera's Huckleberry Hound and Quick Draw McGraw, and rebroadcast of many classic theatrical cartoons from Warner Brothers, MGM, and Disney. Hanna-Barbera's show The Flintstones was the first successful primetime animated series in the United States, running from 1960-66 (and in reruns since). While many networks followed the show's success by scheduling other primetime cartoons in the early 1960s, including The Jetsons, Top Cat, and The Alvin Show, none of these programs survived more than a year in primetime. However, networks found success by running these failed shows as Saturday morning cartoons, reaching smaller audiences with more demographic unity among children. Television animation for children flourished on Saturday morning, on cable channels like Nickelodeon and Cartoon Network, and in syndicated afternoon timeslots. Primetime cartoons were virtually non-existent until 1990s hit The Simpsons ushered in a new era of adult animation. Now, "adult animation" programs, such as Aeon Flux, Beavis and Butt-head, South Park, Family Guy, The Boondocks, American Dad!, Aqua Teen Hunger Force, and Futurama are a large part of television. Computer-generated Imagery Cartoon animation again changed with the advent of computer-generated imagery. Pixar created the first fully computer-animated feature film, "Toy Story," in 1995. Since then, almost all animated cartoon films have moved to computer graphics, including films such as the "Shrek" series, "Finding Nemo," "Monster House," "The Incredibles" and "Toy Story." Character Development The outward personality, the clothing, the facial segregations, the outlook of a cartoon gives shape to the character of the person depicted through the cartoon. While this type of information may be helpful once you have begun to develop your characters, it does little for you as you begin the process! I did not find ONE book that walked the novice writer through the process of determining the best point-of-view for the story or developing interesting, well-rounded, believable characters. These two elements: point-of-view and character development are very important to the success of your story or novel! Point-of-view means the viewpoint character, the person who is telling your story. Is your main character telling your story? Is there a narrator who knows and sees everything? Options for point-of-view include: first-person single view, first-person multiple views, third-person single view, third-person multiple views, and omniscient point-of-view – and there are few stories that can be successfully told from all possible points-of-view. In this course, we will explore these options, examine text written from each point-of-view, even experiment in writing the same passage using several different points-of-view! By the time you finish these exercises, you will be able to identify the Punjab Technical University 5 Cartoon Animation Notes point-of-view most effective for the story you want to tell. But you will also learn about the various character options available to you. So, we will then proceed to character development! Compelling characters bring your story to life for the reader. If your characters are not likeable, do not keep your readers' attention, they will not finish your story. In order for your characters to be compelling enough to drive your story, you must know your characters intimately. This means not just knowing their physical description, but their likes/dislikes, past, present, and dreams for the future. Your characters must be human (even if you are writing about aliens from another world), and they must be believable. Resist the urge to use cliche or stereotypical characters. This might work alright for minor secondary characters, but your main characters need to be real to your readers – complete with weaknesses and faults that cause them to fail (so the reader can identify with them). In taking this course, your main – and lifelike characters will be created, your protagonist (hero) and antagonist (villain)! We will develop them into believable characters, each with a life of his/her own. We will also use forms and worksheets to help you develop compelling characters. And, we'll explore perfect names for your characters based on time period, ethnic origin, occupation, and physical description. Visualization of Different Views The key to high-density visualizations ⁄ is that they can present both the overview and the detail simultaneously," says Andrew Cardno, CTO of BIS2. That allows users to understand both the overall patterns in the data and to see the outliers – critical information in today's fast-moving world, Cardno maintains. His company, BIS2, offers software for analyzing massive data collections and producing visually centric results. In this interview, Cardno talks with TDWI about the types of data visualization techniques and the rich insights into data that high-density, multi-layered visualization in particular offers. BI this Week: What's happening in data visualization since we spoke last year? It seems to be an area of business intelligence that's moving very quickly. Is that what you're seeing? Andrew Cardno: Data visualization is moving very quickly. There are a large number of data visualization players now that are very active. It's a competitive landscape, which shows how much interest there is in the space. It also shows you how difficult a subject it is to tackle. There are so many different approaches, from the very traditional graphs and charts to some very advanced visualizations. As you move through that spectrum, everyone is experimenting and working at new ways of looking at data. What are some of those different approaches, especially as they relate back to business intelligence? Across the spectrum, what do you see from companies in terms of data visualization approaches? There seem to be three categories of approach. 6 Self-Instructional Material The first is traditional techniques such as the line graph. There have been enhancements, but we've essentially been using this approach for a long time – but how do we best use [of line graphs], and what are the right kinds of approaches? Should we use 3D on a graph? How many lines can we add? Should we have graphs with axes on both sides? Pie graphs? In the end, there are players in that space who are working hard to say, "This is a more effective way of using traditional charting techniques." The second group is exploring and working at unfolding – something like a Rubik's Cube. They're taking Rubik's Cube and unfolding the dimensionality of the data. The data itself is used to represent the structure – the important dimensions of the data. If you think about it in terms of database modeling, these are the dimensions or the axes of the data that are important in the data. How can I use those, unfold those, and show them in graphics? Character Developer Notes The third approach is a multilayered, [structured] visualization. ⁄ The structure of the data is deterministic – for example, a geospatial map, which is deterministic because people [indicated on the map] have locations. The deterministic structure then has layers of data added on top of it. People are tackling all three of those approaches. If you look at data visualization companies, you can usually put them into one of those three categories. I don't think that any of them are right or wrong. They're just different; each has places where they can be applied effectively. Commercial Animation Animation has been very popular in television commercials, both due to its graphic appeal, and the humor it can provide. Some animated characters in commercials have survived for decades, such as Snap, Crackle and Pop in advertisements for Kellogg's cereals. The legendary animation director Tex Avery was the producer of the first Raid "Kills Bugs Dead" commercials in 1966, which were very successful for the company. The concept has been used in many countries since. Funny Animals The first animated cartoons often depicted funny animals in various adventures. This was the mainstream genre in the United States from the early 1900s until the 1940s, and the backbone of Disney's series of cartoons. Zany Humor: Bugs Bunny, Daffy Duck of Warner Brothers, and the various films of Tex Avery at MGM introduced this popular form of animated cartoons. It usually involves surreal acts such as characters being crushed by massive boulders or going over the edge of a cliff but floating in mid air for a few seconds. The Road Runner cartoons are great examples of these actions. The article Cartoon physics describes typical antics of zany cartoon characters. Disney has, to a lesser extent, applied this to some of their cartoons. Sophistication: As the medium matured, more sophistication was introduced, albeit keeping the humorous touch. Classical music was often spoofed, a notable example is "What's Opera, Doc" by Chuck Jones. European animation sometimes followed a very different path from American animation. In the Soviet Union, the late 1930s saw the enforcement of socialist realism in animation, a style which lasted throughout the Stalinist era. The animations themselves were mostly for kids, and based on traditional fairy tales. Limited Animation: In the 1950s, UPA and other studios refined the art aspects of animation, by using extremely limited animation as a means of expression. Modernism Graphic styles continued to change in the late 1950s and 1960s. At this point, the design of the characters became more angular, while the quality of the character animation declined. Punjab Technical University 7 Cartoon Animation Notes Animated Music Videos and Bands Popular with the advent of MTV and similar music channels, music videos often contain animation, sometimes rotoscoped, i.e., based on live action performers. Cartoons animated to music go at least as far back as Disney's 1929. The Skeleton Dance. These are now popular with the animated bands Gorillaz and Dethklok, the latter of which is based on a television show about the band. Steps to Create Animation Before we begin our animation, we need a character. This little guy below is one that I quickly drew using a similar process to that described in another tutorial, Line Art In Flash. He looks a little bit lost, bless him. Let's call him Dexter. Figure 1.1: First Draft of Character At the moment, Dexter is just a collection of lines and fills, and not much good for animating. What we need to do is break up the character into his component parts (ouch!), and save them all as Library items. Of course, the easiest way to do this is to simply draw each body part on a different layer as you go. That way, you can see how the fit together in relation to each other, get the sizes right etc etc. But if you've already drawn the character, then you'll just have to get your mouse dirty, get in there and pull poor Dexter to pieces. Select the lines and fills that make up a body part (say the head) then cut and paste into a new symbol. In a lot of case, you may find that a piece isn't complete, where it intersected with other areas. If that happens, then you just add some more lines and complete the part. You can see from the picture above that Dexter is now split up into sections. Notice that although we only had one original eye image, I've duplicated the symbol and made three more versions, each with the lids closing. We need this to make him blink. I've also made a short movie clip for the mouth, containing a couple of lines/states for 8 Self-Instructional Material a talking mouth. A little tip for arms – make sure that the registration point is located at the 'shoulder' joint of the image. This makes it easier when you come to rotate them. Character Developer Notes Figure 1.2: Individual Symbols Make sure you have all your symbols saved in the library, and a clear Stage. Now, we can begin to create a small animation. 1. Make a new movie clip symbol, and call it M Eyes Blink. Inside it, place your open eyes in frame 1. Insert another keyframe at around frame 40 or so. In this one, replace the open eyes with the next level down eye image, where the lids are starting to close. Put another keyframe in the next frame, and repeat the process, inserting the almost closed eyes. Put the fully closed eyes in the next keyframe. Then insert another three frames and reverse the process. No need to put any scripting on the end, we want this to loop continuously, so Dexter will blink every few seconds. Figure 1.3: Your Eyes Go in this Order 2. Create a new movie clip. We're going to use this one for our character, so give it a couple of layers. Call each one something meaningful, like R Arm, L Arm, Legs, Head etc. Remember that some body parts will need to be behind others. In the case of Dexter, one of his arms is partially behind his body, so I have to make sure that the layer containing his left arm is behind the layer containing his T-Shirt. 3. It may also be worth making a new clip for the characters' head, although this depends on how complex you want the animation to be. For the more detailed movies where you're trying to sync voice files and mouth movements, it's probably not worth doing, and you'll find it better making individual movies for each line. In this case though we just want to see an example, so we'll combine the Punjab Technical University 9 Cartoon Animation head, eye animation and mouth animation into one, and place it on the top layer of our character movie. Notes Figure 1.4: Layer Structure 4. But that's not enough! How about we get him to look at his watch every now and then? That's just a simple motion tween of our arm and head symbols. Go into the character movie clip, and F5 up to around frame 43 on each layer. 5. On about frame 15 of the R Arm layer, make a keyframe. A few frames later (depending on how long you want the action to take, make another. In this second one, rotate the arm (this is where you need the registration point on the shoulder axis, it makes it a lot easier) to the point you would like it to be. You may find that the arm overlaps part of the body image. In that case, edit the arm symbol so this doesn't happen. When you've chosen your finish position, select a frame in between these two states, and apply a motion tween. Give him a few frames to look at his watch, the reverse the process, moving the arm back to its original position. Do something similar with the head, so that he actually looks down at his watch. 6. Now run your movie, and you'll see him getting the time every few seconds, still chatting and blinking as he does so. And that's the basic principle. It's very handy to make a small collection of body parts (not literally, I do mean Flash images here) in your library. Draw various positions of arms, so you'll always have the one you need on hand. Different expressions can be made by using different mouths and eyes, so have a good selection of these too. Certain motions (like the watch checking) can be put into small clips, then re-used as and when you need them, so you can build up a collection of mini movie actions too. 10 Self-Instructional Material Character Developer Notes Figure 1.5: Animation Timeline Add more characters, backgrounds, anything you like. Here's the .fla file for the basic movie (including a selection of other characters for you to break up) ready for you to animate and warp to your hearts' desire. Computer Animation Beginning in the 1990s, with the rise of computer animation, some cartoons implemented CGI and a few were done entirely in computer animation. Beast Wars and ReBoot were done entirely in CGI whereas Silver Surfer only partially implemented CGI. Donkey Kong Country also used CGI to make it look like the SNES game. CGI is common today, whether obvious such as in Tak and the Power of Juju or made to look two-dimensional such as in Speed Racer X. Computer animation (or CGI animation) is the art of creating moving images with the use of computers. It is a subfield of computer graphics and animation. Increasingly it is created by means of 3D computer graphics, though 2D computer graphics are still widely used for stylistic, low bandwidth, and faster real-time rendering needs. Sometimes the target of the animation is the computer itself, but sometimes the target is another medium, such as film. It is also referred to as CGI (computer-generated imagery or computer-generated imaging), especially when used in films. To create the illusion of movement, an image is displayed on the computer screen and repeatedly replaced by a new image that is similar to the previous image, but advanced slightly in the time domain (usually at a rate of 24 or 30 frames/second). Punjab Technical University 11 Cartoon Animation Notes This technique is identical to how the illusion of movement is achieved with television and motion pictures. Computer animation is essentially a digital successor to the art of stop motion animation of 3D models and frame-by-frame animation of 2D illustrations. For 3D animations, objects (models) are built on the computer monitor (modeled) and 3D figures are rigged with a virtual skeleton. For 2D figure animations, separate objects (illustrations) and separate transparent layers are used, with or without a virtual skeleton. Then the limbs, eyes, mouth, clothes, etc. of the figure are moved by the animator on key frames. The differences in appearance between key frames are automatically calculated by the computer in a process known as tweening or morphing. Finally, the animation is rendered. For 3D animations, all frames must be rendered after modeling is complete. For 2D vector animations, the rendering process is the key frame illustration process, while tweened frames are rendered as needed. For pre-recorded presentations, the rendered frames are transferred to a different format or medium such as film or digital video. The frames may also be rendered in real time as they are presented to the end-user audience. Low bandwidth animations transmitted via the internet (e.g. 2D Flash, X3D) often use software on the end-users computer to render in real time as an alternative to streaming or pre-loaded high bandwidth animations. A Simple Example Figure 1.6: Computer Animation The screen is blanked to a background color, such as black. Then a goat is drawn on the right of the screen. Next the screen is blanked, but the goat is re-drawn or duplicated slightly to the left of its original position. This process is repeated, each time moving the goat a bit to the left. If this process is repeated fast enough the goat will appear to move smoothly to the left. This basic procedure is used for all moving pictures in films and television. The moving goat is an example of shifting the location of an object. More complex transformations of object properties such as size, shape, lighting effects often require calculations and computer rendering instead of simple re-drawing or duplication. Explanation To trick the eye and brain into thinking they are seeing a smoothly moving object, the pictures should be drawn at around 12 frames per second (frame/s) or faster (a frame is one complete image). With rates above 70 frames/s no improvement in realism or smoothness is perceivable due to the way the eye and brain process images. At rates below 12 frame/s most people can detect jerkiness associated with the drawing of 12 Self-Instructional Material new images which detracts from the illusion of realistic movement. Conventional hand-drawn cartoon animation often uses 15 frames/s in order to save on the number of drawings needed, but this is usually accepted because of the stylized nature of cartoons. Because it produces more realistic imagery computer animation demands higher frame rates to reinforce this realism. Character Developer Notes The reason no jerkiness is seen at higher speeds is due to „persistence of vision.‰ From moment to moment, the eye and brain working together actually store whatever one looks at for a fraction of a second, and automatically "smooth out" minor jumps. Movie film seen in theaters in the United States runs at 24 frames per second, which is sufficient to create this illusion of continuous movement. Flash Flash is one of those wonderful programs that can be put for a plethora of uses. But one of the most common things people want to be able to do with it is make cartoons and animations. There's a lot of ways to do this. Methods of Animating Virtual Characters In this .gif of a 2D Flash animation, each 'stick' of the figure is keyframed over time to create motion. In most 3D computer animation systems, an animator creates a simplified representation of a character's anatomy, analogous to a skeleton or stick figure. The position of each segment of the skeletal model is defined by animation variables, or Avars. In human and animal characters, many parts of the skeletal model correspond to actual bones, but skeletal animation is also used to animate other things, such as facial features (though other methods for facial animation exist). The character "Woody" in Toy Story, for example, uses 700 Avars, including 100 Avars in the face. The computer does not usually render the skeletal model directly (it is invisible), but uses the skeletal model to compute the exact position and orientation of the character, which is eventually rendered into an image. Thus by changing the values of Avars over time, the animator creates motion by making the character move from frame to frame. There are several methods for generating the Avar values to obtain realistic motion. Traditionally, animators manipulate the Avars directly. Rather than set Avars for every frame, they usually set Avars at strategic points (frames) in time and let the computer interpolate or 'tween' between them, a process called keyframing. Keyframing puts control in the hands of the animator, and has roots in hand-drawn traditional animation. In contrast, a newer method called motion capture makes use of live action. When computer animation is driven by motion capture, a real performer acts out the scene as if they were the character to be animated. His or her motion is recorded to a computer using video cameras and markers, and that performance is then applied to the animated character. Each method has their advantages, and as of 2007, games and films are using either or both of these methods in productions. Keyframe animation can produce motions that would be difficult or impossible to act out, while motion capture can reproduce the subtleties of a particular actor. For example, in the 2006 film Pirates of the Caribbean: Dead Man's Chest, actor Bill Nighy provided the performance for the character Davy Jones. Even though Nighy himself doesn't appear in the film, the movie benefited from his performance by recording the nuances of his body language, posture, facial expressions, etc. Thus motion capture is appropriate in situations where believable, realistic behavior and action is required, but the types of characters required exceed what can be done through conventional costuming. Punjab Technical University 13 Cartoon Animation Notes Computer Animation Development Equipment Computer animation can be created with a computer and animation software. Some impressive animation can be achieved even with basic programs; however the rendering can take a lot of time on an ordinary home computer. Because of this, video game animators tend to use low resolution, low polygon count renders, such that the graphics can be rendered in real time on a home computer. Photorealistic animation would be impractical in this context. Professional animators of movies, television, and video sequences on computer games make photorealistic animation with high detail. This level of quality for movie animation would take tens to hundreds of years to create on a home computer. Many powerful workstation computers are used instead. Graphics workstation computers use two to four processors, and thus are a lot more powerful than a home computer, and are specialized for rendering. A large number of workstations (known as a render farm) are networked together to effectively act as a giant computer. The result is a computer-animated movie that can be completed in about one to five years (this process is not comprised solely of rendering, however). A workstation typically costs $2,000 to $16,000, with the more expensive stations being able to render much faster, due to the more technologically advanced hardware that they contain. Pixar's Renderman is rendering software which is widely used as the movie animation industry standard, in competition with Mental Ray. It can be bought at the official Pixar website for about $3,500. It will work on Linux, Mac OS X, and Microsoft Windows based graphics workstations along with an animation program such as Maya and Softimage XSI. Professionals also use digital movie cameras, motion capture or performance capture, bluescreens, film editing software, props, and other tools for movie animation. Photorealistic Animation of Human One open challenge in computer animation is a photorealistic animation of humans. Currently, most computer-animated movies show animal characters (A Bug's Life, Finding Nemo, Ratatouille, Newt, Ice Age, Over the Hedge), fantasy characters (Monsters Inc., Shrek, Teenage Mutant Ninja Turtles 4, Monsters vs. Aliens), anthropomorphic machines (Cars, WALL-E, Robots) or cartoon-like humans (The Incredibles, Despicable Me, Up). The movie Final Fantasy: The Spirits Within is often cited as the first computer-generated movie to attempt to show realistic-looking humans. However, due to the enormous complexity of the human body, human motion, and human biomechanics, realistic simulation of humans remains largely an 14 Self-Instructional Material open problem. Another problem is the distasteful psychological response to viewing nearly perfect animation of humans, known as "the uncanny valley." It is one of the "holy grails" of computer animation. Eventually, the goal is to create software where the animator can generate a movie sequence showing a photorealistic human character, undergoing physically-plausible motion, together with clothes, photorealistic hair, a complicated natural background, and possibly interacting with other simulated human characters. This could be done in a way that the viewer is no longer able to tell if a particular movie sequence is computer-generated, or created using real actors in front of movie cameras. Complete human realism is not likely to happen very soon, and when it does it may have major repercussions for the film industry. Character Developer Notes For the moment it looks like three dimensional computer animation can be divided into two main directions; photorealistic and non-photorealistic rendering. Photorealistic computer animation can itself be divided into two subcategories; real photorealism (where performance capture is used in the creation of the virtual human characters) and stylized photorealism. Real photorealism is what Final Fantasy tried to achieve and will in the future most likely have the ability to give us live action fantasy features as The Dark Crystal without having to use advanced puppetry and animatronics, while Antz is an example on stylistic photorealism (in the future stylized photorealism will be able to replace traditional stop motion animation as in Corpse Bride). None of them mentioned are perfected as of yet, but the progress continues. The non-photorealistic/cartoonish direction is more like an extension of traditional animation, an attempt to make the animation look like a three dimensional version of a cartoon, still using and perfecting the main principles of animation articulated by the Nine Old Men, such as squash and stretch. While a single frame from a photorealistic computer-animated feature will look like a photo if done right, a single frame vector from a cartoonish computer-animated feature will look like a painting (not to be confused with cel shading, which produces an even simpler look). Detailed Examples and Pseudocode In 2D computer animation, moving objects are often referred to as „sprites.‰ A sprite is an image that has a location associated with it. The location of the sprite is changed slightly, between each displayed frame, to make the sprite appear to move. The following pseudocode makes a sprite move from left to right: var int x := 0, y := screenHeight/2; while x < screenWidth drawBackground() drawSpriteAtXY (x, y) // draw on top of the background x := x + 5 // move to the right Modern (2001) computer animation uses different techniques to produce animations. Most frequently, sophisticated mathematics is used to manipulate complex three dimensional polygons, apply „textures‰, lighting and other effects to the polygons and finally rendering the complete image. A sophisticated graphical user interface may be used to create the animation and arrange its choreography. Another technique called constructive solid geometry defines objects by conducting boolean operations on regular shapes, and has the advantage that animations may be accurately produced at any resolution. Punjab Technical University 15 Cartoon Animation Notes Let's step through the rendering of a simple image of a room with flat wood walls with a grey pyramid in the center of the room. The pyramid will have a spotlight shining on it. Each wall, the floor and the ceiling is a simple polygon, in this case, a rectangle. Each corner of the rectangles is defined by three values referred to as X, Y and Z. X is how far left and right the point is. Y is how far up and down the point is, and Z is far in and out of the screen the point is. The wall nearest us would be defined by four points: (in the order x, y, z). Below is a representation of how the wall is defined (0, 10, 0) (10, 10, 0) (0, 0, 0) (10, 0, 0) The far wall would be: (0, 10, 20) (10, 10, 20) (0, 0, 20) (10, 0, 20) The pyramid is made up of five polygons: the rectangular base, and four triangular sides. To draw this image the computer uses math to calculate how to project this image, defined by three dimensional data, onto a two dimensional computer screen. First we must also define where our view point is, that is, from what vantage point will the scene be drawn. Our view point is inside the room a bit above the floor, directly in front of the pyramid. First the computer will calculate which polygons are visible. The near wall will not be displayed at all, as it is behind our view point. The far side of the pyramid will also not be drawn as it is hidden by the front of the pyramid. Next each point is perspective projected onto the screen. The portions of the walls ÂfurthestÊ from the view point will appear to be shorter than the nearer areas due to perspective. To make the walls look like wood, a wood pattern, called a texture, will be drawn on them. To accomplish this, a technique called „texture mapping‰ is often used. A small drawing of wood that can be repeatedly drawn in a matching tiled pattern (like wallpaper) is stretched and drawn onto the walls' final shape. The pyramid is solid grey so its surfaces can just be rendered as grey. But we also have a spotlight. Where its light falls we lighten colors, where objects blocks the light we darken colors. Next we render the complete scene on the computer screen. If the numbers describing the position of the pyramid were changed and this process repeated, the pyramid would appear to move. Movies CGI short films have been produced as independent animation since 1976, though the popularity of computer animation (especially in the field of special effects) skyrocketed during the modern era of U.S. animation. The first completely computer-generated television series was ReBoot, and the first completely computergenerated animated movie was Toy Story (1995). Amateur Animation The popularity of sites such as Newgrounds, which allows members to upload their own movies for others to view, has created a growing community of what are often considered amateur computer animators. With many free utilities available and programs such as Windows Movie Maker or iMovie, which are included in the 16 Self-Instructional Material operating system, anyone with the tools and a creative mind can have their animation viewed by thousands. Many high end animation software options are also available on a trial basis, allowing for educational and non-commercial development with certain restrictions. Several free and open source animation software applications exist as well, Blender as an example. One way to create amateur animation is using the GIF format, which can be uploaded and seen on the web easily. Character Developer Notes Cartoon Builder Cartoon Builder allows you to create your own cel-animation sequences, by positioning and manipulating a playful cartoon character inside a filmstrip, and by using provided media assets – backgrounds, characters in multiple poses, sound effects. You can play the sequence at different speeds, and save it. „Make Your Own‰ functionality lets you produce original cartoons that incorporate character poses, backgrounds and sounds you made yourself using other XO applications (Paint, Camera, Microphone, etc.) Beta 1.4 (old!) Features Place 6 character poses in a filmstrip by selecting the cel/frame and then select the character pose you want to go in it. Character, Background and Sound selectors (Scroll through background options using "Back" and "Forward" buttons. The one in view will be used in the cartoon.) Three starter characters (Space Blob, Elephant, Turkey), 12+ starter backgrounds, and four starter sounds. "Add Background" functionality "Add Sound" functionality Changing the animation speed – fast and slow range Clear All (removes images from all cells of the filmstrip) Play/Pause Punjab Technical University 17 Cartoon Animation Notes Saving/loading animations (locally on the XO) Can take images created with Paint and Record and make them into images in Cartoon Builder. Can take sounds made with Record or other sources and use them in Cartoon Builder. Full journal integration for Keep and Resume of Cartoon projects. Full journal integration for selecting images and sounds made in other programs to use as backgrounds and sound effects in Cartoon Builder. Ability to share animations via Mesh. Full screen interface with Toolbar. Additional translations as available. Dont have the Safari or Chrome Browsers Installed? Watch a video of the Animation Character and Background Art The character art was created in adobe illustrator and copy/pasted into photoshop for export. When designing a character for animation. Carefully plan all the pieces that will compose your character. I decided on simple shapes and built each part of the body separately, like a marionette. This allowed me to re-use some graphics. By building the character like a marionette. I was able to simplify the animation process. As previously stated, the graphics originated in illustrator. Vectors paths and points make it simple to adjust the artwork. For instance, if you need spidey looking up or down. Simply adjust the position of the eyes and webbing on the head shape to complete the illusion. You can clean up any extra lines by simply moving the point or deleting it. Same applies for the torso, legs and arms. By adjusting the orientation of the chest design and belt we can fake the rotation of a 2d element. Moving the arms and/or legs a little behind and a little in front of the torso creates the illusion of a subtle 3rd dimension. 18 Self-Instructional Material The cityscapeÊs were also created in illustrator. But they started as plain screen-grabs. I captured certain parts of the video as it played. Then pasted them into illustrator. I created another layer above the screen-grab. Drawing paths over the screen-grabs images. Using it like tracing paper. When graphics were done, I trashed the screen-grab layer. Character Developer Notes Just like the character. When creating these cityscape graphics you must think a little in advance about how the pieces must fit together. Background images used for scrolling and zooming should be 2 or 3 times wider and/or taller to allow for panning left, right, up, or down. The same applies for zooming in and out. Now we have our finished character and background graphics. We can begin setting up our graphics for animation. Character Rigging One of the trickiest parts to creating these css3 character animations is the rigging of joints or skeleton so that they hinge and rotate believably. The most important property is the transform-origin property. The transform-origin property uses x,y coordinates to determine the point from which animation or transformations occur. (If you want a full explanation of css3 animation properties please read my last article.) In order to determine the accurate transform-origin point for our arm and leg graphics weÊre going to use a simple trick. Notice how the foot graphic (1) is much wider than the thigh graphic (2). It would be impossible to match up the transform-origin point on these two pieces. However, if we match the width of the thigh (2) with the width of the foot (1)⁄ ThatÊs it! By increasing the width of the canvas area of the thigh to match the width of the foot we can accurately match the rotation points of these „hinges‰ using the css3 transform-origin property. By giving the thigh image a wider canvas area we can move the thigh graphic left or right to line it up with the foot graphic. We can now ascertain that these two pieces will have the exact rotation points via css3 transform origin. By setting the transform-origin for foot to (x) number of pixels from the left we can guarantee that the foot will rotate from exactly where the bottom of the shin is located. Now we can apply the same transform origin coordinates to the top of the leg div (which wraps around thigh & foot). By rotating the leg div we rotate its children too. This means that the leg div rotates both the thigh and foot graphics at the same time. Mimicking the functionality of a skeleton. Which allows us to have the foot moving along its own rotation path while also rotating along the path of the whole leg. Its important to nest items because this allows you to have multiple animation paths without having to recalculate their position constantly. If I rotate the thigh and foot without first wrapping them in a leg div how would I also make the foot rotate upon the axis of the leg? It would be near to impossible. And it would look horrible. By nesting and breaking down the animations into their major body parts and just animating one major body part at a time and utilizing the animation of children I can achieve complex (for css) animation combinations. Creating the illusion of the character zooming in required that the images be created at a bigger size. Then implementing them into the html mark-up at a smaller size. There are two ways to do this. Using the scale transform property or using the image width property. By increasing the image width over a key-framed animation you give it the illusion of growing or zooming into the screen. We can make a 500 pixel wide image then insert it into the html at 5% of its size. We are then able to make it smaller or bigger by increasing the height or width via css3. Punjab Technical University 19 Cartoon Animation Notes Complex Character Animation When building a character composed of precisely placed elements. Being able to visually construct the character is essential. When we first place all the different pieces for our character into the html. They are all jumbled up together. Firefox 3.x has implemented css3 moz-transform-origin and moz-rotate. Which means I can use firebug developer tool to visually position the characterÊs body parts where they belong. This makes setting up the start and end positions/rotations for the characters pose simple. To begin, we set up the characters body parts in the start position. I just adjust the values to where I need them in order to get the proper first position. I visually adjust the rotation and position values of the graphic using firebug. This allows me to gain pixel perfect precision over where I want the graphic placed. Using firebug like this takes the guesswork out of animating something as technical as different body parts. I just visually adjust the values to where I need them to get the proper first position. We then place those coordinates into the css. Now we have to figure out the end positions for our animation. We use the same technique. Adjusting the values to accommodate the end position and plug those values into the css as well. Finally, I place these values in the ÂstartÊ and ÂendÊ parts of the css3 keyframe function. Then we check the animation in webkit. Webkit does the rest of the magic on its own. Putting it all Together Believe it or not, the biggest road block I encountered when creating this css3 cartoon was switching the scenes at the correct moment to coincide with the css3 animation. I used jqueryÊs built in delay function to flip through the scenes and activate the next scene. As IÊm writing this I realize that I probably could have pulled off the scene switching with css3 animation as well. But IÊm not sure – as I havenÊt thought it all the way through. We used the built in animation delay function on css3 to begin animating the scenes just as they were activated by jQuery. Another challenge I had was that I had no control over when the animation started. I had to preload all the elements. Because there was no way to start all of the animations on just one click throughout the entire flick. And if all the elements are not loaded when the animations start running it gets jumpy. Character Developer Character development means: 20 Self-Instructional Material The change in characterization of a dynamic character, who changes over the course of a narrative. Character creation, especially for games. Character advancement, increase in scores and other changes of a game character – for example, in computer role-playing games or console role-playing games. Moral character, a term used in many educational systems to indicate a strategy for the maturation of individual students. Developing your Cartoon Man To Create More Inspired Characters: This cartoon man tutorial has been made for artists who are ready to go past the beginner stage and begin working on creating their own unique style and characters. We should all strive to take real pride in our work and a big part of this is developing your characters as fully as possible. Character Developer Notes Who is He? The more thought that you put into your character; the easier that it will be to make the character believable in the eyes of the people that see him. Here's an example that everyone can relate to: Homer Simpson from the Simpsons TV show. Everyone knows his character and some people might even say that he's the most simpleminded character on the entire show – aside from Cleetus, of course! But Punjab Technical University 21 Cartoon Animation Notes when you really start to look closely and analyze his actions then you can begin to come up with a personality profile for him and realize that he might not be just as simple as you might think. Creating a personality profile for a character by looking at his actions as suggested with Homer is working backwards but this is still a good exercise because it help develop your ability to create better characters and ultimately become a better storyteller and artist. When you're going to create your own cartoon man, you should start with creating the personality. Here's a list of questions that you can use to get the ball rolling for your own believable character: What scares him? Is this character based off of someone that you know in the real world? What style of clothes does he wear? If your character bought a magazine, which magazine would he most likely choose? What kind of foods does he like? What's his favorite color? Does he play sports? Does he have children? Is he married? Where does he work? Is he quick and muscular, or slow and fat? Does he have any pets? What makes him the happiest? Is your character more of a hero or a sidekick? By answering these questions you should start to be able to see the personality of your character coming out a little. Doing this personality step is extremely important if you plan on using your cartoon man in any kind of comic strip or series of drawings. The more time you spend on it then the easier it will be when you are making your comic strip. If you know your character inside and out, then it's easy to think up a situation, and then ask yourself the question 'What would my character do in THIS situation?' and the answer so quickly and easily come to you. Basic Drawing Tips There's lots of good information on this site about drawing cartoon characters and faces but the part that I usually start with what I'm doing my own drawings is the chest. I like to start here because the chest really defines the male character. The arms and legs aren't actually that different for men and women depending on your style but the chest and stomach can really make or break your design and that's why I suggest that you try several different body styles before you finally choose one that you think best suits the personality of the character that you invented in the exercise above. 22 Self-Instructional Material Character Developer Notes TIP: You may find it easier to draw the chest in two different parts, the pecks and the stomach, when you're sketching out your cartoon man in the beginning. Doing it this way frees you from thinking of the body as one big blob and will help you more easily come up with interesting shapes. Character (Arts) A character is the representation of a person in a narrative or dramatic work of art (such as a novel, play, or film). Derived from the ancient Greek word kharaktêr (χα ρακ ττ ήρ), the earliest use in English, in this sense, dates from the Restoration, although it became widely used after its appearance in Tom Jones in 1749. From this, the sense of "a part played by an actor" developed. Character, particularly when enacted by an actor in the theatre or cinema, involves "the illusion of being a human person." Since the end of the 18th century, the phrase "in character" has been used to describe an effective impersonation by an actor. Since the 19th century, the art of creating characters, as practised by actors or writers, has been called characterisation. A character who stands as a representative of a particular class or group of people is known as a type. Types include both stock characters and those that are more fully individualised. The characters in Henrik Ibsen's Hedda Gabler (1891) and August Strindberg's Miss Julie (1888), for example, are representative of specific positions in the social relations of class and gender, such that the conflicts between the characters reveal ideological conflicts. The study of a character requires an analysis of its relations with all of the other characters in the work. The individual status of a character is defined through the network of oppositions (proairetic, pragmatic, linguistic, proxemic) that it forms with the other characters. The relation between characters and the action of the story shifts historically, often miming shifts in society and its ideas about human individuality, self-determination, and the social order. Classical Analysis of Character In the earliest surviving work of dramatic theory, Poetics (c. 335 BCE), the Greek philosopher Aristotle deduces that character (ethos) is one of six qualitative parts of Athenian tragedy and one of the three objects that it represents (1450a12). He understands character not to denote a fictional person, but the quality of the person acting in the story and reacting to its situations (1450a5). He defines character as "that which reveals decision, of whatever sort" (1450b8). It is possible, therefore, to have tragedies that do not contain "characters" in Aristotle's sense of the word, since character makes the ethical dispositions of those performing the action of the story clear. Aristotle argues for the primacy of plot (mythos) over character (ethos). He writes: „But the most important of these is the structure of the incidents. For (i) tragedy is a representation not of human beings but of action and life. Happiness and unhappiness lie in action, and the end [of life] is a sort of action, not a quality; people are of a certain sort according to their characters, but happy or the opposite according Punjab Technical University 23 Cartoon Animation Notes to their actions. So [the actors] do not act in order to represent the characters, but they include the characters for the sake of their actions" (1450a15-23).‰ In the Tractatus coislinianus (which may or may not be by Aristotle), comedy is defined as involving three types of characters: the buffoon (bômolochus), the ironist (eirôn) and the imposter or boaster (alazôn). All three are central to Aristophanes' "Old comedy." By the time the Roman playwright Plautus wrote his plays, the use of characters to define dramatic genres was well-established. His Amphitryon begins with a prologue in which the speaker Mercury claims that since the play contains kings and gods, it cannot be a comedy and must be a tragicomedy. Like much Roman comedy, it is probably translated from an earlier Greek original, most commonly held to be Philemon's Long Night, or Rhinthon's Amphitryon, both now lost.. Types of Characters Characters may be classified by various criteria: Antagonist or villain Anti-hero Foil Hero Main character Minor character Protagonist Round vs. Flat Characters In his book, Aspects of the Novel, E. M. Forster defined two basic types of characters, their qualities, functions, and importance for the development of the novel: flat characters and round characters. Flat characters are two-dimensional in that they are relatively uncomplicated and do not change throughout the course of a work. By contrast, round characters are complex and undergo development, sometimes sufficiently to surprise the reader. Twelve Basic Principles of Animation The 12 basic principles of animation is a set of principles of animation introduced by the Disney animators Ollie Johnston and Frank Thomas in their 1981 book, The Illusion of Life: Disney Animation. Johnston and Thomas in turn based their book on the work of the leading Disney animators from the 1930s onwards, and their effort to produce more realistic animations. The main purpose of the principles was to produce an illusion of characters adhering to the basic laws of physics, but they also dealt with more abstract issues, such as emotional timing and character appeal. The book and its principles have become generally adopted, and have been referred to as the "Bible of the industry." In 1999 the book was voted number one of the "best animation books of all time" in an online poll. Though originally intended to apply to traditional, hand-drawn animation, the principles still have great relevance for today's more prevalent computer animation. The twelve principles are illustrated here with the help of an illustration of the "squash and stretch" principle: 1. 24 Self-Instructional Material Squash and Stretch: The most important principle is "squash and stretch", the purpose of which is to give a sense of weight and flexibility to drawn objects. It can be applied to simple objects, like a bouncing ball, or more complex constructions, like the musculature of a human face. Character Developer Notes Animated sequence of a race horse galloping. The horse's body demonstrates squash and stretch in natural musculature. Taken to an extreme point, a figure stretched or squashed to an exaggerated degree can have a comical effect. In realistic animation, however, the most important aspect of this principle is the fact that an object's volume does not change when squashed or stretched. If the length of a ball is stretched vertically, its width (in three dimensions, also its depth) needs to contract correspondingly horizontally. 2. Anticipation: Anticipation is used to prepare the audience for an action, and to make the action appear more realistic. A dancer jumping off the floor has to bend his knees first, a golfer making a swing has to swing the club back first, or the famous swimmer Grant Koudelka bending down on the block preparing to jump off at the minute the horn sounds. The technique can also be used for less physical actions, such as a character looking off-screen to anticipate someone's arrival, or attention focusing on an object that a character is about to pick up. A Baseball Player Making a Pitch Prepares for the Action by Moving his Arm Back For special effect, anticipation can also be omitted in cases where it is expected. The resulting sense of anticlimax will produce a feeling of surprise in the viewer, and can often add comedy to a scene. This is often referred to as a 'surprise gag'. 3. Staging: This principle is akin to staging as it is known in theatre and film. Its purpose is to direct the audience's attention, and make it clear what is of greatest importance in a scene; what is happening, and what is about to happen. Johnston and Thomas defined it as "the presentation of any idea so that it is completely and unmistakably clear", whether that idea is an action, a personality, an expression or a mood. This can be done by various means, such as the placement of a character in the frame, the use of light and shadow, and the angle and position of the Punjab Technical University 25 Cartoon Animation camera. The essence of this principle is keeping focus on what is relevant, and avoiding unnecessary detail. 4. Notes Straight Ahead Action and Pose to Pose: These are two different approaches to the actual drawing process. "Straight ahead action" means drawing out a scene frame by frame from beginning to end, while "pose to pose" involves starting with drawing a few, key frames, and then filling in the intervals later. "Straight ahead action" creates a more fluid, dynamic illusion of movement, and is better for producing realistic action sequences. On the other hand, it is hard to maintain proportions, and to create exact, convincing poses along the way. "Pose to pose" works better for dramatic or emotional scenes, where composition and relation to the surroundings are of greater importance. A combination of the two techniques is often used. Computer animation removes the problems of proportion related to "straight ahead action" drawing; however, "pose to pose" is still used for computer animation, because of the advantages it brings in composition. The use of computers facilitates this method, as computers can fill in the missing sequences in between poses automatically. It is, however, still important to oversee this process, and apply the other principles discussed. 5. Follow Through and Overlapping Action: These closely related techniques help render movement more realistic, and give the impression that characters follow the laws of physics. "Follow through" means that separate parts of a body will continue moving after the character has stopped. "Overlapping action" is the tendency for parts of the body to move at different rates (an arm will move on different timing of the head and so on). A third technique is "drag", where a character starts to move and parts of him take a few frames to catch up. These parts can be inanimate objects like clothing or the antenna on a car, or parts of the body, such as arms or hair. On the human body, the torso is the core, with arms, legs, head and hair appendices that normally follow the torso's movement. Body parts with much tissue, such as large stomachs and breasts, or the loose skin on a dog, are more prone to independent movement than bonier body parts. Again, exaggerated use of the technique can produce a comical effect, while more realistic animation must time the actions exactly, to produce a convincing result. Thomas and Johnston also developed the principle of the "moving hold". A character not in movement can be rendered absolutely still; this is often done, particularly to draw attention to the main action. According to Thomas and Johnston, however, this gave a dull and lifeless result, and should be avoided. Even characters sitting still can display some sort of movement, such as the torso moving in and out with breathing. 6. 26 Self-Instructional Material Slow In and Slow Out: The movement of the human body, and most other objects, needs time to accelerate and slow down. For this reason, an animation looks more realistic if it has more frames near the beginning and end of a movement, and fewer in the middle. This principle goes for characters moving between two extreme poses, such as sitting down and standing up, but also for inanimate, moving objects, like the bouncing ball in the above illustration. Follow though/Overlapping Action: as the horse runs, its mane and tail follow the movement of the body. 7. Arcs: Most human and animal actions occur along an arched trajectory, and animation should reproduce these movements for greater realism. This can apply to a limb moving by rotating a joint, or a thrown object moving along a parabolic trajectory. The exception is mechanical movement, which typically moves in straight lines. 8. Secondary Action: Adding secondary actions to the main action gives a scene more life, and can help to support the main action. A person walking can simultaneously swing his arms or keep them in his pockets, he can speak or whistle, or he can express emotions through facial expressions. The important thing about secondary actions is that they emphasize, rather than take attention away from the main action. If the latter is the case, those actions are better left out. In the case of facial expressions, during a dramatic movement these will often go unnoticed. In these cases it is better to include them at the beginning and the end of the movement, rather than during. 9. Timing: Timing in reality refers to two different concepts: physical timing and theatrical timing. It is essential both to the physical realism, as well as to the storytelling of the animation, that the timing is right. On a purely physical level, correct timing makes objects appear to abide to the laws of physics; for instance, an objectÊs weight decides how it reacts to an impetus, like a push. Theatrical timing is of a less technical nature, and is developed mostly through experience. It can be pure comic timing, or it can be used to convey deep emotions. It can also be a device to communicate aspects of a characterÊs personality. Character Developer Notes 10. Exaggeration: Exaggeration is an effect especially useful for animation, as perfect imitation of reality can look static and dull in cartoons. The level of exaggeration depends on whether one seeks realism or a particular style, like a caricature or the style of an artist. The classical definition of exaggeration, employed by Disney, was to remain true to reality, just presenting it in a wilder, more extreme form. Other forms of exaggeration can involve the supernatural or surreal, alterations in the physical features of a character, or elements in the storyline itself. It is important to employ a certain level of restraint when using exaggeration; if a scene contains several elements, there should be a balance in how those elements are exaggerated in relation to each other, to avoid confusing or overawing the viewer. 11. Solid Drawing: The principle of solid – or good – drawing, really means that the same principles apply to an animator as to an academic artist. The animator needs to be a skilled draughtsman and has to understand the basics of anatomy, composition, weight, balance, light and shadow etc. For the classical animator, this involved taking art classes and doing sketches from life. One thing in particular that Johnston and Thomas warned against was creating "twins": characters whose left and right sides mirrored each other, and looked lifeless. Modern-day computer animators in theory do not need to draw at all, yet their work can still benefit greatly from a basic understanding of these principles. 12. Appeal: Appeal in a cartoon character corresponds to what would be called charisma in an actor. A character who is appealing is not necessarily sympathetic – villains or monsters can also be appealing – the important thing is that the viewer feels the character is real and interesting. There are several tricks for making a character connect better with the audience; for likable characters a symmetrical or particularly baby-like face tends to be effective. Punjab Technical University 27 Cartoon Animation Notes Clay Modeling Modeling clay is a group of impressionable substances used in building and sculpting. The material compositions and production processes vary considerably. Clay Modeling Techniques Making figures out of clay is a relaxing and rewarding hobby. Don't worry about modeling the figures for exactness. Instead, concentrate on enjoying yourself. Ground Rules If you are making a model from clay with the goal to have it fired, you must remember a few rules. Before beginning your project, the clay must be wedged. This means that you must press the clay like dough, pressing out all the air bubbles. If there are any air bubbles or hollow enclosed parts of your project, it will explode in the kiln. In order to attach one clay part to one more, you should use a method called "scoring." Score the clay by using a needle tool or a modeling tool to make hatch marks in the two pieces of clay. Make the hatch marks only where the two pieces will be touching each other. Next, wet the emerge marks with water or slip (which is water with clay suspended in the mixture), and then attach the two pieces to each other. This is scoring. Scoring is necessary because with no it, the pieces will likely crack and fall apart from each other either when they dry or in the kiln. The final creation must be no more than one inch or one and a half inches thick. It must be completely dry before firing. When the clay has completely dried, it will be hardened and lighter in color, and it will be room temperature. They clay will take wherever from two days to several more days to dry, depending on its size. Slabs, Coils and Pinch Pots If you are working at a potter's wheel, pots, containers and structures in clay are often made through one of three ways: with slabs, coils and pinch pots. Pinch pots are possibly the easiest structure to make in clay. Pinch pots are frequently the first project taught to children in pottery classes. Start by rolling the clay into a ball. Hold the ball in one hand, and compress the thumb of your other hand into the ball, until it is midway through (or a little farther). Now, hold the ball with your thumb inside and pinch the wall of the ball among your free fingers and your thumb. Rotate the ball 30 degrees on your thumb, then pinch again. Rotate, and then pinch again. You will notice the hole in the center of the ball rising wider. The ball will no longer be a ball at all; instead, it will take on the shape of a cone or a bowl. This is your pinch pot. Continue to mold the pot until the walls are the suitable thickness and shape. Pinch pots have a lot of uses in clay modeling. Try making the pinch pot into an animal by attaching feet to the bottom and a head and tail to the sides. For a somewhat more realistic-looking animal, turn the pinch pot upside down before attaching the head and legs, so that the pinch pot becomes a body and loses its functionality as a bowl. If you need to make a bigger clay body for modeling a larger object, try making two pinch pots and scoring them jointly to form a sphere with a hollow center. Remember that the hollow inside will cause the object to explode in the kiln, so be sure to use a needle tool to make a little hole in the body of the clay. One tiny hole is enough to allow air to pass back and forth between the inside and outside of the clay body. 28 Self-Instructional Material Another method for making structures in clay is with coils. Use your hands to roll a coil (a long tube like a snake). Shape the coil into a circle, then begin to stack coils on each other to form the walls of a tube or a pot. Keep in mind to score the coils together. Smooth the coils for the appearance of a uniform wall, or leave them in their coil form for decorative purposes. Character Developer Notes The final method is by creating slabs. Slabs of clay are rolled out with a rolling pin and then cut into whatever shape desired with a clay knife or needle tool. These slabs can be used to build the walls of a box or a clay house or a mug. Flat objects such as signs and tiles can also be made this way. To make an entirely round slab, trace around something that is already round, like a cup or a coffee tin. Organic Figures Make an organic figure by first selecting a subject to make. You might want to look off of something real to model from. Examine the textures of the figure, and consider how you will ensue before beginning. It is often best to break a figure down into its most basic parts and assemble the figure piece by piece. As an example, if you were making a fish, you would start by forming the body from a piece of clay. You would form the tail from a slab or another hunk of clay and score the tail to the body. The head of a fish is more or less a part of the body. You would use a needle tool to make the eyes and give texture to the tail as necessary. By pressing small-hole netting into the sides of the body, scales would be formed. After working with the clay and alternately smoothing and texturizing to your tastes, form the fins and attach to the sides by scoring. Once the figure was made, then you would vacant out the figure from the bottom if necessary and set it to dry. Student Activity Prepare a study note on the twelve basic principles of animation. Summary Early examples of attempts to capture the phenomenon of motion into a still drawing can be found in paleolithic cave paintings, where animals are depicted with multiple legs in superimposed positions, clearly attempting to convey the perception of motion. Animation has been very popular in television commercials, both due to its graphic appeal, and the humor it can provide. Computer animation (or CGI animation) is the art of creating moving images with the use of computers. It is a subfield of computer graphics and animation. Increasingly it is created by means of 3D computer graphics, though 2D computer graphics are still widely used for stylistic, low bandwidth, and faster real-time rendering needs. Sometimes the target of the animation is the computer itself, but sometimes the target is another medium, such as film. It is also referred to as CGI (computer-generated imagery or computer-generated imaging), especially when used in films. Keywords Computer Animation: Computer animation (or CGI animation) is the art of creating moving images with the use of computers. It is a subfield of computer graphics and animation. Squash and Stretch: The most important principle is "squash and stretch", the purpose of which is to give a sense of weight and flexibility to drawn objects. Punjab Technical University 29 Cartoon Animation Notes Zany Humor: Bugs Bunny, Daffy Duck of Warner Brothers, and the various films of Tex Avery at MGM introduced this popular form of animated cartoons. It usually involves surreal acts such as characters being crushed by massive boulders or going over the edge of a cliff but floating in mid air for a few seconds. Sophistication: As the medium matured, more sophistication was introduced, albeit keeping the humorous touch. Classical music was often spoofed, a notable example is "What's Opera, Doc" by Chuck Jones. Limited Animation: In the 1950s, UPA and other studios refined the art aspects of animation, by using extremely limited animation as a means of expression. Anticipation: Anticipation is used to prepare the audience for an action, and to make the action appear more realistic. Staging: This principle is akin to staging as it is known in theatre and film. Straight Ahead Action and Pose to Pose: "Straight ahead action" means drawing out a scene frame by frame from beginning to end, while "pose to pose" involves starting with drawing a few, key frames, and then filling in the intervals later. Follow through and Overlapping Action: "Follow through" means that separate parts of a body will continue moving after the character has stopped. "Overlapping action" is the tendency for parts of the body to move at different rates (an arm will move on different timing of the head and so on). Slow In and Slow Out: The movement of the human body, and most other objects, needs time to accelerate and slow down. Arcs: Most human and animal actions occur along an arched trajectory, and animation should reproduce these movements for greater realism. Secondary Action: Adding secondary actions to the main action gives a scene more life, and can help to support the main action. Timing: Timing in reality refers to two different concepts: physical timing and theatrical timing. Exaggeration: Exaggeration is an effect especially useful for animation, as perfect imitation of reality can look static and dull in cartoons. Solid Drawing: The principle of solid – or good – drawing, really means that the same principles apply to an animator as to an academic artist. Appeal: Appeal in a cartoon character corresponds to what would be called charisma in an actor. Review Questions 1. What are the concepts of animated cartoon? 2. Describe, in brief, the projections and feature films. 3. Discuss the history and development of animation. Further Readings Amid Amidi, Cartoon Modern: Style and Design in Fifties Animation. Tim Jones, Barry J. Kelly, Allan Rosson, Foundation Flash Cartoon Animation. Anne Hart, How to Turn Poems, Lyrics, & Folklore into Salable Children's . Chris Webster, Animation: The Mechanics of Motion, Volume 1. 30 Self-Instructional Material Kit Laybourne, The Animation Book: A Complete Guide to Animated Filmmaking. Character Developer Friedrich, C., and P. Eades, (2002). „Graph Drawing in Motion‰ Journal of Graph Algorithms and Applications 6, no. 3: 353–370. Heer, Jeffrey, and George G. Robertson, 2007, „Animated transitions in statistical data graphics.‰ IEEE Transactions on Visualization and Computer Graphics 13, no. 6: 1240– 1247. Notes Hundhausen, Christopher D., Sarah A. Douglas, and John T. Stasko, 2002, „A metastudy of algorithm visualization effectiveness,‰ Journal of Visual Languages & Computing. Johnson, Ollie, and Frank Thomas, 1987, The Illusion of Life, New York: Disney Editions. Punjab Technical University 31 Unit 2 Visualization of Different Views Visualization of Different Views Notes Unit Structure Introduction Animation for Visualization Principles of Animation Animation in Scientific Visualization Learning from Cartooning Downsides of Animation AnimationÊs Exploration Types of Animation GapMinder and Animated Scatterplots A Taxonomy of Animations Staging Animations with DynaVis Animation Pipeline Summary Keywords Review Questions Further Readings Learning Objectives At the conclusion of this unit, you will be able to: Learn the use of animation for visualization Know the use of Java, Flash, Silverlight and JavaScript in animation and active visualization Discuss the principles for animating visualizations Introduction In a visualization, animation might help a viewer work through the logic behind an idea by showing the intermediate steps and transitions, or show how data collected over time changes. A moving image might offer a fresh perspective, or invite users to look deeper into the data presented. An animation might also smooth the change between two views, even if there is no temporal component to the data. This unit discusses about the principles for animating visualizations. This unit attempts to work out a framework for designing effective animated visualizations. WeÊll begin by looking at some background material, and then move on to a discussion of one of the most well-known animated visualizations, Hans RoslingÊs GapMinder. Animation for Visualization It is a question as to whether animation helps build richer, more vivid, and more understandable visualizations, or simply confuse things? The use of Java, Flash, Silverlight, and JavaScript on the Web has made it easier to distribute animated, Punjab Technical University 33 Cartoon Animation Notes interactive visualizations. Many visualizers are beginning to think about how to make their visualizations more compelling with animation. There are many good guides on how to make static visualizations more effective, and many applications support interactivity well. But animated visualization is still a new area; there is little consensus on what makes for a good animation. The Intuition behind Animation The intuition behind animation seems clear enough: if a two-dimensional image is good, then a moving image should be better. Movement is familiar: we are accustomed to both moving through the real world and seeing things in it move smoothly. All around us, items move, grow, and change color in ways that we understand deeply and richly. As an example, letÊs take a look at Jonathan Harris and Sep KamvarÊs We Feel Fine animated visualization. In this visualization, blog entries mentioning feelings are represented as bubbles. As users move between views, the bubbles 330 are reorganized into histograms and other patterns. For example, one screen shows the relative distribution of blog entries from men and women, while another shows the relative distribution of moods in the blog entries. While the bubbles fly around the screen freely, there are always a constant number on the screen. This constancy helps reinforce the idea of a sample population being organized in different ways. Animation is also used to evoke emotion: the bubbles quiver with energy, with those that represent „happy‰ moving differently than bubbles that represent „sad.‰ Not all animations are successful, though. Far too many applications simply borrow the worst of PowerPoint, flying data points across the screen with no clear purpose; elements sweep and grow and rotate through meaningless spaces, and generally only cause confusion. Animation as a Technique Animation can be a powerful technique when used appropriately, but it can be very bad when used poorly. Some animations can enhance the visual appeal of the visualization being presented, but may make exploration of the dataset more difficult; other animated visualizations facilitate exploration. The other project discussed here is on explored animated scatterplots like GapMinder; this makes a fine launching point to discuss both successes and failures with animation. As weÊll see, successful animations can display a variety of types of transformations. The DynaVis project helps illustrate how some of these transitions and transformations can work out. Principles of Animation At its core, any animation entails showing a viewer a series of images in rapid succession. The viewer assembles these images, trying to build a coherent idea of what occurred between them. The perceptual system notes the changes between frames, so an animation can be understood as a series of visual changes between frames. When there are a small number of changes, it is quite simple to understand what has happened, and the viewer can trace the changes easily. When there are a large number of changes, it gets more complex. The Gestalt perceptual principle of common fate states that viewers will group large numbers of objects together, labeling them all as a group, if they are traveling in the same direction and at the same speed. Individual objects that take their own trajectories will be seen as isolates, and will visually stand out. If all the items move in different directions, however, observers have far more difficulty following them. Perception researchers have shown that viewers have difficulty tracking more than 34 Self-Instructional Material four or five objects independently – the eye gives up, tracking only a few objects and labeling other movement as noise (Cavanagh and Alvarez 2005). There have been several attempts to formulate principles for animation. Tversky, Morrison, and Bétrancourt (2002) offer two general guidelines at the end of their article: that visualizations should maintain congruence and apprehension. The former suggests that the marks on the screen must relate to the underlying data at all times. The latter suggests that the visualization should be easy to understand. The principles we have articulated fit into these categories. (Other, related guidelines have been suggested in Heer and RobertsonÊs [2007] discussion of the DynaVis research, by Zongker and Salesin [2003] in their discussion of animation for slideshow presentations, and, with regard to graph drawing, by Freidrich and Eades [2002].) Visualization of Different Views Notes Staging It is disorienting to have too many things happen at once. If it is possible to change just one thing, do so. On the other hand, sometimes multiple changes need to happen at once; if so, they can be staged. Compatibility A visualization that will be disrupted by animation will be difficult for users to track. For example, it is not disruptive to add another bar to a bar chart (the whole set can slide over), and it may not be disruptive to add another series to a bar chart. However, a squarified treemap is laid out greedily by size; growing a single rectangle will require every rectangle to move to a new location and will look confusing. Necessary Motion In particular, avoid unnecessary motion. This implies that we want to ensure that motion is significant – i.e., we should animate only what changes. In general, the image should always be understandable. As the DynaVis user tests showed, excess motion – even significant motion – can be confusing. Meaningful Motion The coordinate spaces and types of motion should remain meaningful. This also entails two points discussed earlier: preserve valid mappings and maintain the invariant. Verifying that youÊve adhered to these principles can help you figure out whether an animation is headed in the right direction. Animation in Scientific Visualization Attendees at the annual IEEE VisWeek conference – the research summit for visualization – are divided into two groups: information visualizers and scientific visualizers. The two groups give different talks, sit in different rooms, and sometimes sit at different tables at meals. Watching the talks, one quickly notices that roughly half of the papers in the scientific visualization room feature animation, while almost no papers in the information visualization room do. You could say that the difference between the groups is that scientific visualizers are people who understand what the x-, y-, and z-axes actually mean: they are very good at picturing the dimensions of an image and understand the meaning of depths and distances. The dynamic processes they often represent – wind blowing over an airplane wing, hurricanes sweeping across maps, blood flowing through veins – also involve an additional dimension: that of time. As it would be difficult to squeeze its representation into any of the other three dimensions, animating is an attractive method for displaying such processes. Punjab Technical University 35 Cartoon Animation Notes In contrast, data visualization is less straightforward. Information visualizers usually work with abstract data spaces, where the axes do not correspond to the real world (if they mean anything at all). Viewers need to get acclimated to the dimensions they can see, and learn how to interpret them. Consequently, there are comparatively few examples of animation published in the information visualization community. Learning from Cartooning Animation, of course, appears popularly in places outside of visualizations. Movies and cartoons depend on some of the same physical principles as computer animation, so several people have asked whether cartooning techniques might bring useful insights to the creation of animated visualizations. As early as 1946, the Belgian psychologist Albert Michotte noted the „perception of causality‰ (Michotte 1963). It is easy to believe that the movement in an animation shows intent: that this point is chasing another across the screen (rather than moving in an equivalent trajectory one second behind it), that this ball hit another (rather than „this dot stopped at point A, and this other dot moved from A to B‰), and so on. Thus, we can ascribe agency and causality where none really exists. In cartoons, of course, we wish to communicate causality. Traditional cartoonists have described how they endow drawn shapes with the „illusion of life‰ (Johnston and Thomas 1987) in order to convey emotion, and several rounds of research papers (Lasseter 1987; Chang and Ungar 1993) have tried to see how to distill those ideas forcomputer animation and visualization. Traditional cartoonists use a barrage of techniques that are not completely true to life. Squash and stretch, for instance, distorts objects during movement to draw the eye toward the direction of motion: objects might stretch when they fly at their fastest, and squashing them conveys a notion of stopping, gathering energy, or changing direction. Moving items along arcs implies a more natural motion; motion along a straight line seems to have intent. Before objects begin moving, they anticipate their upcoming motion; they conclude with a follow-through. Ease-in, ease-out is a technique of timing animations: animations start slowly to emphasize direction, accelerate through the middle, and slow down again at the end. Complex acts are staged to draw attention to individual parts one at a time. Visualization researchers have adapted these techniques with differing degrees of enthusiasm and success – for example, the Information Visualizer framework (Card, Robertson, and Mackinlay 1991), an early 3D animated framework, integrated several of these principles, including anticipation, arcs, and follow-through. On the other hand, some elements of this list seem distinctly inappropriate. For instance, squashing or stretching a data point distorts it, changing the nature of the visualization; thus, we can no longer describe the visualization as maintaining the consistent rule „height maps to this, width maps to that‰ at each frame of the animation. In their research on slideshows, Zongker and Salesin (2003) warn that many animation techniques can be distracting or deceptive, suggesting causality where none might exist. Also, they are often meant to give an illusion of emotion, which may be quite inappropriate for data visualization. (An exception would be We Feel Fine, in which the motion is supposed to convey emotion and uses these techniques effectively to do so.) Downsides of Animation Animation has been less successful for data visualization than for scientific visualization. Two meta-studies have looked at different types of animations – process animations and algorithm visualizations – and found that both classes have 36 Self-Instructional Material spotty track records when it comes to helping students learn more about complex processes. The psychologist Barbara Tversky found, somewhat to her dismay, that animation did not seem to be helpful for process visualization (i.e., visualizations that show how to use a tool or how a technique works). Her article, „Animation: Can It Facilitate?‰ (Tversky, Morrison, and Bétrancourt 2002), reviews nearly 100 studies of animation and visualization. In no study was animation found to outperform rich static diagrams. It did beat out textual representations, though, and simple representations that simply showed start and end state without transitions. Visualization of Different Views Notes Algorithm animation is in many ways similar to process visualization: an algorithm can be illustrated by showing the steps that it takes. Some sort algorithms, for example, are very amenable to animation: an array of values can be drawn as a sequence of bars, so the sort operations move bars around. These animations can easily show the differences between, say, a bubble sort and an insertion sort. Christopher Hundhausen, Sarah Douglas, and John Stasko (2002) tried to understand the effectiveness of algorithm visualization in the classroom, but half of the controlled studies they examined found that animation did not help students understand algorithms. Interestingly, the strongest factor predicting success was the theory behind the animation. Visualization was most helpful when accompanied by constructivist theories – that is, when students manipulated code or algorithms and watched a visualization that illustrated their own work, or when students were asked questions and tried to use the visualization to answer them. In contrast, animations were ineffective at transferring knowledge; passively watching an animation was not more effective than other forms of teaching. Animation’s Exploration Exploration with Animation is Slower We found that when users explored the data on their own, they would often play through the animation dozens of times, checking to see which country would be the correct answer to the question. In contrast, those who viewed a presentation and could not control the animation on their own answered far more rapidly: they were forced to choose an answer and go with it. Thus, animation in exploration was the slowest of the conditions, while animation in presentation was the fastest. Interestingly, this might shed light on why the process animations by Tversky et al. found so little success. In our tests, users clearly wanted to be able to move both forward and backward through time; perhaps this is true of process animations, too. More effort may be required to get the same information from an animation as opposed to a series of static images, because you have to replay the entire thing rather than just jumping directly to the parts you want to see. Animation is Less Accurate Despite the extra time the users spent with the animation, the users who were shown the static visualizations were always more accurate at answering the questions. That is, the animation appeared to detract from the usersÊ ability to correctly answer questions. Their accuracy was not correlated with speed: the extra time they spent in exploration did not seem to drive better outcomes. This seems like bad news for animation: it was slower and less accurate at communicating the information. On the other hand, we found the animation to be more engaging and emotionally powerful: one pilot subject saw life expectancy in a war-torn country plummet by 30 years and gasped audibly. Generally, users preferred to work with the animation, finding it more enjoyable and exciting than the other modes. They also found it more frustrating, though: „Where did that dot go?‰ asked one angrily, as a data point that had been steadily rising suddenly dropped. These Punjab Technical University 37 Cartoon Animation Notes findings suggest that RoslingÊs talk is doing something different from what our users experienced. Critically, Rosling knows what the answer is: he has worked through the data, knows the rhetorical point he wishes to make, and is bringing the viewers along. He runs much of his presentation on the same set of axes, so the viewers donÊt get disoriented. His data is reasonably simple: few of the countries he highlights make major reversals in their trends, and when he animates many countries at once, they stay in a fairly close pack, traveling in the same direction. He chooses his axes so the countries move in consistent directions, allowing users to track origins and goals easily. He takes advantage of the Gestalt principle of common fate to group them, and he narrates their transitions for maximum clarity. In contrast, our users had to contend with short sessions, had to track countries that suffered abrupt reversals, and did not have a narrator to explain what they were about to see; rather than learning the answer from the narrator, they had to discover it themselves. This suggests to us that what we were asking our users to do was very different from what Rosling is doing so different, in fact, that it deserves its own section. Presentation is not Exploration An analyst sitting before a spreadsheet does not know what the data will show, and needs to play with it from a couple of different angles, looking for correlations, connections, and ideas that might be concealed in the data. The process is one of foraging – it rewards rapidly reviewing a given chart or view to see whether there is something interesting to investigate, followed by moving on with a new filter or a different image. In contrast, presenters are experts in their own data. They have already cleaned errors from the dataset, perhaps removing a couple of outliers or highlighting data points that support the core ideas they want to communicate. They have picked axes and a time range that illustrate their point well, and they can guide the viewersÊ perception of the data. Most importantly, they are less likely to need to scrub back and forth, as we saw users doing with our animation, in order to check whether they have overlooked a previous point. In these conditions, animation makes a lot of sense: it allows the presenter to explain a point vividly and dramatically. The experience of exploration is different from the experience of presentation. It is easy to forget this, because many of our tools mix the two together. That is, many packages offer ways to make a chart look glossy and ready for presentation, and those tools are not clearly separated from the tools for making the chart legible and ready for analysis. In Microsoft Excel, for example, the same menu that controls whether my axis has a log scale also helps me decide whether to finish my bar chart with a glossy color. The former of these choices is critical to exploration; the latter is primarily useful for presentation. After finishing analyzing data in Excel, copy the chart directly into PowerPoint and show the result. As a result of this seamlessness, few people who use this popular software have seriously discussed the important distinctions between presentation and exploration. Table 2.1 summarizes major differences between the needs of exploration and presentation. Table 2.1: Differentiating Exploration from Presentation Contd… 38 Self-Instructional Material Visualization of Different Views Notes These two perspectives are not completely disjoint, of course. Many interactive web applications allow users to explore a few dimensions, while still not exposing raw data. The tension between presentation and exploration suggests that designers need to consider the purpose of their visualizations. There are design trade-offs, not only for animation, but more generally. Types of Animation Some forms of animation are most suited to presentation, while others work well for exploration. In this section, weÊll discuss a hierarchy of different types of transformations, ranging from changing the view on a visualization to changing the axes on which the visualization is plotted to changing the data of the visualization. LetÊs begin with an example of a system that needs to manage two different types of changes. Dynamic Data and Animated Recentering In 2001, peer-to-peer file sharing was becoming an exciting topic. The Gnutella system was one of the first large-scale networks, and was in a group of students who thought it would make a good subject of study. Gnutella was a little different from other peer-to-peer systems. The earlier Napster had kept a detailed index of everything on the network; BitTorrent would later skip indexing entirely. Gnutella passed search requests between peers, bouncing around the questions and waiting for replies. When used a peer-to-peer search to track down a song, how many machines were really getting checked? How large a network could my own client see? We instrumented a Gnutella client for visualization, and then started representing the network. We rapidly realized a couple of things: first, the new nodes were constantly appearing on the network; and second, that knowing where they were located was really interesting. The appearance of new nodes meant that we wanted to be able to change the visualization stably. There would always be new data pouring into the system, and it was important that users not be disoriented by changes taking place in the visualization as new data came in. On the other hand, we did not want to pause, add data, and redraw: we wanted a system where new data would simply add itself to the diagram unobtrusively. Because the Gnutella network used a peer-to-peer discovery protocol, it was often interesting to focus on a single node and its neighbors. Is this node connected to a central „supernode‰? Is it conveying many requests? We wanted to be able to focus on any single node and its neighbors, and to be able to easily estimate the number of hops between nodes. This called for changing the viewpoint without changing the remainder of the layout. Our tool was entitled GnuTellaVision, or GTV (Yee et al. 2001). We addressed these two needs with two different animation techniques. We based the visualization on a radial layout, both to reflect the way that data was changing – growing outward as we discovered more connections – and in order to facilitate estimation of the number of hops between the central node and others. A radial layout has the virtues of a welldefined center point and a series of layers that grow outward. As we discovered new nodes, we added them to rings corresponding to the number of hops from the starting node. When a new node arrived, we would simply move its neighbors over by a small amount (most nodes in the visualization do not move much). As the visualization ran, it updated with new data, animating constantly (Figure 2.1). Punjab Technical University 39 Cartoon Animation Notes Source: http://research.microsoft.com Figure 2.1: GTV Before (Left) and After (Right) Several New Nodes are Discovered on the Network – as nodes yield more Information, their Size and Color can also Change When a user wanted to examine a node, GTV recentered on the selection. In our first design, it did so in the most straightforward way possible: we computed a new radial layout and then moved nodes linearly from their previous locations to the new ones. This was very confusing, because nodes would cross trajectories getting from their old locations to the new ones. The first fix was to have nodes travel along polar coordinate paths, and always clockwise. Thus, the nodes remained in the same space as the visualization was drawn, and moved smoothly to their new locations (Figure 2.2). Because GTV is oriented toward examining nodes that may be new to the user, and is constantly discovering novel information, it was important that this animation facilitate exploration by helping users track the node paths. Figure 2.2: Interpolation in Rectangular Coordinates (Top) Causes Nodes to Cross through each others’ Paths; Interpolation in Polar Coordinates (Bottom) makes for Smooth Motion 40 Self-Instructional Material A radial layout has several degrees of freedom: nodes can appear in any order around the radius, and any node can be at the top. When we did not constrain these degrees of freedom, nodes would sometimes travel from the bottom of the screen to the top. We wanted to ensure that nodes moved as little as possible, so we added a pair of constraints: nodes maintained, as much as they could, both the same relative orientation and order. Maintaining relative orientation means that the relative position of the edge from the old center to the new center is maintained. Maintaining relative order means that nodesÊ neighbors will remain in the same order around the rings. Both of these are illustrated in Figure 2.3. Visualization of Different Views Notes Figure 2.3: Animated Recentering Punjab Technical University 41 Cartoon Animation Notes Last, we adapted the ease-in, ease-out motion from cartooning in order to help users see how the motion was about to happen. This section demonstrated some useful principles that are worth articulating: Compatibility Choose a visualization that is compatible with animation. In GTV, the radial layout can be modified easily; new nodes can be located on the graph to minimize changes, and – like many tree representations – it is possible to recenter on different nodes. Coordinate Motion Motion should occur in a meaningful coordinate space of the visualization. We want to help the users stay oriented within the visualization during the animation,so they can better predict and follow motion. In GTV, for instance, transforming through rectangular coordinates would be unpredictable and confusing; the radial coordinates, in contrast, mean that users can track the transition and the visualization retains its meaning. Meaningful Motion Although animation is about moving items, unnecessary motion can be very confusing. In general, it is better to have fewer things move than more in a given transition. Constraining the degrees of freedom of the GTV animation allows the visualization to change as little as possible by keeping things in roughly the same position. GapMinder and Animated Scatterplots One recent example of successful animated visualization comes from Hans RoslingÊs GapMinder (http://www.gapminder.org). Rosling is a professor of Global Health from Sweden, and his talk at the February 2006 Technology, Entertainment, Design (TED) conference riveted first a live audience, then many more online. He collected public health statistics from international sources and, in his brief talk, plotted them on a scatterplot. In the visualization, individual points represent countries, with x and y values representing statistics such as life expectancy and average number of children and each pointÊs area being proportionate to the population of the country it represents. Rosling first shows single frames – the statistics of the countries in a single year – before starting to trace their progress through time, animating between the images with yearly steps in between. Figure 2.4 shows three frames of a GapMinderlike animation. On the x-axis is the life expectancy at birth; on the y-axis is the infant mortality rate. The size of bubbles is proportionate to the population. Color-coding is per continent; the largest two dots are China and India. RoslingÊs animations are compelling: he narrates the dotsÊ movement, describing their relative progress. China puts public health programs in place and its dot floats upward, followed by other countries trying the same strategy. Another countryÊs economy booms, and its dot starts to move rapidly rightward. Rosling uses this animation to make powerful points about both our preconceptions about public health problems and the differences between the first and third world, and the animation helps viewers follow the points he is making. 42 Self-Instructional Material Visualization of Different Views Notes Source: http://research.microsoft.com Figure 2.4: A GapMinder-like Visualization showing Information about a set of 75 Countries in 1975, 1985, 1995, and 2000; this Chart Plots Life Expectancy (x axis) against Infant Mortality (y axis) – Countries at the Top-left have a High Infant Mortality and a Short Life Expectancy too many Dots? The perceptual psychology research mentioned earlier showed that people have trouble tracking more than four moving points at a time. In his presentation, Rosling is able to guide the audience, showing them where to look, and his narration helps them see which points to focus on. He describes the progress that a nation is making with the assistance of a long pointer stick; it is quite clear where to look. This reduces confusion. It also helps that many of the two-dimensional scatterplots he uses have unambiguously „good‰ and „bad‰ directions: it is good for a country to move toward a higher GDP and a longer life expectancy (i.e., to go up and to the right), and bad to move in the opposite direction (down and to the left). With RoslingÊs sure hand guiding the watcherÊs gaze, the visualization is very effective. But if a temporal scatterplot were incorporated into a standard spreadsheet, would it be useful for people who were trying to learn about the data? Testing Animated Scatterplots At Microsoft Research, we became curious about whether these techniques could work for people who were not familiar with the data. We reimplemented a GapMinder-like animation as a base case, plotting points at appropriate (x, y) locations and interpolating them smoothly by year. We then considered three alternative static visualizations that contained the same amount of information as the animation. First, of course, we could simply take individual frames (as in Figure 2.4). Even in our earliest sketches, however, we realized this was a bad idea: it was too Punjab Technical University 43 Cartoon Animation Notes difficult to trace the movement of points between frames. The ability to follow the general trajectories of the various countries and to compare them is a critical part of GapMinder; we wanted users to have a notion of continuity, of points moving from one place to another, and the individual frames simply were not helpful. Source: http://research.microsoft.com Figure 2.5: Tracks View in which each Country is Represented as a Series of Dots that become more Opaque Overtime; Years are Connected with Faded Streaks We therefore implemented two additional views, using the same set of countries and the same axes as Figure 2.4, for the years 1975-2000. The first is a tracks view, which shows all the paths overlaid on one another (Figure 2.5). The second is a small multiples view, which draws each path independently on separate axes (Figure 2.6). In the tracks view, we cue time with translucency; in the small multiples view, we instead show time by changing the sizes of the dots. We wanted to understand how well users performed with the animation, as compared with these static representations. Users can set up their own scatterplots at the GapMinder website, but would they be able to learn anything new from their data? We chose 30 different combinations of (x, y) values based on public health and demographic data from the United Nations, and presented users with fairly simple questions such as „In this scatter plot, which country rises the most in GDP?‰ and „In this scatterplot, which continent has the most countries with diminishing marriage rates?‰ We recruited users who were familiar with scatter plots, and who dealt with data in their daily work. Some subjects got to „explore‰ the data, and sat in front of a computer answering questions on their own. Others got a „presentation,‰ in which a narrator showed them the visualization or played the animation. We measured both time and accuracy as they then answered the questions. The studyÊs numerical results are detailed in Robertson et al. (2008). The major conclusions, however, can be stated quite simply: animation is both slower and less accurate at conveying the information than the other modalities. 44 Self-Instructional Material Visualization of Different Views Notes Source: http://research.microsoft.com Figure 2.6: Small Multiples view in which each Country is in its Own Tiny Coordinate System: Dots Grow Larger to Indicate the Progression of Time A Taxonomy of Animations A number of changes might occur in visualization. According to GapMinder, these can be about changes to data; in the example of GTV, the study examines changes to both the data and the view. There are more types of transitions that one might wish to make in visualization, though. The following is a list adapted from one assembled by Heer and Robertson (2007). Each type of transition is independent; it should be possible to change just the one element without changing any of the others. Many of these are applicable to both presentation and exploration of data: Change the View: Pan over or zoom in on a fixed image, such as a map or a large data space. Change the Charting Surface: On a plot, change the axes (e.g., change from linear to log scale). On a map, change from, for example, a Mercator projection to a globe. Filter the Data: Remove data points from the current view following a particular selection criterion. Reorder the Data: Change the order of points (e.g., alphabetize a series of columns). Change the Representation: Change from a bar chart to a pie chart; change the layout of a graph; change the colors of nodes. Change the Data: Move data forward through a time step, modify the data, or change the values portrayed (e.g., a bar chart might change from Profits to Losses). As discussed earlier, moving data through a time step is likely to be more useful for presentations. These six types of transitions can describe most animations that might be made with data visualizations. Process visualizations would have a somewhat different taxonomy, as would scientific visualizations that convey flow (such as air over wings). Punjab Technical University 45 Cartoon Animation Notes Staging Animations with DynaVis Two people exploring a dataset together on a single computer have a fundamental problem: only one of them gets the mouse. While it is perfectly intuitive for one of them to click „filter,‰ the other user might not be able to track what has just happened. This sits at an interesting place between exploration and presentation: one of the major goals of the animation is to enable the second user to follow the leader by knowing what change the leader has just invoked; however, the leader may not know specifically what point he is about to make. Animation is plausibly a way to transition between multiple visualizations, allowing a second person – or an audience – to keep up. For the last several years, we have been experimenting with ways to show transitions of data and representations of well-known charts, such as scatter plots, bar charts, and even pie charts. DynaVis, a framework for animated visualization, was our starting point. A summer internship visit by Jeff Heer, now a professor at Stanford, gave us a chance to work through a long list of possibilities. This discussion is outlined in more detail in his paper (Heer and Robertson 2007). In DynaVis, each bar, dot, or line is represented as an object in 3D space, so we can move smoothly through all the transitions described in the preceding section. Many transformations are fairly clear: to filter a point from a scatterplot, for instance, the point just needs to fade away. There are several cases that are much more interesting to work through, though: those in which the type of representation needs to change, and those in which more than one change needs to happen at a time. When the representation is being changed, we try to follow several basic principles. Do One Thing at a Time Ensure that the visualization does not entail making multiple simultaneous changes. This might mean staging the visualization, to ensure that each successive step is completed before the next one is started. Preserve Valid Mappings At any given time during a step, ensure that the visualization is a meaningful one that represents a mapping from data to visualization. It would be invalid, for example, to rename the bars of a bar chart: the fundamental mapping is that each bar represents one x-axis value. Figure 2.7 shows a first attempt at a transition from bar chart to pie chart. There are some positive aspects to the transition. For example, the bars do not move all at once, so the eye can follow movement fairly easily, and the bars maintain their identities and their values across the animation. While there are some issues with occlusion as the bars fly past each other, they move through a smooth trajectory so that it is reasonable to predict where they will end up. Finally, the animation is well staged: all the wedges are placed before they grow together into a full pie. This visualization has a critical flaw, though. The length of the bar becomes the length of the pie wedge, so longer bars became longer wedges. However, longer bars will ultimately have to become fatter wedges in the final pie chart. That means that bars are becoming both fat and long, or both skinny and short. This, in turn, means that the visualization does not employ a constant rule (such as „number of pixels is proportionate to data value‰). Maintain the Invariant While the previous rule referred to the relationship between data elements and the marks on the display, this rule refers to the relationship of the data values to the visualization. If the data values are not changing, the system should maintain those 46 Self-Instructional Material invariant values throughout the visualization. For example, if each barÊs height is proportionate to the respective data pointÊs value, the bars should remain the same height during the animation. Figure 2.8 illustrates both of these principles in a more successful bar chart to pie chart animation. This chart shows a 1:1 correspondence between the drawn entity – the bar, the curved line, or the pie slice – and the underlying data. This assignment never changes: the bar furthest on the left („A‰) becomes the leftmost pie slice (also „A‰). The invariant is maintained by the lengths of the bars, which remain proportionate to the data values. While we do not illustrate it here, we follow similar principles in changing a bar chart into a line chart: the top-left corner of the bar represents the value, so as the bar shrinks into a line, that data point will remain rooted at the topleft corner of the bar. Visualization of Different Views Notes Figure 2.7: Less Successful Bar Chart to Pie Chart Animation: Long Bars become Long, Fat Wedges on the Pie; Short bars become short, Skinny Wedges; then all Wedges Grow to Full Length Punjab Technical University 47 Cartoon Animation Notes Figure 2.8: Better Bar Chart to Pie Chart Animation: The Lengths of the Bars are Maintained as they are Brought into the Ring; the Ring then Fills to become a Pie Another interesting case brings back the cartoon notion of staging. In GnuTellaVision we were able to recenter in a single motion, but in DynaVis it often makes more sense to break a transformation into two steps. For instance, in each of these examples, we ensure that we change only one thing at a time: 48 Self-Instructional Material To filter a dataset in a bar chart, we first remove bars we will not use, and then close ranks around them. To unfilter, we open space for the bars that will be added, and then grow the bars up. To grow or shrink a bar, such as when data changes, we may need to change the axes. Imagine growing a bar chart from the values (1,2,3,4,5) to (1,2,10,4,5) – the y-axis should certainly grow to accommodate the new value. If we grow the bar first, it will extend off the screen; therefore, we must change the axis before changing the bar. When sorting a selection of bars, sorting them at once could cause all bars to pass through the center at once. This is confusing: it is hard to figure out which bar is which. By staggering the bars slightly, so that they start moving a small amount of time apart, we found that the sort operation was much clearer. Visualization of Different Views Notes Staging is not always appropriate, though. In Heer and RobertsonÊs report on the project (2007), they found that some staged animations are more challenging to follow. In particular, when resizing segments of a donut or pie chart, it was difficult to monitor the changes as the pie turned to accommodate the new sizes. DynaVis attempted to stage this transition by extracting segments to either an external or an internal ring, adjusting their sizes, and then collapsing them back into place. While this made the changes much more visible, it also added a layer of potentially confusing action. Heer and Robertson collected both qualitative results – how much users liked the animations – and quantitative ones – finding out which animations allowed users to answer questions most accurately. They found that users were able to answer questions about changes in values over time more easily with the animations than without; furthermore, the animations that were staged but required only one transition did substantially better than the animations that required many transitions. Even with these caveats, though, it is clear that these sorts of dynamics could potentially help users understand transitions much more easily: compared to a presenter flipping through a series of charts, forcing the audience to reorient after each slide, a DynaVis-like framework might allow users to remain oriented thoughout the presentation. Animation Pipeline The animation pipeline consists of: 1. Pre-production (Designing a character, creating expressions) 2. Production (Animation, Lip movement) 3. Post-production (Lip Synchronization, Sound Editing) Pre-production (Designing a character, creating expressions) A speaking cartoon character can have a lot more influence than a silent one. The speaking cartoon character can make quips, tell jokes and reveal his inner thoughts through speech. You do not have to create composite animations to make a character speak. Oftentimes, you need only create a character whose mouth can open and close to create the illusion of animated speech. Actually, designing a simple character is a good way to learn the basics of animating speech without causing preventable complication and frustration. The Basic Frame of your Character Punjab Technical University 49 Cartoon Animation Create the design of your speaking character with uncomplicated shapes. Draw the head with a small oval and the neck with a vertical line. Create the body with a raised oval shape. Notes Simple details are added to the character Draw the details on the character. Add hair with a curvy line across the top of the head. Draw the eyes of your character with two small ovals and semicircles above each oval. Add the nose with small semicircle below the eyes. Add the mouth with a rounded line below the nose. Create glasses with two large circles over the eyes. Thicken the neck with a parallel line on the left and right side of the neck guideline. Color helps bring your character to life Ink the lines you wish to keep with a black pen. Let the ink dry and rub out the pencil. Color the character using art markers. Use any color scheme you wish. If you are generating a more traditional character design, use beige or brown colors for the skin and yellow, red, brown or black for the hair. A cut out mouth is a simple way to create speaking animation Sketch and color a mouth that is open. Cut this out using an X-ACTO knife. Pace the open mouth over the character to create the illusion of the mouth moving. Also cut out two skin colored circles just a bit bigger than the eyes. These will allow your character to blink or wink while he speaks. 50 Self-Instructional Material Visualization of Different Views Notes A series of pictures with a mouth open then closed will simulate talking Animate your character design by taking pictures with a digital camera. Take a picture of the character's face with the mouth closed. Place the open mouth over the character and take another picture. Place the eyelid pieces on the character and take away the open mouth. This will make sure the character has motion on his face while speaking. Upload the pictures into a program such as iMovie or Movie Magic. Every picture can act as a frame. Use the open mouth frame followed by the closed mouth frame for each consonant in a word. You can reuse the same pictures several times and string them together on the program's time-line to make a sequence of talking animation. Production To create an animation talk, you need to create a lip sync. A lip sync is where a voice is recorded to go over an animation. Lip syncs can be added to 2-D or 3-D animations. To make an animated character talk, you need to be convinced the mouth movements match the words, and the lip sync recording matches the movement. 2-D Animation 1. Draw a character onto the animation paper. 2. Start the lip sync sequence with the first mouth movement. To conclude the mouth movement, look into a mirror and speak the word. Copy that movement. 3. Draw the next frame (page) on the animation paper with the next mouth movement for the word. Keep drawing the mouth movements until the word is finished. 4. Repeat drawing the character to complete the animation lip sync sequence. This may require many frames depending on the word or sentence. 5. Record a voice to speak the character's line for the lip sync sequence. 6. Capture each frame by using a capture machine or scanner. A capture machine takes pictures of each frame and repeatedly downloads them to an animation program to become a movie. This may not be the final animation software you use. Scan each frame if a capture machine is not available. 7. Open the 2-D animation software for the lip sync. 8. Import each frame or the movie into the software. 9. Import the recorded lip sync. 10. Align the voice to the drawn character. This may require several adjustments. 3-D Animation 1. Create a character using a 3-D program. 2. Animate the character's face by adding cameras and influence the mouth for each frame of the lip sync. The camera will record each frame to create the lip sync. Punjab Technical University 51 Cartoon Animation There are 30 frames per second. Insert multiple cameras to take video of various angles of the lip sync. 3. Add handles to manipulate the mouth. Handles are tools in the animation program used to help make a movement to the character. 4. Record a voice to accompany the lip sync for the 3-D character. 5. Render your character. Rendering completes the animation process and makes your animation seamless. Rendering can take hours depending on the duration of the animation. 6. Take your rendered character and import it into an editing program. Import your lip sync and sync the voice to the character. This may need some adjustments. Notes Post Production A fundamental part of most animation is spoken dialogue. The mass of that dialogue must be animated. Lip syncing is a basic and vital skill for most animators that give an extra touch of life to animated characters. With the proper timing and frame rate, well-animated lip syncing offer the viewer a chance to read the lips of some characters – an impressive touch that largely goes unnoticed. Ironically, the things done right in animation often get noticed less than things done wrong. Setting the Stage 1. Assemble all the parts of the character on the stage, but for the mouth, and lock the layer. 2. Insert a new layer above the first and drag the mouth into place. 3. Import the dialogue clip into the Library. 4. Insert a new layer above the prior two. 5. Drag the sound clip from the Library onto the stage in the new layer. 6. Extend the time line to the length of the sound clip. The frames in the sound clip's layer visually display the wave form of the sound, permitting you to see the parts of the clip. 7. Click on the sound's layer in the list to select all of the frames, and open the property window. 8. Set the sound clip's Sync property to "Stream." This will allow you to hear the sound as you scrub the timeline. Basic Lip Syncing 52 Self-Instructional Material 1. Press "Enter" to play the timeline, or scrub the timeline to find the primary syllable of the dialogue. 2. Insert a new key frame one frame ahead of the first syllable. Doing this helps to better align what the viewer sees with what they hear. 3. Swap the current mouth symbol with the one suitable for the syllable. 4. Play or scrub the timeline to decide the next sound or syllable, and insert a new key frame at that location. 5. Swap the previous mouth symbol with the next appropriate symbol. 6. Continue this process to the end of the sound clip. Student Activity Visualization of Different Views Prepare a study note on the visualization of different views. Summary Notes In this unit, we have discussed the difference between presentation and exploration of data. We have also discussed the various layers of a visualization that might be altered, and some principles for making a visualization-safe animation. So now youÊre staring at a visualization youÊre working on, and trying to decide whether to animate it or not. The question that this unit has repeatedly asked is: what function does the animation serve? If it is meant to allow a user to smoothly transition between views, then it is likely to be helpful. On the other hand, if the user is meant to compare the „before‰ to the „after,‰ the animation is less likely to be of use. Users want to understand why a change is happening, and what is changing. If everything on the screen is going to move around, perhaps it would be better to simply switch atomically to a new image; this might spare the user the difficulty of trying to track the differences. Finally, animations mean that it can be more difficult to print out visualizations. Individual frames should be meaningful, so that users can capture and share those images. Animation imposes a burden of complexity on the user, and that complexity should pay off. Keywords Animated Cartoon: An animated cartoon is a short, hand-drawn (or made with computers to look similar to something hand-drawn) film for the cinema, television or computer screen, featuring some kind of story or plot (even if it is a very short one). Animation: Animation is the process of drawing and photographing a character – a person, an animal, or an inanimate object – in successive positions to create lifelike movement. Staging: It is disorienting to have too many things happen at once. If it is possible to change just one thing, do so. On the other hand, sometimes multiple changes need to happen at once; if so, they can be staged. Compatibility: A visualization that will be disrupted by animation will be difficult for users to track. For example, it is not disruptive to add another bar to a bar chart (the whole set can slide over), and it may not be disruptive to add another series to a bar chart. Necessary Motion: In particular, avoid unnecessary motion. This implies that we want to ensure that motion is significant – i.e., we should animate only what changes. In general, the image should always be understandable. Meaningful Motion: The coordinate spaces and types of motion should remain meaningful. This also entails two points discussed earlier: preserve valid mappings and maintain the invariant. Review Questions 1. What do you think about the use of animation for visualization? 2. Discuss the use of Java, Flash, Silverlight and JavaScript in animation and active visualization. 3. Discuss the principles for animating visualizations. Punjab Technical University 53 Cartoon Animation Notes Further Readings Elmqvist, N., P. Dragicevic, and J.D. Fekete, 2008, „Rolling the dice: Multidimensional visual exploration using scatterplot matrix navigation,‰ IEEE Transactions on Visualization and Computer Graphics 14, no. 6: 1141–1148. Erten, C., P.J. Harding, S.G. Kobourov, K. Wampler, and G. Yee, 2003, „GraphAEL: Graph animations with evolving layouts.‰ In Proceedings of the 11th International Symposium on Graph Drawing Springer Verlag. Fisher, Danyel A, 2007, „Hotmap: Looking at geographic attention,‰ IEEE Transactions on Visualization and Computer Graphics 13, no. 6: 1184–1191. Friedrich, C., and P. Eades, 2002, „Graph drawing in motion,‰ Journal of Graph Algorithms and Applications 6, no. 3: 353–370. Heer, Jeffrey, and George G. Robertson, 2007, „Animated transitions in statistical data graphics,‰ IEEE Transactions on Visualization and Computer Graphics 13, no. 6: 1240– 1247. Hundhausen, Christopher D., Sarah A. Douglas, and John T. Stasko, 2002, „A metastudy of algorithm visualization effectiveness,‰ Journal of Visual Languages & Computing. Johnson, Ollie, and Frank Thomas, 1987, The Illusion of Life, New York: Disney Editions. 54 Self-Instructional Material Unit 3 How to Draw Expressions How to Draw Expressions Notes Unit Structure Introduction How to Draw Cartoon Faces? How to Draw Cartoon Emotions and Facial Expressions? Manga Drawing Tutorial Summary Keywords Review Questions Further Readings Learning Objectives At the conclusion of this unit, you will be able to: Learn the tips on how to bring animated characters to life Know how to draw cartoon faces Discuss the elements of expression Know how to draw cartoon emotions and facial expressions Introduction It is a curiosity as to know, How to Draw Expressions in Animation, has found its way into many animation classrooms. And it was really a matter of delighted when the people at Animation World, ask frequently. Appealing characters lie at the heart of animation; and it always struck me that unless you create great characters, it's pointless to put so much energy into making them move. If you are interested in learning more about character design (both cartoony and semi-realistic types), as well as in creating fluid, convincing motion based on fundamentals and more advanced techniques, then give these pages a look. Although the examples given are of 2D animation, the same principles may carry over to 3D. Don't settle for the ordinary. By "tweaking," or pushing, a character's facial expression, you get that extra energy and vitality that can make a memorable moment. Christopher Hart has written and illustrated many successful "how to" cartoon and animation books for Watson-Guptill, in addition to writing for many studios and networks like NBC, Showtime, 20th Century Fox, MGM and others. He is also the author and on-screen host of a popular art instruction CD-ROM series. Hart has worked in animation, comic strips (Blondie), and magazines, including contributing regularly to Mad Magazine. Punjab Technical University 55 Cartoon Animation Notes Source: © Christopher Hart; drawn by Christopher Hart. Figure 3.1: How to Draw Animation by Christopher Hart How to Draw Cartoon Faces? Figure 3.2: A Sample Cartoon Face 56 Self-Instructional Material Have you ever wondered how cartoonists succeed in creating variety of interesting characters with their colors? Be it animation movies, comic books or magazines with cartoon pictures, the talent of the cartoonists breathe life to every single character drawn. Drawing cartoon, especially faces is not an easy task; it encompasses creativity, wit and style. However, amateurs willing to draw cartoon faces can definitely give a try. With practice you will surely refine your drawing skill and achieve perfection. For all the beginners wondering how to draw cartoon faces, following guidelines will be of immense help. How to Draw Expressions Notes Guidelines on How to Draw a Cartoon Drawing cartoon faces become really simpler when you divide the face into basic shapes that comprise it. You can create different types of faces by drawing different geometric shapes like square, circle, oval, triangular etc. Once you are done with the face structure, you can add eyes probably two circles, a nose, mouth and finally hair. Depending upon what expression you want to give to your character, the eyes and mouth structure will vary. Step-by-Step Method 1. First draw an oval shape. Now draw crossed lines across the face so that you can keep all the facial features like eyes, eyebrows, ears, nose and mouth in right proportion to one another. Figure 3.3: Step-by-Step Method of Drawing Cartoon 2. At the uppermost portion of the face, add two curved lines for the eyebrows. You could make it thicker or thinner as per your choice. Below the eyebrows draw two smaller circles for the eyes. Inside these circles make two solid black dots for the eyeballs. Add eyelashes to the upper eyes if you want. 3. Now proceed to other features. Draw a nose below and between the eyes. For nose you can either draw a U shape, an inverted V, a slight curve line with two dots above it or even an L shape. Punjab Technical University 57 Cartoon Animation 4. At the lower portion of the face, draw a mouth. You must draw it keeping in mind the expression you want to add to the face. If you want a smiling face, then make a slight curve and connect it to a broader U shape below it. If a frowning expression is required then make a curve downwards. Make sure for this type of expression the eyebrows should be slanting on the inside, down toward the eyes. 5. Add ears at the sides of the face. Depending upon whether you are drawing the front view or side view of the face, you will add both the ears and just one ear. 6. Cartoon faces are incomplete without hair on their heads. You can experiment with different types of lines like curved, straight, slanted, curly, zig zag, etc. Using different lines draw appropriate hair style for your cartoon face. Have a look at some of the cartoon characterÊs hair style and try to do something similar. 7. Once the hair is done, you can go on to do some shading or coloring. This will make your cartoon face much more eye-catchy. Notes Elements of Expression The key elements of facial expressions are the eyes, eyebrows, and mouth. In furry characters, the ears are also important. Take a look at these examples: Figure 3.4: Depicting Elements of Face Expression 58 Self-Instructional Material It is important to note here that the most changing parts include the shape of the eyes, the angle of the eyebrows, and the mouth. Notice that ears are ÂpinnedÊ, or pointed back, when the character is angry or distressed. Both the upper and lower eyelids affect the shape of the eye, and even the eyebrows have some effect too if they are strongly furrowed, as in the angry expression. A genuinely happy expression should show the effect of the lower eyelid, flattening the shape of the bottom of the eye- fake smiles lack this effect in real life! How to Draw Expressions Notes In cases where the pupil is ÂfloatingÊ, not touching the top or bottom edge of the eye, the character appears surprised. Without raised eyebrows and lowered jaw, the floating pupil just makes a character look deranged. In other words, the combination of all 3 elements is key to conveying the right expression. Focus on the Eye Figure 3.5: Depicting Elements of Eye Expression HereÊs an eye in several poses, depicting some different possibilities for showing emotion. The first shows a little of the bottom eyelid, as well as the top. This expression is relaxed, or just plain normal. The high and slightly arched eyebrow makes the character alert. TheyÊre engaged or interested, and thinking. The second example eye is surprised, or shocked. The eyebrow arches way up, and we see the floating pupil again. The upper eyelid is pulled back, making the eye seem larger. You can change the angle of the eyebrow to add more subtle effects to the expression – angle it up and toward the center of the face for a concerned or unhappy surprise, and angle it down toward the center of the face to show anger. The third eye is definitely not happy. We have the angry, down-angled eyebrow, which touches the eye itself itÊs so low. Making the angle of the eyebrow even sharper, and covering more of the eyeball, will make a more intensely angry expression. Eye 4 is concerned, sad, or fearful. The up-angled eyebrow is pulling at the flesh around the eye, distorting it. The lower eyelid is also making a strong appearance. An even more, angry menacing expression in the next eye as mentioned before, the angle of the eyebrow has intensified the emotion. The addition of the lower eyelid narrowing the eye adds to the effect. The last eye is bored, tired, or otherwise disengaged. Most of the eye is covered by the upper lid, and thereÊs not much action in the eyebrow. Learn by Example My final advice to you, is to study the right models. DonÊt just copy expressions you see in cartoons or manga. Get a mirror, study your own expressions. Watch how the muscles of the face move and bunch. Pay attention to the shape of the eye, and how much of the teeth you see when the mouth is open. Animators often act out the poses and expressions they need to draw, and I think this technique will serve you well. DonÊt be afraid of looking like a goofball! Punjab Technical University 59 Cartoon Animation Here are some examples of facial expressions from my webcomic Good Cheese. Analyze the shape of the eye, angle of the eyebrow, and the mouth. What emotion does it convey? And, can you think of a better way to draw it? Notes Figure 3.6: Cartoons with Facial Expressions To make a cartoon face look great you have to master two things: the basic face and facial expression. The basic face is what you can build on to make more complex faces. Facial expression is what makes your cartoon character memorable. Here is how to use both to draw fantastic cartoon faces. Basic Cartoon Face 1. Draw the basic cartoon face. The basic cartoon face is used to teach the basics of facial expressions. You can dress the face up any way you want and you can use it as a base for more complex characters. To draw a basic cartoon face, draw a circle for the head. 2. Draw two circles for the eyes. 3. Draw a 'U' shape for the nose. 4. Finish with a line for the mouth. Expression 1. 60 Self-Instructional Material Drawing facial expressions has to do with the positions of the eyebrows and the mouth, for the most part. Using the simple cartoon head you created in section one, you can practice drawing different emotions. 2. Anger can be achieved by slanting the eyebrows on the inside, down toward the eyes. Make the mouth curve downwards. How to Draw Expressions Notes 3. Slant the inside tips of the eyebrows, and then tip the outside of the eyebrows down towards the eyes. 4. Draw a surprised face by drawing the eyebrows high on the forehead and the mouth in an 'O' shape. 5. Draw a calm face without eyebrows and a straight line for a mouth. Punjab Technical University 61 Cartoon Animation Notes How to Draw Cartoon Emotions and Facial Expressions? This entry is part 2 of 15 in the series Drawing Faces You can change the expressions on your face without changing your emotions (by acting) but donÊt you wish that drawing facial expressions was just as easy? Well, with practice, you will see that it is just this easy and a LOT of fun to try. Most facial expressions can be easily made by changing the size, shape, and relationship of eyes, nose, and mouth and other parts of the face such as eyelids and eyebrows. If you want to be a cartoonist, an illustrator, an artist or just simply good at drawing, it would be a good idea to start studying peopleÊs faces. Keep a sketchpad with you at all times and when you see peopleÊs faces change in emotion, quickly draw a simple shape (as seen below) to chart out all of the differentt expressions that a personÊs face can make. It would also be a good idea to study your own face in the mirror as you make silly and crazy faces. This is a lot of fun and is a good drawing exercise for beginner artists. You might also find the previous drawing article helpful: How to draw Cartoon Emotions and Expressions in Characters Eyes We began your facial expressions chart below⁄print it out and keep it as reference. Try to draw these faces in your new chart. 62 Self-Instructional Material How to Draw Expressions Notes Facial Expression: Anger … Aggression Facial Expression: Agitation Facial Expression: Angry … Furious … Violent Anger Facial Expression: Calm and Composed … really no emotion at all … maybe a blank stare even Facial Expression: Discouraged, Sad, Disappointed Contd… Punjab Technical University 63 Cartoon Animation Notes Facial Expression: Disdainful, Conceited, Prim & Proper, Judgemental Facial Expression: A little confused and a little Disappointed Facial Expression: Happy, Joyful, Excited possibly Facial Expression: Grumpy, Groggy, Constipated, Angry Facial Expression: Grumpy, Angry, Furious, Impatient, Irritated Facial Expression: Overjoyed, Laughing, Hysterical, Happy 64 Self-Instructional Material Contd… How to Draw Expressions Notes Facial Expression : Overjoyed, Laughing, Hysterical, Happy Facial Expression: Content, Happy, Smiling, Joyful Facial Expression: Surprised, Scared, Frightened Facial Expression: In Wonder, Surprised, Shocked Figure 3.7: How to Draw Cartoon Emotions and Expressions in Character’s Eyes Punjab Technical University 65 Cartoon Animation Notes First... use your pencil to sketch in your drawing... then use the marker to darken the lines you want to keep (if you don't use a marker... press harder and tilt your pencil up more to make a darker pencil line). Once you've done this... erase the lighter pencil lines you no longer need. Cartoon Faces... they can be any shape and size... there aren't many rules to drawing cartoon faces. Just draw them and giggle! Have fun with them! The guide lines are used to help you when your character faces... to the right... to the left... to help you keep the eyes, nose, and mouth in the same general area. Figure 3.8: Drawing Character Faces Take a face... stretch it... pull it! Make it silly! Figure 3.9: Drawing a Sketch of Faces Use your imagination... Look in the mirror and make a face... then try to draw that face. Notice what your eyes... mouth... eyebrows look like. Billy Bear's cousin LOVES to make faces! 66 Self-Instructional Material Here are a few face shapes... How to Draw Expressions Notes Manga Drawing Tutorial Manga consist of comics and print cartoons (sometimes also called komikku), in the Japanese language and conforming to the style developed in Japan in the late 19th century. In their modern form, manga date from shortly after World War II, but they have a long, complex pre-history in earlier Japanese art. Punjab Technical University 67 Cartoon Animation Notes Anime, an abbreviated pronunciation in Japanese of "animation", pronounced [anime] in Japanese, but typically in English is animation originating in Japan. The world outside Japan regards anime as "Japanese animation". While the earliest known Japanese animation dates from 1917 and many original Japanese cartoons were produced in the ensuing decades, the characteristic anime style developed in the 1960s – notably with the work of Osamu Tezuka – and became known outside Japan in the 1980s. Anime, like manga, has a large audience in Japan and recognition throughout the world. Distributors can release anime via television broadcasts, directly to video, or theatrically, as well as online. Both hand-drawn and computer-animated anime exist. It is used in television series, films, video, video games, commercials, and internet-based releases, and represents most, if not all, genres of fiction. How to Draw different Anime Eye Expressions? Different anime eye expressions are listed in this guide... I hope this will help when you're trying to add emotion and expression to your anime drawings. Step 1: Neutral/Normal Expression The neutral eye expression is the most commonly used expression I've seen being drawn in RMD. However, you can change the expression by adding a happy or sad mouth... but hey this guide is about eye expressions. 68 Self-Instructional Material Step 2: Happy/Delighted Expression How to Draw Expressions Notes The happy expression is very simple. A smiling mouth will amplify the happy expression of these eyes. Step 3: Angry Expression The angry expression expresses anger... or it could become a grin if paired with a smiling mouth... Punjab Technical University 69 Cartoon Animation Step 4: Sad/Worried Expression Notes Step 5: Scared Expression The small lines amplify the sadness of the expression... best paired with neutral mouth. 70 Self-Instructional Material Step 6: Crying How to Draw Expressions Notes yea... everyone experiences this emotion... Step 7: Guilty/Scared Expression This becomes guilty expression when paired with a smiling mouth but scared if paired with a semi-open or sad mouth. Punjab Technical University 71 Cartoon Animation Step 8: Shocked Expression Notes Maybe he/she saw a ghost. Best paired with a wide open mouth. Step 9: Furious Expression A very angry expression. Best paired with angry mouth... 72 Self-Instructional Material How to Draw Cartoon Facial Expressions? How to Draw Expressions Showing the CharacterÊs Mood to the Viewer Notes Source: Mar 25, 2009 Alina Bradford How to Draw Anger – Alina Bradford? Comics and cartoons rely on very few words, so the character's expressions must do a lot of talking for them. The best way to covey mood though expression is by figuring out what the face does at certain times and translating that into lines on the paper. Emotions are expressed mainly through the eyebrows and mouth in simple cartoon and comic drawings. It is important to learn these movements before moving on to rendering the eyes, since this can be a more complicated process. In this introduction to facial expressions in comics and cartooning, simple „smiley faces‰ will be used so that the artists can clearly see the changes in facial movement. Simple instructions on the eyes are included. How to Draw Anger and Sadness? Anger is conveyed by drawing the eyebrows in a V-shape low over the eyes. The mouth is often a straight line with the edges drawn downward. This denotes a tight-lipped anger, like the character wants to say something but canÊt find the words. A yelling characterÊs mouth can be drawn open, but the artists should avoid making it look like a complete circle. The upper lip is curved and the bottom lip is a V-shape when yelling. The eyes are squinted, so they are drawn smaller than they would be normally. Sadness is drawn with the same eyebrows as anger, but they are set higher on the face. They are also drawn with more curve so that they are not as severe.The mouth is a down-curved line. The edges of the eyes are usually drawn at a downward angle, as well. How to Draw Surprise? Surprise is drawn much like drawing anger and sadness, but in reverse. Instead of drawing the eyebrows in a V-shape, the eyebrows will be in an A-shape and the lines wonÊt be sharp, they will have a slight curve to them. They are also set higher on the head, making them look raised. The mouth is generally drawn in an O-shape. The eyes follow suit by being wide-open and rounded. Punjab Technical University 73 Cartoon Animation Notes How to Draw Calm and Sleepy? The simplest of faces is the calm face. A calm cartoon face is often drawn without any eyebrows at all. The mouth is just a straight line and the eyes are looking straight ahead without any special rendering. A sleepy face is drawn as a calm face with halfclosed eyelids. When not drawing smiley faces, this technique can seem more complicated, but it really isnÊt. The artist should simply draw your character as usual and tweak the features according to the tips above. Materials to Use Pencil: Use a comfortable pencil. Number two regular pencils are recommended. Paper: 8.5 by 11 inches paper can be used. If this is your first attempt to draw cartoons, prepare a thick sheet of paper that you can use when you make mistakes. You will need to practice before you can draw to perfection. Erasers: You should use clean erasers so as not to dirty your drawing. Body The most difficult part of drawing the body is getting the proportion right. First, the body should be proportioned to the head. Second, the shoulder width, body length, arm length, and leg length should also be proportional. This may take quite some time to learn, but eventually youÊll get it right. Basic Steps 1. Use your imagination in creating cartoons, especially if you are working on funny cartoons for kids. You can start by drawing cartoon characters or animals by simplifying their images to basic designs and shapes. For instance, if you want to draw a head, you can use a circle. In addition, you can use dots for eyes and a small circle for a nose. You can also place another medium-sized circle on the top of the head for the ears. 2. Cartoons are popular for the facial expression of its images. So be imaginative in giving your characters facial expressions. The character should clearly express emotions of happiness, sadness, or worry. The shapes of the eyes, eyebrows, and mouth can be changed to convey the appropriate emotion. 3. Now that the facial expression is finished, you can draw the body of your character. The body should convey dynamism; use different angles to show actions. Avoid stationary figures. 4. Finally, you have to breathe life into your cartoon characters by involving them in activities such as playing ball, diving, or golfing. These actions along with the facial expressions will make your cartoons realistic. 5. To master the art of drawing cartoons, you have to be patient and observant. Study the cartoons of the masters. Practice, practice, and more practice will eventually produce results. Student Activity Prepare a study note on how to draw different facial expressions. 74 Self-Instructional Material Summary Drawing cartoon faces become really simpler when you divide the face into basic shapes that comprise it. You can create different types of faces by drawing different geometric shapes like square, circle, oval, triangular etc. You can change the expressions on your face without changing your emotions (by acting) but donÊt you wish that drawing facial expressions was just as easy? Well, with practice, you will see that it is just this easy and a LOT of fun to try. Most facial expressions can be easily made by changing the size, shape, and relationship of eyes, nose, and mouth and other parts of the face such as eyelids and eyebrows. If you want to be a cartoonist, an illustrator, an artist or just simply good at drawing, it would be a good idea to start studying peopleÊs faces. How to Draw Expressions Notes The key elements of facial expressions are the eyes, eyebrows, and mouth. In furry characters, the ears are also important. Surprise is drawn much like drawing anger and sadness, but in reverse. Instead of drawing the eyebrows in a V-shape, the eyebrows will be in an A-shape and the lines wonÊt be sharp, they will have a slight curve to them. They are also set higher on the head, making them look raised. The mouth is generally drawn in an O-shape. The eyes follow suit by being wide-open and rounded. The simplest of faces is the calm face. A calm cartoon face is often drawn without any eyebrows at all. Keywords Manga: Manga consist of comics and print cartoons (sometimes also called komikku), in the Japanese language and conforming to the style developed in Japan in the late 19th century. In their modern form, manga date from shortly after World War II, but they have a long, complex pre-history in earlier Japanese art. Anime: Anime, an abbreviated pronunciation in Japanese of "animation", pronounced [anime] in Japanese, but typically in English) is animation originating in Japan. The world outside Japan regards anime as "Japanese animation". While the earliest known Japanese animation dates from 1917 and many original Japanese. Elements of Expression: The key elements of facial expressions are the eyes, eyebrows, and mouth. In furry characters, the ears are also important. Surprise: Surprise is drawn much like drawing anger and sadness, but in reverse. Instead of drawing the eyebrows in a V-shape, the eyebrows will be in an A-shape and the lines wonÊt be sharp, they will have a slight curve to them. They are also set higher on the head, making them look raised. The mouth is generally drawn in an O-shape. The eyes follow suit by being wide-open and rounded. Calm and Sleepy: The simplest of faces is the calm face. A calm cartoon face is often drawn without any eyebrows at all. Anger and Sadness: Anger is conveyed by drawing the eyebrows in a V-shape low over the eyes. The mouth is often a straight line with the edges drawn downward. Review Questions 1. How to bring animated characters to life? Explain it. 2. How to draw cartoon faces? 3. Discuss the elements of expression. 4. How to draw cartoon emotions and facial expressions? Punjab Technical University 75 Cartoon Animation Notes Further Readings Elmqvist, N., P. Dragicevic, and J.D. Fekete, 2008, „Rolling the dice: Multidimensional visual exploration using scatterplot matrix navigation,‰ IEEE Transactions on Visualization and Computer Graphics 14, no. 6: 1141–1148. Erten, C., P.J. Harding, S.G. Kobourov, K. Wampler, and G. Yee, 2003, „GraphAEL: Graph animations with evolving layouts,‰ In Proceedings of the 11th International Symposium on Graph Drawing, Springer-Verlag. Fisher, Danyel A, 2007, „Hotmap: Looking at geographic attention,‰ IEEE Transactions on Visualization and Computer Graphics 13, no. 6: 1184–1191. Friedrich, C., and P. Eades, 2002, „Graph drawing in motion,‰ Journal of Graph Algorithms and Applications 6, no. 3: 353–370. 76 Self-Instructional Material Unit 4 How to Achieve Lip Synchronization How to Achieve Lip Synchronization Notes Unit Structure Introduction Lip Synchronization Automatic Lip Synchronization System Mouth Positions Good Facial Animation or Lip Sync Animation Kinds of Cartoons Summary Keywords Review Questions Further Readings Learning Objectives At the conclusion of this unit, you will be able to: Learn the methods for adding topology to pre-existing model to make creating mouth shapes Know about the lip synchronization in music Introduction One of the major problems in character animation is the synchronization of the speech signal and lip movements. If the speech signal is already given, off-line synchronization is necessary by using a time-consuming process called šlip-syncš that is also used in classic cartoon animation. Here, the speech signal is marked with a time-code which is then used to manually determine when a certain expression is needed. The in-betweens are calculated by interpolation. Another possibility to create the lip movements uses an animation system to create the expressions of the character one after the other in several passes. Each pass, like creating the lip movements for the letter a, can be created in real time, i.e. while playing back the speech signal. Several passes are needed to create and fine tune the final animation. With all of these techniques either a high technical effort is needed or they stay a very time consuming task. A technique that facilitates this process would be of great help for the central task of creating convincing animations of computer generated characters, i.e. synchronizing speech signal and speech movements. One possibility is synthesizing the speech signal and creating the lip movements synchronized to the synthesized signal. This approach does not work if a high quality speech signal, spoken by a professional speaker, is needed or if the speech signal is already given as it is in our case. Another approach would be to recognize phonemes, for example in, and create the lip Punjab Technical University 77 Cartoon Animation Notes movements that are appropriate for each phoneme. This approach does not take into account coarticulation effects, i.e. the context of the particular phonemes, and will not work for character animation where the context of a phoneme is important for the expression. Also this approach may not catch any mood or special characteristics that are important for a specific character. In this unit we present an automated technique for creating the lip movements of a computer-generated character from a given speech signal by using a neural net. The net is trained by a set of pre-produced animations. We first discuss the relevant aspects of facial animation and speech. Thereafter, we explain the processing of the speech signal and the network architecture and present some results. This unit covers methods for adding topology to pre-existing model to make creating mouth shapes and expressions feasible. For anyone focusing on animation, having a character to work with is important. In a previous course, we went through the process of building a basic character that we could use to practice our animation. The character is meant to show action and emotion through only the movement of the body. While this is great practice for getting the most out of our character's body movements, at some point we'll probably want to start creating facial expressions and even make our character speak. We'll use a variety of tools in Maya like the Split Polygon Tool and the Insert Edge Loops tool to manually add and remove edges and generally reroute the geometry as needed. We'll also add geometry for the interior of the mouth and reassemble the head with the existing body. Lip Synchronization Lip-sync or lip-synch (short for lip synchronization) is a technical term for matching lip movements with voice and can refer to any of a number of different techniques and processes. In the case of live concert performances, lip-synching is a commonly-used shortcut, but can be considered controversial. In lip synchronization the audio and video are combined in recording in such a way that the sound is perfectly synchronized with the action that produced it; especially synchronizing the movements of a speaker's lips with the sound of his speech. Lip synchronization is the synchronization of audio signals (sometimes with corresponding video signals) so that there is no noticeable lack of simultaneity between them. The term lip sync is an abbreviation of lip synchronization, and describes two similar forms of vocal pantomime. Lip Synchronization in Music Though lip-synching, also called miming, can be used to make it appear as though actors have musical ability (e.g., The Partridge Family) or to misattribute vocals (e.g., Milli Vanilli), it is more often used by recording artists to create a particular effect, to enable them to perform live dance numbers, or to cover for illness or other deficiencies during live performance. Sometimes lip-synching performances are forced by television for short guest appearances, as it requires less time for rehearsals and hugely simplifies the process of sound mixing. Some artists, however, lip-synch as they are not as confident singing live and lip-synching can eliminate the possibility of hitting any bad notes. The practice of lip synching during live performances is frowned on by many who view it as a crutch only used by lesser talents. Because the film track and music track are recorded separately during the creation of a music video, artists usually lip-sync to their songs and often imitate playing musical instruments as well. Artists also sometimes move their lips at a faster speed from the track, to create videos with a slow-motion effect in the final clip, which is widely considered to be complex to achieve. 78 Self-Instructional Material Artists often lip-sync certain portions during strenuous dance numbers in both live and recorded performances, due to lung capacity being needed for physical activity (both at once would require incredibly trained lungs). They may also lip-sync in situations in which their back-up bands and sound systems cannot be accommodated, such as the Macy's Thanksgiving Day Parade which features popular singers lip-synching while riding floats, or to disguise their lacking of singing ability, particularly in live or non-studio environments. Some singers habitually lip-sync during live performance, both concert and televised. Some artists switch between live singing and lip-synching during the performance of a single song. How to Achieve Lip Synchronization Notes Automatic Lip Synchronization System Purpose As the trend toward digitization accelerates, video and audio are increasingly processed separately. This separate processing causes a time delay between video and audio, often affecting program production and broadcasting. NHK has developed an automatic lip synchronization system (TuLIPS) designed to detect people's lip movements and voice utterances; it only requires simple operation to correct this video-audio discrepancy with high precision. Features A number of methods have been proposed for the correction of video-audio delays. One of them superimposes a standard signal on the main video-audio lines, but it cannot be used while the program is being aired. Another problem is that it affects the audio quality. Further, both transmission and reception sides need to be fitted with the device, making the system more complicated. TuLIPS, on the other hand, does not require any standard signals to be superimposed or manual cut-and-try adjustment. It automatically measures and corrects the delays between video and audio solely from their main line signals. As the TuLIPS system measures only 44 mm (1U) in height, it is convenient for use in broadcasting vehicles or field locations. Gestures One of the first things you discover when you enter Second Life is that you can make your avatar dance by typing in the chat bar. Gestures can also make your avatar smile, frown, and otherwise contort his face. So you'd think we'd have the raw material for creating lip sync by using gestures. But...we don't. See, when you type a gesture name into the chat bar, that is sent to the Linden Lab server somewhere across the world. The server sends a message to every user whose avatar is in the vicinity of your avatar telling them that your avatar wants to dance or whatever. Their viewers (and your viewer too) check to see whether they have that particular animation cached nearby. If not, the viewer asks the server to look up the animation in its database and send it to them. When the viewers get the animation they (and you) can finally see you dance. And if the gesture includes sound, you might notice that the sound plays out of sync with the animation if either has to be fetched from the server. So you've probably figured that bouncing bits across the world networks is no way to get fine synchronization between speech and mouth movement. But, well, the pieces are there. It's just a matter of putting them together the right way. Punjab Technical University 79 Cartoon Animation Notes Morphs Avatars are nothing but skin and bones. No, really. An avatar actually does have a skeleton with bones. Virtual bones, anyway. And the bones are covered with skin. Well, triangulated skin anyway, called meshes. Avatars can move their body parts in two ways. They can move their bones, and have the corresponding skin follow along stiffly, or they can stretch and distort their skin. When you change your avatar's appearance you're really stretching its skin and changing the length of its bones. These are adjustments to your avatar's visual parameters. The stretching and contorting uses a 3D construction called morphs. Some morphs change your avatar's appearance and other morphs make him move. The difference between appearance morphs and animation morphs is just a practical one. For animation morphs, you can be sure that every avatar has them set to the same values. So after the animation is done, you can set each morph back to its default value. If you tried using appearance morphs for animation, you wouldn't know where to start of finish for each particular avatar. Yeah, in theory, you could do some relative calculation, but 3D is hard enough already. Now unfortunately for us doing lip sync, most of the morphs that come in the Linden avatar definition file are meant for expressing emotions: surprise, embarrassed, shrug, kiss, bored, repulsed, disdain, tooth smile. And although a tooth smile kind of looks like someone saying "see," it's a stretch. (Yeah, I like puns.) But, it's all we've got. Phonemes So far, we've been just looking. Let's stop and listen for a moment. When we write or type, we use letters, and as we all know, words are made of letters. But when we talk, they're not. The little pieces of a spoken word that take the place of letters are called phonemes. Sometimes there is a one to one correspondence between letters and phonemes. In US English, that's true for V, I think, but not much else. That's why [photi] sounds like "fish." But linguists (that's what they call people who make a living dreaming about photi and [colorless green ideas] while furiously sleeping) make up new alphabets to name phonemes. SH is a phoneme that sounds like "shh." Well, of course it would. And AX is that unstressed "a" sound called a schwa. At least to linguists who work on speech recognition. Most everybody else turns a [little "e" upside down]. Anybody else just get an image of [Dale Jr. in a bad wreck]? Wrong crowd, I guess. Visemes When you say a word starting with the letter "f", it has a distinctive sound, and it has a distinctive appearance: your teeth touch your bottom lip. But when you say the letter "v", it has a different sound, yet it looks just like an "f": your teeth touch your bottom lip. You might have guessed that the photi fans have a name for these things that look alike. Yep, they call them visemes. Something like "visible phonemes" but shorter. When someone is lipreading, they are translating visemes into phonemes. And since several phonemes can share the same look, you can see why lipreading is so difficult. Did he say he's "fairy wed" or "very wet"? Now lip sync, then, is like lipreading in reverse. We need to map phonemes to visemes. Verisimilitude You can consider three types of lip sync. The most elaborate provides accurate mouth shapes and jaw movements (visemes) based on the sound that is spoken (phonemes). If the voice is created synthetically, also known as text-to-speech (TTS), this is pretty 80 Self-Instructional Material straightforward since there is an intermediate representation in most TTS systems between the text and the speech that is the phoneme sequence with timing information. It is a fairly simple task to translate the phonemes to visemes which then get implemented as facial morphs. For live speech, it isn't so easy. Most of the lip sync that you see in movies like Shrek and The Incredibles is hand crafted for accuracy and uses a large set of 3D morphing targets as visemes. How to Achieve Lip Synchronization Notes The audio can be automatically decoded into a phoneme sequence, which is a fairly complicated task, but it can be done using speech recognition technology. I won't be shy about giving a shameless plug for [the IBM ViaVoice Toolkit for Animation], which is my own project. Similitude A simpler form of lip sync just looks at the relative energy of the speech signal and uses a smaller set of visemes to represent the mouth movement. This still requires decoding of the audio stream, but it's easier than phonetic decoding. Tude The crudest form of lip sync just loops a babble animation while the speaker is speaking. That is, it just repeats the same sequence of frames over and over while the character is talking. The visuals are not actually synchronized to the audio; they just start and stop at the same time. This it what you'll find used for anime and a lot of Japanese animated shows on TV because it doesn't really matter which language is used for the sound track. The characters don't have to be reanimated for each language. Lip-sync for SecondLife Unlike gestures, which are sent from the server, lip sync must happen entirely on the client. This is the only way to ensure synchronization. The choice of which of the three forms of lip sync to use depends on the level of reality expected, which in turn depends on the level of reality of the animated characters. For SecondLife, the energy-based lip sync is probably appropriate. We don't need to implement realistic visemes, so the lack of a nice set of usable morphs is not a problem, but...there's another problem. Voice Chat SecondLife has a voice chat feature that lets avatars speak, so we have the audio stream, but unfortunately, we can't get to it. The audio for voice chat never enters the SecondLife viewer. Instead it is processed by a parallel task called SLVoice, written for Linden Lab by Vivox. SLVoice is not currently open source, but Linden Lab has expressed a desire to make it so in the future. Voice Visualization But the viewer does get some information from SLVoice, in the form of Participant Properties Event messages. These messages provide a measure of the speech energy, but it is averaged over several phonemes, so they cannot provide enough detail for energy based lip sync. They are used to generate the green waves above the avatar's head indicating how loud someone is speaking. Oohs and Aahs So we can only generate babble loops with the information provided. Punjab Technical University 81 Cartoon Animation Notes We can use the "Express_Closed_Mouth" morph for silence and the "Express_Open_Mouth" morph for loud sounds. Morphing allows us to blend between the morph targets, so we can get any level of mouth opening by weighting these two targets. The "Express_Open_Mouth" morph is the viseme for the "aah" sound. It turns out that the "Express_Kiss" morph looks similar to the viseme for the "ooh" sound. So we can get a variety of different mouth shapes by blending the three morph. "aah" gives us the vertical dimension and "ooh" gives us horizontal. By using different length loops for "ooh" and "aah", we effectively create a loop whose length is the least common multiple of the two loop lengths. (And you never thought you'd ever hear about least common multiples after high school.) Unfortunately, there is a problem using the "Express_Kiss" morph. It not only purses the lips, it also closes the eyes and lowers the eyebrows. This gives the avatar a nervous appearance if the morph is changed to quickly, and it gives a tired appearance if done too much. So, can we extract just the mouth movement from the Express_Kiss morph and make our own Express_Ooh morph. Why not? When we look at the mesh file definition we note that all of the vertices used in the morphs are indexed to the mesh definition using the vertexIndex field. So we just take those vertices out to the Express_Kiss morph that are also used by Express_Open_Mouth or Express_Closed_Mouth and voila! we have an Express_Ooh morph. We add a visual param to the avatar definition file and there you have it. Because lip sync uses the same visual params as the emotes, we either have to disable emotes during lip sync or blend the two together. As it turns out, morphs are made for blending. So with no extra work, it turns out that the emotes blend just fine with the lip sync morphs. Well, just about. If we use Express_Open_Mouth in a gesture while we're doing lip sync, we get a conflict because both want to set different weights for the same morph. So we really want to have lips sync morphs separate from the emote morphs. So instead of Express_Ooh, we'll call it Lipsync_Ooh and we'll copy Express_Open_Mouth to Lipsync_Aah. We may get a mouth opened to twice its usual maximum, but the maximum was just arbitrary anyway. There's still one catch, though. The base mesh defines a mouth with lips parted, but the default pose uses the Express_Closed_Mouth morph at its full weight. The emotes blend between the Express_... morphs and the Express_Closed_Mouth morph. We could make a Lipsync_Closed_Mouth morph to blend with the Lipsync_Ooh and Lipsync_Aah morphs, but then the default pose would have the mouth closed twice. We could just forget about a separate blending for lip sync, but then the Lipsync_Aah would not open the mouth as much as Express_Open_Mouth because it would be blended with the fully weighted Express_Closed_Mouth. So, we add the negative of the Express_Closed_Mouth to Lipsync_Ooh and Lipsync_Aah to get the same effect as the emotes and then we don't have to blend to a default. Energetic Oohs and Aahs In the future we hope to have access to the audio stream allowing us to compute precise energy values. We can map these to the "aah" morph, while using a babble loop for the "ooh" morph to give us some variety. The "ooh" sounds, created by pursing the lips, have a more bass quality to them than "aah" sounds. This is a reflection of their audio spectral features, called formants. It should be possible to make a simple analysis of the speech spectrum to get a real estimate of when to increase the "ooh" morph amount, rather than just babbling it. 82 Self-Instructional Material This could provide a realism better than simple energy based lip sync, though still below phonetic lip sync. Says Who Right now, the audio streams for all avatars other than your own are combined together. SLVoice tells us when each avatar starts speaking and when he stops speaking, and a little bit about how loud he is speaking, so the information is there, but it doesn't tell us how to untangle the audio. In order to do good quality energy-based lip sync, we would need a way of identifying the audio with the correct avatar. How to Achieve Lip Synchronization Notes How to Babble This section describes the settings that can be made in Second Life for lip sync. Here is a list of settings used for lip sync together with their default values and descriptions. LipSyncEnabled 1 0 disables lip sync and 1 enables the babble loop. In the future there may be options 2 and on for other forms of lip sync. LipSyncOohAahRate 24 (per second) The rate at which the Ooh and Aah sequences are processed. The morph target is updated at this rate, but the rate at which the display gets updated still determines the actual frame rate of the rendering. LipSyncOoh 1247898743223344444443200000 A sequence of digits that represent the amount of mouth puckering. This sequence is repeated while the speaker continues to speak. This drives one of the morphs for the mouth animation loop. A value "0" means no puckering. A value "9" maximizes the puckering morph. The sequence can be of any length. It need not be the same length as LipSyncAah. Setting the sequence to a single character essentially disables the loop, and the amount of puckering is just modulated by the Vivox power measurement. Setting it to just zeros completely disables the ooh morphing. LipSyncAah 257998776531013446642343 A sequence of digits that represent the amount of jaw opening. This sequence is repeated while the speaker continues to speak. This drives one of the morphs for the mouth animation loop. A value "0" means closed. A value "9" maximizes the jaw opening. The sequence can be of any length. It need not be the same length as LipSyncOoh. Setting the sequence to a single character essentially disables the loop, and the amount of jaw opening is just modulated by the Vivox power measurement. Setting it to just zeros completely disables the aah morphing. LipSyncOohPowerTransfer 0012345566778899 The amplitude of the animation loops for ooh and aah is modulated by the power measurements made by the Vivox voice client. This function provides a transfer function for the ooh modulation. The ooh sound is not directly related to the speech power, so this isn't a linear function. The sequence can be of any length. Setting it to a single digit essentially disable the modulation and keeps it at a fixed value. Punjab Technical University 83 Cartoon Animation LipSyncAahPowerTransfer 0000123456789 Notes The amplitude of the animation loops for ooh and aah is modulated by the power measurements made by the Vivox voice client. This function provides a transfer function for the aah modulation. The aah sound is pretty well correlated with the speech power, but to prevent low power noise from making the lips move, we put a few zeros at the start of this sequence. The sequence can be of any length. Setting it to a single digit essentially disable the modulation and keeps it at a fixed value. Tip for machinimators: If you have a close-up shot for which you want accurate lip sync and you're willing to hand tune the lip sync, here's how you can do that. Record the phrase that you want to sync. If you have a tool that gives you phoneme sequence from an audio clip, use that to get the time intervals for each phone. If not, guess. Use that data to define the LipSyncAah parameter for the entire phrase. Include zeros at the end for the duration of the clip so the loop doesn't restart if you talk too long. Set the LipSyncAahPowerTransfer to a single digit that will define your maximum lip sync amplitude. Set LipSyncOohPowerTransfer to a single zero to disable the ooh babble. Then speak without stopping for the duration of the original phrase as you record the video. You can say anything, you're not using this audio, you just want to keep the babble loop going. Finally, combine the recorded audio and video to see how well it matches. Note where you need to adjust the babble loop. After you have the aahs figured out, enable the ooh loop by setting LipSyncOohPowerTransfer to a single digit (probably the max, 9). Then you can set the oohs using the LipSyncOoh parameter to adjust the mouth widths. Advanced tip for machinimators: At the default frame rate, the LipSynchOoh and LipSyncAah fields in the Debug Settings can take about five seconds worth of data. If you want to enter more than that, read on. The limitation is actually just in the entry field. There is no limit internal to the program. Luckily, the details of the UI are defined in XML files. You just have to know where to find them and how to change them. It's getting better all the Time This is the hopefully just the first step of several to implement lip sync in Second Life. It's still not very good, but it's better than nothing. We hope to get real-time energy-based lip-sync if we can get access to the audio streams. After that, we hope to be able to automatically estimate the appropriate amount of ooh morphing to make the mouth movement more realistic. Stay tuned. Lip-sync – Definition One is a form of musical pantomime in which a performer moves his/her lips to the words of a played musical recording, creating the illusion of the performer singing in the recorded singer's voice. The hobby reached its greatest popularity in the 1980s, hitting its peak with the syndicated television game show, Puttin On The Hits. Professional performers sometimes use this method in live performances, especially in dance numbers that require too much exertion to perform as well as sing. It was once common in the Hong Kong music scene. It can also be used fraudulently to misrepresent a musical act with the group, Milli Vanilli being the most notorious. The other is the art of making a character appear to speak in a pre-recorded track of dialogue. The lip sync technique to make an animated character appear to speak involves figuring out the timings of the speech (breakdown) as well as the actual animating of the lips/mouth to match the dialogue track. The earliest examples of lip-sync in animation were attempted by Max Fleischer in his 1926 short My Old 84 Self-Instructional Material Kentucky Home. The technique continues to this day, with animated films and television shows such as Shrek, Lilo & Stitch, and The Simpsons using lip-syncing to make their artificial characters talk. Lip synching is also used in comedies such as This Hour Has 22 Minutes and political satire, changing totally or just partially the original wording. It has been used in conjunction with translation of films from one language to another, for example, Spirited Away. How to Achieve Lip Synchronization Notes An example of a lip synchronization problem is the case in which television video and audio signals are transported via different facilities (e.g., a geosynchronous satellite radio link and a landline) that have significantly differently delay times, respectively. In such cases it is necessary to delay the audio electronically to allow for the difference in propagation times. Lip sync Mouth Animation Have you ever wondered how exactly to animate to dialogue? Making a cartoon character speak can seem like a daunting task. Learning which mouth shapes and mouth positions is crucial to create convincing lip sync animation. The good news is that others have already done the work of figuring out which facial expressions and mouth drawings work best. It can be very easy to do once you have the right information. Mouth Positions Although there are so many different mouth movements and shapes that are possible, they can be simplified into a few specific mouth shapes that work remarkably well! For cartoon characters, the following seven mouth shapes produce great results for lip sync animation: M,B and P (Closed mouth) AH (Open mouth) EEE, or EH CONSONANTS (example: R, D, N, S etc) OH, W TH, L F, V Figure 4.1: Drawing Cartoon Mouth Positions There are certain principles and techniques that can be applied when drawing your characters mouth positions. Cartoon Solutions provides a simple step by step video Punjab Technical University 85 Cartoon Animation tutorial that outlines just how to create the necessary mouth shapes so you can animate your character's lip sync animation. Notes Creating Lip Sync Animation with Character Packs If you want a fast and easy way to get straight to animating dialogue without having to create your own character's mouth movements and facial expressions, Cartoon Solutions provides Character Packs. Character Packs are pre-made cartoon characters, already built and assembled for you. Once you have your Character Pack, you'll see that the characters can be animated using 7 different mouth positions (for both the front and side views), which makes animating to dialogue a simple process. Because there are many animation and design programs, Character Packs are available in the following file formats: Flash, Anime Studio, Photoshop and Toon Boom. 86 Self-Instructional Material Free Lip Sync Animation Training If you have little or no experience animating cartoon dialogue, you'll be glad to know that free animation training is available via free online tutorials, as well as a full Training Courses on Cartoon Solutions website. How to Achieve Lip Synchronization Notes If you are planning on using Flash to animate lip sync animation, then make sure to view the free video tutorial: Animating Dialogue using the "Mouth Comp" system. This method is sure to speed up the time it takes to create dialogue animation! Good Facial Animation or Lip Sync Animation There are four basic stages to good facial animation or lip-sync animation: 1. Foundation 2. Structure 3. Details 4. Polish Whatever type of character animation your are doing; whether it's cartoony animation, realistic animation, or anything in between; you should always follow these basic stages in this order. You can find more detail on this at the Character Animation Community – Animation Salvation. Let's look into these Animation Stages in more detail: Punjab Technical University 87 Cartoon Animation Notes Lip Sync Animation Foundation We lay a solid foundation for our animation by listening to our soundtrack and „getting into character‰. You really need to listen to the soundtrack over and over and over until it is permanently written on your brain. Once you have this on your brain, close your eyes and Imagine your scene in every detail. Really see your character in your mind acting out the dialogue you've been assigned, but imagine it as if it were animated by the BEST animator in the world! (why not, it's YOUR imagination). Next, quickly thumbnail out your scene with very rough stick figures. You're not entering an art competition here, you're just getting down on paper some key poses that you will want your character to hit. Once you've got your animation thumbnailed out on paper, try to imagine it again as you play the soundtrack, and scan your eyes across your thumbnails to see if the animation you saw in your head matches your thumbnails and if your thumbnails match the timing of your soundtrack. I also like to make a note of the rough timing of my key poses. This helps later in the animation workflow. Lip Sync Animation Structure The next stage is the bare structure of our lip sync animation, this is Open/Closed – Wide/Narrow. In other words, we simply animate the mouth open and closed positions, and then we animate the mouth wide and narrow positions. We feel open/closed positions for our lip sync animation by placing our chin on our fist and saying the dialogue at full speed. Next we feel the wide/narrow positions for our lip sync animation by placing our fingers on the corners of our mouth and, again, say the dialogue at full speed. It is essential to say the dialogue at full speed or else we may exaggerate the amount of Open/Closed jaw positions or Wide/Narrow. This will make our lip sync animation look over animated and wrong. Eye Sync Animation Structure This means things like eye directions, blinks, eyebrow animation and facial expressions. This is where we start adding the character to our character animation! Dialogue Although much in animation can be communicated entirely via action – such as the pantomime-based performances of Charlie Chaplin's tramp character of silent picture fame, and Mr Bean, for example – there are times when dialogue is the most efficient means of expressing the desires, needs and thoughts of a character in order to progress the storyline. Dialogue can be as profound as a speech that changes the lives of other characters in the plot, or as mundane as a character muttering to itself in a manner that fleshes out its personality making it more believable to the audience. Voice Characterisation Choosing the right voice is vital. Much of a character and its personality traits can be quickly established by the performance of the actor behind the drawings thereby taking a huge load off the animator. If the real-life actor who is supplying the voice to your drawings understands the part, they can very often make significant contributions to a scene through ad libs and asides that are always 'in character'. 88 Self-Instructional Material If you have given your character something to do during the delivery of their dialogue, you must inform the voice talent. If your character is doing some action that requires effort, for example, that physical strain should be reflected in the delivery of the line. Just as the designs for any ensemble of animated characters should look distinctive, so should their voices. Heavy, lightweight, male, female, husky, smooth or accented voices are some of the dialogue textures that need to be considered when thinking about animated characters. Using professional talent who can tune and time their performance to the animator's requirements usually pays dividends. It is immensely inspiring to animate to a well acted and delivered dialogue. It is interesting that if you ask practicing animators about what they actually do, most will describe themselves as actors whose on-camera performance is realised through their craft. How to Achieve Lip Synchronization Notes Unfortunately drawings, clay puppets and computer meshes don't talk, so when our synthesised characters are required to say something, their dialogue has to be recorded and analysed first before we can begin to animate them speaking. Lip synchronisation or 'lip-sync' is the technique of moving a mouth on an animated character in such a way that it appears to speak in synchronism with the sound track. So how is this done? Track Reading Still in use today is a method of analysing sound frame by frame which dates from the genesis of sound cartoons themselves during the late 1920's. Traditionally, this involved transferring the dialogue tracks for animated films onto sprocketed optical sound film, and later from the 1950s, sprocketed magnetic film. The sprocket holes on this sound film exactly match with those of motion picture film enabling sound and image to be mechanically locked together on editing and sound mixing machines. A 'gang synchroniser' was used to locate individual components of the dialogue track with great precision. This device consists of a large sprocketed wheel over which the magnetic film can be threaded. The sound film is driven by hand back and forth over a magnetic pick-up head until each part of a word can be identified. This process is called 'track reading'. The dialogue track is analysed and the information is charted up onto camera exposure sheets, sometimes called 'dope sheets' or 'camera charts', as a guide for the animator. Dialogue can now be accurately analysed using digital sound tools such as 'SoundEdit16' or 'Audacity' which allows you to 'scrub' back and forth over a graphical depiction of a sound wave. When using a digital tool to do your track-reading, its vital that the frame-rate or tempo is set to 25 fps (frames per second), otherwise your soundtrack may not synchronise with your animation. Note: The timeline of 'Flash' showing a sound waveform, individual frames and the 25 frames per second setting. Dope Sheet Dialogue is charted up in the sound column of the dope sheet. Each dope sheet represents 100 frames of animation or 4 seconds of screen time. Exposure sheets have frame numbers printed down one side making it possible to locate any sound, piece of dialogue, music beat or drawing against a frame number. This means that when the animation is eventually photographed onto motion picture film, it will exactly synchronise with the soundtrack. Punjab Technical University 89 Cartoon Animation Notes Dope sheets and the information charted up on them provide an exact means of communicating the animator's intent to those further down the production chain so that everyone in the studio understands how all the hundreds or thousands of drawings are to come together and how they are to be photographed under the camera. Dope sheets employ a kind of standardised language and symbology which is universally understood by animators around the world. Even computer animators use dope sheets! Get to know and love them. Analysis Dialogue There is an art to analysing dialogue. Sentences are like a continuous river of various sounds with few obvious breaks. More often than not, the end of one word sound flows directly into the next. It is our understanding of the rules of language that gives us the key to unlock the puzzle and to resolve each individual word. English is not a phonetic language and part of the art of good lip-sync is the ability to interpret the sounds (phonetics) you are hearing rather than attempting to animate each letter of a word. For example, the word 'there' consists of five letters yet requires only two mouth shapes to animate, the 'th' sound and the 'air' sound. The word 'I' is a single letter in its written form but also requires two mouth positions, 'Ah' and 'ee'. Accents can also determine which mouth shapes you choose. Its actually easier to chart up dialogue in foreign language even though we can't understand it. The simplest lip-sync involves correctly timing the 'mouth-open' and 'mouth-closed' positions. Think of the way the Muppets are forced to talk. Their lips can't deform to make all of the complex mouth shapes required for true dialogue, but the simple contrast of open and shut makes for effective lip-sync if reasonably timed. More convincing lip-sync requires about 8 to 10 mouths of various shapes. As you work through a dialogue passage, it quickly becomes apparent that the key mouth shapes can be re-cycled in different combinations over and over again so that we could keep our character talking for as long as we like. We can use this to advantage to save ourselves work. If a character's head remains static during a passage of dialogue, we can simply draw a series of mouths onto a separate cell level and place these over a drawing of a face without a mouth. Special care should be taken to design a mouth so that it looks as though it belongs to the character. Retain the same sort of perspective view in the mouth as you have chosen for the face to avoid mouths that look as though they are merely stuck on over the top of the face. Remember too, that the top set of teeth are fixed to the skull and its the bottom teeth and jaw that do the moving. Sometimes the whole head can be treated as the animating 'lip-sync' component. This enables you to have a bottom jaw that actually opens and drops lower and also allows you to work stretch and squash distortions into the entire face. Rarely does any one mouth position have to be on screen for less than two frames. Single frame animating for lip-sync usually looks too busy. In-betweens from one mouth shape to the next are mostly unnecessary in 'limited' animation unless the character speaks particularly slowly. Therefore the mouth can snap directly from one of the recognised key mouth shape positions to the next. Body Language Talking heads can be boring and, without the richness of detail and texture found in real-life faces, animated ones are even more so. Gestures can tell us something about the personality of a particular character and the way it is feeling. Give your character something to do during the dialogue sequence. The use of hand, arm, body gestures and facial expressions, in fact involving the whole body in the delivery of dialogue, makes for something far richer to look at than just watching the mouth itself move. 90 Self-Instructional Material These gestures may wild and extravagant, a jump for joy, large sweeps of the arms, or as small and subtle as the raising of an eyebrow. Pointing, banging the table, a shrug of the shoulders, anything may be useful to emphasise a word in the dialogue or to pick up a sound accent which helps gives the audience a clue as to what the character is feeling and absolutely gives the animated character ownership of the words. The delivery of the dialogue during recording will often dictate where these accents should fall. Mannerisms help establish character too. A scowl, a scratch of the ear, or some uncontrollable twitch or other idiosyncratic behaviour. How to Achieve Lip Synchronization Notes Use quick thumbnail sketches to help you develop the key poses that you believe will best help express the meaning and emotional content of the words and they way they have been delivered. Broadly phrasing the dialogue into sections where a key poses seems appropriate is a good starting point. Some times these visual accents (key poses) might occur just on one word that you want to emphasise. At other times the gesture might flow across an entire sentence. Note: Disney animator, Frank Thomas, uses rough thumbnail sketches to work out key poses for a dialogue sequence for Baloo in Jungle Book. The Animator as Actor Character animators often refer to themselves as actors. All actors must understand what motivates their characters and what kind of emotional context is required for any given scene. More on this later, but suffice to say that you must try and animate from the inside out. That is, to know the inner thoughts and feelings of your character, and to try and express these externally. Tips When charting up 'dope sheets', always use a soft pencil and keep an eraser at hand. You'll be making plenty of mistakes to start with. The best way to begin mapping out a dialogue sequence is to divide the dialogue into its natural phraseology. Draw a whole lot of thumb-nail sketches in various expressive poses and decide which ones best relate to what is being said and which might usefully underpin the way a line of dialogue, or a word, is delivered. Animate gestures and body language first, then, when you are happy with the action test, go back and add in the mouth afterwards. Having arrived at several expressive gestural poses, don't throw this effort away by having them appear on the screen for too short a time. Save yourself work by wringing out as much value from these strategic poses as you can before moving on. Disney rarely stopped anything moving for too long exploiting a technique his studio developed called the 'moving hold' in which the characters almost, but never quite stopped moving when they fell into a pose. Loose appendages come to a stop after the main mass of the character had reached its final position, and before any part of the character stops entirely, other parts begin to move off again. That's great if you have a vast studio to back up the production where each animator had an assistant and an inbetweener to do a lot of the hack work. You are a one person band, so learn the value of the 'hold'. Punjab Technical University 91 Cartoon Animation Notes Unless your character is a particularly loud and overbearing soul, most lip-sync is best underplayed, except for important accents and vowel sounds. This is especially true where a film's style has moved character design closer to realistic human proportions. In this case minimal mouth movement is usually more successful. Much lip-sync animation is spoiled not so much by inaccurate interpretation of the mouth shapes required, but by undue emphasis on the size and mechanics of the mouth. Been there done that to my embarrassment. The audience often watches the eyes, particularly during close-ups, so emphasis and accents and can be initiated here even before the rest of the face and mouth is considered. Speak to me with thine eyes – its a powerful way of getting a character to communicate inner feelings without actually saying anything. Even the act of thinking of words to speak can be expressed in the eyes. See notes on animating eyes. Animated characters need to breath too, especially where indicated on the sound track. Its also a good idea to anticipate dialogue with an open mouth shape that lets the character suck in some air before forming the first word. Style Approaches to lip-sync can be just as varied as the different stylistic approaches to character design – simple, elaborate, restrained, exaggerated – busy with teeth and tongue, or just a plain slit. Every individual animator's approach to lip-sync is different too. In large studios where more than one animator is in charge of the same character, extensive notes and drawings will instruct the team how to work the mouth to keep it looking the same throughout. The way a mouth might work is very often determined by the design of the head in character model sheets. Think of five o'clock shadow on the faces of Homer Simpson or Fred Flintstone and the way this bit of design can pulled off to make the mouth move. Sometimes mouths are simply hidden behind a wiggling mustache. 92 Self-Instructional Material The Simpsons, South Park, Reboot, UPA stuff (Mr McGoo), Charlie Brown (you never see teeth), the distinctive lip-sync of Nick Park's Creature Comforts and Wallace and Gromit (since parodied by one of our graduates, Nick Donkin, in a Yogo commercial) are all based on a stylistic solution than fits their characters' designs. I'm always amused by the Japanese approach to lip-sync. A petite young lady will have a tiny mouth which occupies about .01% of her face, but sometimes it can open up to become a gross 60% when she gets agitated! How to Achieve Lip Synchronization Notes Along with the application of computer technology to nearly every aspect of animated film production, not only 3D but also in tools for 2D animation, has come an increasing effort to automate the process of lip-sync. "Why", software designers and producers are asking, "can't the computer analyse a sound wave form automatically and then determine which mouth shapes to use?" There are lip-sync plug-ins for 3D animation that create a muscle-like structure in the mouth area of a 3D character which can be made to deform according to a predetermined library of shapes or 'morph targets'. The children's animated series, 'Reboot' uses this technique. There are also tools which allow the animator to quickly try out mouth shapes against a piece of dialogue. DubAnimation Well blow me down and shut my mouth! Now there is a piece of software which will do the analysis for you and chart up the phonetic breakdown into an electronic dope sheet. You can throw away that old gang synchroniser. Its called dubAnimation. Look at the way dubAnimation writes up its electronic exposure sheet. Some letters of the cursive writing are extended to indicate the length of that particular phonetic. This is just the way animators used to write up their exposure sheets. What a clever little tool! "Don't have much to say about lipsync. I'm too busy walking Lip-sync Animation: Using an X Sheet Animating dialogue can be a time consuming process, but there are a few simple steps you can take to make it easier and help speed up the process. One of the things you can do is to use a virtual exposure sheet (X sheet) as is used in traditional animation. Doing this with dialogue animation will let you know what word and mouth shape are coming up in the animation and where they can be found in the timeline. Importing Sound Files Import your sound file into Flash by choosing File, Import and then browse to the file you want to use. Make sure that your layers are NOT locked, otherwise your sound will not import. Click on the layer on the timeline where you want the sound to start and then create a keyframe (F7). In the properties box select your sound file from the drop down menu and make sure your sound settings are set to "Stream". This enables you to hear the sound file as you scrub back and forth in the timeline. Punjab Technical University 93 Cartoon Animation Notes After you have made a blank keyframe on your layer in the timeline, the "Sound" option will be available to you in the Property Box. Here, no sound has been selected from the drop down menu yet, and the default setting for the sound is set to "Event". Once the sound file has been imported, it will be available from the "Sound" drop down menu. Make sure to change the sounds' properties from "Event" to "Stream". This will make enable you to scrub through the timeline and hear your audio track as you work. Getting the Text into the Timeline Create a new layer in the timeline above the sound file layer. This layer will act as the X sheet. On this layer you will type in the lines of dialogue as heard in the sound file. This is especially helpful in scenes with lots of dialogue. Press "Play" by hitting the "Enter" or "Return" key to hear the sound file play. This will allow you to hear what words are being spoken. You can also use the Time Slider to scrub back and forth and listen to individual parts of the sound file and hear only certain sections instead of the whole file. In the timeline, find where the first word starts and enter a blank keyframe. Go down to the property box, and in the input field, type the first word. This text will now appear above the sound layer in the timeline, letting you know what word starts at what point in the file. In the Property box, click inside the "Frame Label" box to make it ready for text input. 94 Self-Instructional Material Begin typing in your text and when you are done hit the "Enter" or "Return" key. How to Achieve Lip Synchronization Notes The text will appear in the layer where you have entered a keyframe. It's a good practice to spell out the words how they sound to the ear rather than always using their correct spelling. The reason for doing this is to get you to the right mouth shape quicker. For example, with the word "shop" could be spelled "sh-ahhp". Even though the word is spelled with an "O", the mouth pose for the character should be the "AH" mouth rather than using the "O" mouth. Try to spell the words out as they sound rather than always using their correct spelling. This helps you to know which mouth shape to use. Facial Animation and Speech Presenting a 3D-animated face and a corresponding speech source implies a combination of two information channels. This collaboration of visual and auditory cues signifies to observe certain consequences. Research in psycholinguistics provides a general study of the problems coming up with this situation, leading to the bimodality in speech perception. Regarding the lip-reading capability of the deaf, it is well known that this form of speech perception uses information recoverable from visual movements of the various articulators like lips, tongue and teeth. Moreover it has been discovered that not only hearing impaired people utilize this visual information. Several investigations demonstrate that intelligibility of speech is enhanced by watching the speakerÊs face, especially if acoustic information is distorted by background noise, even for normal hearers. This bimodality of visual and acoustic information shows the necessity of coherence. Experimental results obtained from perceptual studies reveal the need of spatial, temporal and source coherence. Spatial Coherence Concerning speaker localization we can see that vision is dominant on audition. Such a "capture of source" is widely used by ventriloquists, where the audience is much more attracted by the dummy whose facial gestures are more coherent with the speech signal than those of its animator. This demonstrates the capacity of humans to identify coherence in facial gestures and their corresponding acoustic production, which is developed even by four-to-five month old. This capacity is frequently used by listeners in order to improve the intelligibility of a single person in a conversation group, when the well known "cocktail party effect" occurs. Punjab Technical University 95 Cartoon Animation Notes Temporal Coherence Acoustically and optically transmitted information contains inherent synchrony. Experimentally Dixon and Spitz observed that subjects are unable to detect asynchrony between visual and auditory presentation of speech when the acoustic signal was presented less than 130 ms before or 260 ms after the continuous video display of the speakerÊs face. But it was also found that these bounds lower to 75 ms (before) and 190 ms (after) in the case of a punctual event, such as a hammer hitting an anvil. Source Coherence McGurk found that the simultaneous presentation of an acoustic /ba/ and a visual /ga/ makes the listener or viewer perceive a /da/. This effect shows that audio and video must present the same information content. To sum up these psycholinguistics results we get: Vision greatly improves speech intelligibility Concerning speaker localization, vision is dominant on audition Synchrony holds even when the channels are slightly time delayed Vision can bias auditory comprehension, as in the "McGurk effect" Animation Parameters In addition to the outlined psycholinguistic findings we will have to compete with one of the major problems in character animation: what parameters should be used for a particular facial model. Requirements for choosing the parameters are: all necessary movements are covered the parameters are intuitively to handle the animator can overcome the complexity Considering the evaluation of character animation from cartoons, we can get a first impression which basic parameters are necessary to "lip-sync" a character by carrying over to cartoons. Basically, the cartoon designer defines 4-7 keyframes for lip-sync, including three for central "mouth-open" vocalsÊ /a/, /e/, /o/, and one for the group of "mouth-close" consonantÊs /b,m,p. The animator generates the in-betweens by graphic interpolation. Depending on the aspired quality of a character, it is necessary to define additional keyframes for refining the in-betweens. Visemes Another approach to check out the basic animation parameters is to estimate visual similarities between different phonemes. Visually equal mouth positions for different phonemes are collected into classes of visual phonemes. These so called visemes are then used as animation parameters to get keyframes for all possible mouth positions. Fischer classified visemes for English, Owens and Blazek found 21 visemes for "General American". Fukuda and Hiki revealed 13 visemes for Japanese, Alich found 12 visemes for German and Beno.t found 21 visemes for French. Coarticulation Effects But another reminding effect is that speaking is not a process of uttering a sequence of discrete units. A key difficulty associated with connected speech is the effect of coarticulation and plays a great role in the possibilities for subjects to process visual information. A speech signal for any particular word is influenced by the words that 96 Self-Instructional Material go before and after it. Even the signal for a single phoneme is influenced in the same manner by surrounding phonemes. Additionally in context of a sentence intonation and depending on speech speed vocal reduction alter the speech signal. On the other hand coarticulation takes also place in visual movements of the articulators and occurs at least as much in visual as in acoustic speech. For both sources, context distorts the visual and acoustic pattern that would ideally be expected and complicates the production of visual and acoustic cues. How to Achieve Lip Synchronization Notes In cartoons this effect is overcome by individual graphic interpolation of the transitions by the animator. When using visemes as animation parameters, workarounds have to be created, like special transition visemes in certain contexts or tuning the bias of a viseme by a particular context. But visemes remain speaker dependent and complex to handle if someone wants to consider coarticulation effects. Our approach is to use signal processing techniques to extract relevant features from the speech signal and evaluate the mapping to the animation parameters via neural net. Training of the neural net is done with manually created animations. The Face Model The face model that is being used is based on a software environment developed at the Academy of Media Arts in Cologne, Germany. The software consists of several distinct modules for every single step of 3D-character animation. Available steps are sculpturing, modeling and animation. The characters consist mainly of one coherent polygon mesh with normal vectors and texture coordinates attached to itÊs vertices. Eyes and teeth and optional accessories are modelled as separate objects. Motions and facial expressions are achieved by deformations of the polygon surface, i.e. displacing the vertexÊs coordinates while the net-topology is preserved. Individual facial expressions and motions are complex movements of sets of vertices. They are defined by clusters of vertex transformations, where each vertex has itÊs own translation and rotation about a chosen axis. The set of basic expressions and motions is designed by the animator during the modelling phase of the character. By mixing and scaling subsets of these basic motions, complex expressions can be generated. The intensity of each expression can be controlled by setting a parameter value within the range of 0 and 1. For the lip-sync task, the expressions that are important have to be chosen from the list of mouth expressions of the character. As animation parameters we chose the vowels /a/, /i/, /o,u/, the mouth closing consonants /b,m,p/ and /open/. The parameter /open/ accounts for general mouth opening that can not be expressed by the other parameters. The most important parameters are in fact the mouth closing (/b,m,p/) and a clear /a/ and /o,u/. If these parameters are not matched very well the user gets the impression of asynchrony immediately. Processing Speech Data Due to the 25frames/sec refresh rate of the animation system, a speech signal context of 112ms is extracted every 40ms. This context is segmented via a hamming window function in 9 frames computed every 10ms, resulting in segments of 32ms length. Thereafter, these speech segments are analyzed by using a fast fourier (FFT) algorithm. Next, the logarithmically scaled vocal spectrum is summed up in 27 distinctive areas to extract a feature vector of the vocal spectra. This feature vector is then input in the neural network. Network Architecture The resulting feature vector applies to the input and the set of animation parameters determines the output for a neural net. The neural net is a 3-layer feed-forward net Punjab Technical University 97 Cartoon Animation Notes with back-propagation learning rule. It is build of 27 x 9 input neurons to match the extracted feature vector, 18 hidden and 5 output elements to match the 5 animation parameters. The number of hidden units was found by experimentation and extensive testing. We made several test runs with a different number of hidden units, whereas 18 units gave the best results and more units did not improve the result. 15th IMACS World Congress on Scientific Computation, Modelling and Applied Mathematics, Berlin, August 1997. Figure 4.2: Schematic View of Speech Data Processing Discussion/Results For testing the neural net it needs to be trained first. We used a 20 second sound sample which was animated manually using our character animation system. The system allows to output the chosen mouth expressions, i.e. for each animation parameter a value between 0 and 1 will be generated every 40 ms, which can then be 98 Self-Instructional Material used to train the net. Thereafter, we animated a 2 minutes sequence by presenting an unknown speech signal to the net and using the net output as animation parameters. In Figure 4.3 part of the 2 minutes speech signal and the created animation parameters are shown. The labels indicate the corresponding animation parameter for each curve. The spoken text (in german) is written underneath the speech signal. Although the visual impression of the animation is rather convincing it is not perfect and manual correction is necessary. The correction took about 3 hours, which is a short period of time compared to 10 hours that would have been necessary when animating the hole sequence by hand. How to Achieve Lip Synchronization Notes Source: 15th IMACS World Congress on Scientific Computation, Modelling and Applied Mathematics, Berlin, August 1997, 6. Figure 4.3: Animation Parameters and Speech Signal Some animation parameters like the vowel /i/ at the beginning of the sequence or the /u/ in the german word "nur" are correctly set by the net, other words, like "klar", are not represented correctly. There are several sources where these mismatches might stem from. Either the training sequence was not representative, or the speaker did speak in a different manner in the 2 minutes sequence than in the training sequence. An effect that often occurs with non-professional speakers (we achieved better results with professional speakers). The third source of error is the manual animation of the training sequence which has been animated by an professional animator but is not necessarily consistent concerning a spoken text to animation parameter match. We presented a technique that facilitates the process of lip-synchronization for 3D-character animation. We use a neural net that was trained by a short sample sequence. The animation results given by the trained net with an unknown speech sample are not perfect but promising. They need manual correction but do reduce the production time to less than 30% compared to a complete manual approach. A central task for animating computer generated characters is the synchronization of lip movements and speech signal. For real time synchronization high technical effort, which involves a face tracking system or data gloves, is needed to drive the expressions of the character. If the speech signal is already given, off-line synchronization is possible but the animator is left with a time consuming manual process that often needs several passes of fine tuning. In this unit, we present an Punjab Technical University 99 Cartoon Animation Notes automated technique for creating the lip movements of a computer-generated character from a given speech signal by using a neural net. The net is trained by a set of pre-produced animations. Kinds of Cartoons We're sure you already know a lot about cartoons. By the time you get to be four you've probably seen all kinds – Disney, Bugs Bunny, Dora the Explorer.... You get the idea. But did you know that older people regularly use cartoons to tell their side of a story, make a point or a joke, or explain how they feel about something? These other kinds of cartoons are called political cartoons, and with the elections coming up next year, you are going to start seeing more and more of them in newspapers, online, in magazines and in other places. They have been used for hundreds of years to support, or sometimes make fun of, candidates running for office or to see another side to issues like wars, immigration or taxes. To understand what we mean, take a look at this poster that's a political cartoon from the time just after the Civil War. U.S. Grant was running for President of the United States. Grant was the general who led the Union army. Can you tell what the joke is? To make a political cartoon, the cartoonist used a drawing of Grant and added a really creative title. It uses Grant's first two initials – US (just like the US for United States) or the word us – in a unique way. People back in the 1860s had just gone through a horrible war and they wanted peace very badly. Why do you think this is a very good poster for Grant? Would it make you want to vote for him? Finding Political Cartoons for your Project and Reports There's an old saying that "a pictures says more than a thousand words." That was what the artist who put the US Grant political cartoon poster together wanted to do. He had a picture and just a couple of words to use and he wanted to get the most out of it. If he had just said "vote for US Grant" the poster would not have gotten the same kind of attention. So what about using a political cartoon in your writing or project? It's best if you get your parents or teacher to help you locate a nice cartoon for your reports. Here are some places they might search with you: 100 Self-Instructional Material Daryl Cagle's Professional Cartoonist Index: This site includes a section for teachers, which you and your parents can use, too. Cartoons for the Classroom: This site has good ideas for cartoons. You can download them and create your own cartoons. How to Achieve Lip Synchronization Notes Why do you have to be Careful when using Cartoons? 1. Unless you draw your own cartoon, the cartoons you use belong to somebody else. You and your parents or teacher should check to see if you are allowed to use other people's cartoons. Many times older cartoons are free for you to use because they are in what is called the public domain. That means anyone can use them. Sometimes, like on the sites listed above, the cartoons can be used in your classroom. 2. Even though we listed two sites where you can find cartoons, some of the cartoons on these sites may not be for kids your age to use. That's why you need your parents' or teacher's help when you search for cartoons. You don't want to use cartoons you don't understand. 3. Sometimes cartoons make fun of people or ideas. If you see a cartoon that would hurt someone's feelings, don't use it. You can find a better one. Make your own Cartoons One of the best ways to get that just-right cartoon is to create your own. Just think about your topic-maybe it's about the polar bears losing their habitat because it's getting too warm where they live. You might draw a polar bear looking for a new home. Maybe he's holding a sign that says, "Wanted New Home Where It's Nice and Cold." Or maybe your polar bear will have an ice pack on his head, and he'll say in the text bubble, "....." If you are an artist, you can try cartooning on paper or on the computer. But you don't have to be an artist to make your own cartoons. With software like Comic Life, you can easily design your own cartoons by using photographs and text bubbles. It's great fun and so easy to use. Start Like Japanese Anime Anime began at the start of the 20th century, when Japanese filmmakers experimented with the animation techniques also pioneered in France, Germany, the United States, and Russia. The oldest known anime in existence first screened in 1917 – a two-minute clip of a samurai trying to test a new sword on his target, only to suffer defeat. Early pioneers included Shimokawa Oten, Jun'ichi Kouchi, and Seitarō Kitayama. By the 1930s animation became an alternative format of storytelling to the live-action industry in Japan. But it suffered competition from foreign producers and many animators, such as Noburō Ōfuji and Yasuji Murata still worked in cheaper cutout not cel animation, although with masterful results. Other creators, such as Kenzō Masaoka and Mitsuyo Seo, nonetheless made great strides in animation technique, especially with increasing help from a government using animation in education and propaganda. The first talkie anime was Chikara to Onna no Yo no Naka, produced by Masaoka in 1933. The first feature length animated film was Momotaro's Divine Sea Warriors directed by Seo in 1945 with sponsorship by the Imperial Japanese Navy. The success of The Walt Disney Company's 1937 feature film Snow White and the Seven Dwarfs influenced Japanese animators. In the 1960s, manga artist and animator Osamu Tezuka adapted and simplified many Disney animation-techniques to reduce costs and to limit the number of frames in productions. He intended this as a Punjab Technical University 101 Cartoon Animation Notes temporary measure to allow him to produce material on a tight schedule with inexperienced animation-staff. The 1970s saw a surge of growth in the popularity of manga – many of them later animated. The work of Osamu Tezuka drew particular attention: he has been called a "legend" and the "god of manga". His work – and that of other pioneers in the field – inspired characteristics and genres that remain fundamental elements of anime today. The giant robot genre (known as "Mecha" outside Japan), for instance, took shape under Tezuka, developed into the Super Robot genre under Go Nagai and others, and was revolutionized at the end of the decade by Yoshiyuki Tomino who developed the Real Robot genre. Robot anime like the Gundam and The Super Dimension Fortress Macross series became instant classics in the 1980s, and the robot genre of anime is still one of the most common in Japan and worldwide today. In the 1980s, anime became more accepted in the mainstream in Japan (although less than manga), and experienced a boom in production. Following a few successful adaptations of anime in overseas markets in the 1980s, anime gained increased acceptance in those markets in the 1990s and even more at the turn of the 21st century. In Japan, the term anime does not specify an animation's nation of origin or style; instead, it serves as a blanket term to refer to all forms of animation from around the world. English-language dictionaries define anime as "a Japanese style of motion-picture animation" or as "a style of animation developed in Japan". Non-Japanese works that borrow stylization from anime are commonly referred to as "anime-influenced animation" but it is not unusual for a viewer who does not know the country of origin of such material to refer to it as simply "anime". Some works result from co-productions with non-Japanese companies, such as most of the traditionally animated Rankin/Bass works, the Cartoon Network and Production I.G series IGPX or Ōban Star-Racers; different viewers may or may not consider these anime. In the UK, many video shops will classify all adult-oriented animated videos in the "Anime" section for convenience, regardless of whether they show any stylistic similarities to Japanese animation. No evidence suggests that this has led to any change in the use of the word. In English, anime, when used as a common noun, normally functions as a mass noun (for example: "Do you watch anime?", "How much anime have you collected?"). However, in casual usage the word also appears as a count noun. Anime can also be used as a suppletive adjective or classifier noun ("The anime Guyver is different from the movie Guyver"). Synonyms English-speakers occasionally refer to anime as "Japanimation", but this term has fallen into disuse. "Japanimation" saw the most usage during the 1970s and 1980s, but the term "anime" supplanted it in the mid-1990s as the material became more widely known in English-speaking countries. In general, the term now only appears in nostalgic contexts. Since "anime" does not identify the country of origin in Japanese usage, "Japanimation" is used to distinguish Japanese work from that of the rest of the world. In Japan, "manga" can refer to both animation and comics. Among English speakers, "manga" has the stricter meaning of "Japanese comics", in parallel to the usage of "anime" in and outside of Japan. The term "ani-manga" is used to describe comics produced from animation cels. 102 Self-Instructional Material Visual Characteristics How to Achieve Lip Synchronization An example of the wide range of drawing styles anime can adopt Notes Many commentators refer to anime as an art form. As a visual medium, it can emphasize visual styles. The styles can vary from artist to artist or from studio to studio. Some titles make extensive use of common stylization: FLCL, for example, has a reputation for wild, exaggerated stylization. Other titles use different methods. Only Yesterday or Jin-Roh take much more realistic approaches, featuring few stylistic exaggerations; Pokémon uses drawings which specifically do not distinguish the nationality of characters. While different titles and different artists have their own artistic styles, many stylistic elements have become so common that people[who?] describe them as definitive of anime in general. However, this does not mean that all modern anime share one strict, common art-style. Many anime have a very different art style from what would commonly be called "anime style", yet fans still use the word "anime" to refer to these titles. Generally, the most common form of anime drawings include "exaggerated physical features such as large eyes, big hair and elongated limbs... and dramatically shaped speech bubbles, speed lines and onomatopoeic, exclamatory typography." The influences of Japanese calligraphy and Japanese painting also characterize linear qualities of the anime style. The round ink brush traditionally used for writing kanji and for painting, produces a stroke of widely varying thickness. Anime also tends to borrow many elements from manga, including text in the background and panel layouts. For example, an opening may employ manga panels to tell the story, or to dramatize a point for humorous effect. Punjab Technical University 103 Cartoon Animation Character Design Proportions Notes Body proportions emulated in anime come from proportions of the human body. The height of the head is considered by the artist as the base unit of proportion. Head heights can vary as long as the remainder of the body remains proportional. Most anime characters are about seven to eight heads tall, and extreme heights are set around nine heads tall. Variations to proportion can be modded by the artist. Super-deformed characters feature a non-proportionally small body compared to the head. Sometimes specific body parts, like legs, are shortened or elongated for added emphasis. Most super deformed characters are two to four heads tall. Some anime works like Crayon Shin-chan completely disregard these proportions, such that they resemble Western cartoons. For exaggeration, certain body features are increased in proportion. Eye Styles Many anime and manga characters feature large eyes. Osamu Tezuka, who is believed to have been the first to use this technique, was inspired by the exaggerated features of American cartoon characters such as Betty Boop, Mickey Mouse, and Disney's Bambi. Tezuka found that large eyes style allowed his characters to show emotions distinctly. When Tezuka began drawing Ribbon no Kishi, the first manga specifically targeted at young girls, Tezuka further exaggerated the size of the characters' eyes. Indeed, through Ribbon no Kishi, Tezuka set a stylistic template that later shōjo artists tended to follow. Coloring is added to give eyes, particularly to the cornea, some depth. The depth is accomplished by applying variable color shading. Generally, a mixture of a light shade, the tone color, and a dark shade is used. Cultural anthropologist Matt Thorn argues that Japanese animators and audiences do not perceive such stylized eyes as inherently more or less foreign. However, not all anime have large eyes. For example, some of the work of Hayao Miyazaki and Toshiro Kawamoto are known for having realistically proportioned eyes, as well as realistic hair colors on their characters. In addition many other productions also have been known to use smaller eyes. This design tends to have more resemblance to traditional Japanese art.[original research?] Some characters have even smaller eyes, where simple black dots are used. However, many western audiences associate anime with large detailed eyes. Facial Expressions Anime characters may employ wide variety of facial expressions to denote moods and thoughts. These techniques are often different in form than their counterparts in western animation. There are a number of other stylistic elements that are common to conventional anime as well but more often used in comedies. Characters that are shocked or surprised will perform a "face fault", in which they display an extremely exaggerated expression. Angry characters may exhibit a "vein" or "stress mark" effect, where lines representing bulging veins will appear on their forehead. Angry women will sometimes summon a mallet from nowhere and strike another character with it, mainly for the sake of slapstick comedy. Male characters will develop a bloody nose around their female love interests (typically to indicate arousal, which is a play on an old wives' tale). Embarrassed or stressed characters either produce a massive sweat-drop (which has become one of the most widely recognized motifs of conventional anime) or produce 104 Self-Instructional Material a visibly red blush or set of parallel (sometimes squiggly) lines beneath the eyes, especially as a manifestation of repressed romantic feelings. Characters who want to childishly taunt someone may pull an akanbe face (by pulling an eyelid down with a finger to expose the red underside). How to Achieve Lip Synchronization Notes Animation Technique Like all animation, the production processes of storyboarding, voice acting, character design, cel production and so on still apply. With improvements in computer technology, computer animation increased the efficiency of the whole production process. Anime is often considered a form of limited animation. That means that stylistically, even in bigger productions the conventions of limited animation are used to fool the eye into thinking there is more movement than there is. Many of the techniques used are comprised with cost-cutting measures while working under a set budget. Anime scenes place emphasis on achieving three-dimensional views. Backgrounds depict the scenes' atmosphere. For example, anime often puts emphasis on changing seasons, as can be seen in numerous anime, such as Tenchi Muyo!. Sometimes actual settings have been duplicated into an anime. The backgrounds for the Melancholy of Haruhi Suzumiya are based on various locations within the suburb of Nishinomiya, Hyogo, Japan. Camera angles, camera movement, and lighting play an important role in scenes. Directors often have the discretion of determining viewing angles for scenes, particularly regarding backgrounds. In addition, camera angles show perspective. Directors can also choose camera effects within cinematography, such as panning, zooming, facial closeup, and panoramic. The large majority of anime uses traditional animation, which better allows for division of labor, pose to pose approach and checking of drawings before they are shot – practices favoured by the anime industry. Other mediums are mostly limited to independently-made short films, examples of which are the silhouette and other cutout animation of Noburō Ōfuji, the stop motion puppet animation of Tadahito Mochinaga, Kihachirō Kawamoto and Tomoyasu Murata and the computer animation of Satoshi Tomioka (most famously Usavich). While anime had entered markets beyond Japan in the 1960s, it grew as a major cultural export during its market expansion during the 1980s and 1990s. The anime market for the United States alone is "worth approximately $4.35 billion, according to the Japan External Trade Organization". Anime has also had commercial success in Asia, Europe and Latin America, where anime has become more mainstream than in the United States. For example, the Saint Seiya video game was released in Europe due to the popularity of the show even years after the series has been off-air. Anime distribution companies handled the licensing and distribution of anime outside Japan. Licensed anime is modified by distributors through dubbing into the language of the country and adding language subtitles to the Japanese language track. Using a similar global distribution pattern as Hollywood, the world is divided into five regions. Some editing of cultural references may occur to better follow the references of the non-Japanese culture. Certain companies may remove any objectionable content, complying with domestic law. This editing process was far more prevalent in the past (e.g. Voltron), but its use has declined because of the demand for anime in its original form. This "light touch" approach to localization has favored viewers formerly unfamiliar with anime. The use of such methods is evident by the success of Naruto and Cartoon Network's Adult Swim programming block, both of which employ minor edits.Robotech and Star Blazers were the earliest attempts to present anime (albeit still modified) to North American television audiences without harsh censoring for violence and mature themes. Punjab Technical University 105 Cartoon Animation Notes With the advent of DVD, it became possible to include multiple language tracks into a simple product. This was not the case with VHS cassette, in which separate VHS media were used and with each VHS cassette priced the same as a single DVD. The "light touch" approach also applies to DVD releases as they often include both the dubbed audio and the original Japanese audio with subtitles, typically unedited. Anime edited for television is usually released on DVD "uncut", with all scenes intact. TV networks regularly broadcast anime programming. In Japan, major national TV networks, such as TV Tokyo broadcast anime regularly. Smaller regional stations broadcast anime under the UHF. In the United States, cable TV channels such as Cartoon Network, Disney, Syfy, and others dedicate some of their timeslots to anime. Some, such as the Anime Network and the FUNimation Channel, specifically show anime. Sony-based Animax and Disney's Jetix channel broadcast anime within many countries in the world. AnimeCentral solely broadcasts anime in the UK. Although it violates copyright laws in many countries, some fans add subtitles to anime on their own. These are distributed as fansubs. The ethical implications of producing, distributing, or watching fansubs are topics of much controversy even when fansub groups do not profit from their activities. Once the series has been licensed outside of Japan, fansub groups often cease distribution of their work. In one case, Media Factory Incorporated requested that no fansubs of their material be made, which was respected by the fansub community. In another instance, Bandai specifically thanked fansubbers for their role in helping to make The Melancholy of Haruhi Suzumiya popular in the English speaking world. The Internet has played a significant role in the exposure of anime beyond Japan. Prior to the 1990s, anime had limited exposure beyond Japan's borders. Coincidentally, as the popularity of the Internet grew, so did interest in anime. Much of the fandom of anime grew through the Internet. The combination of internet communities and increasing amounts of anime material, from video to images, helped spur the growth of fandom. As the Internet gained more widespread use, Internet advertising revenues grew from 1.6 billion yen to over 180 billion yen between 1995 and 2005. Influence on World Culture Anime has become commercially profitable in western countries, as early commercially successful western adaptations of anime, such as Astro Boy, have revealed. The phenomenal success of Nintendo's multi-billion dollar Pokémon franchise was helped greatly by the spin-off anime series that, first broadcast in the late 1990s, is still running worldwide to this day. In doing so, anime has made significant impacts upon Western culture. Since the 19th century, many Westerners have expressed a particular interest towards Japan. Anime dramatically exposed more Westerners to the culture of Japan. Aside from anime, other facets of Japanese culture increased in popularity. Worldwide, the number of people studying Japanese increased. In 1984, the Japanese Language Proficiency Test was devised to meet increasing demand. Anime-influenced animation refers to non-Japanese works of animation that emulate the visual style of anime. Most of these works are created by studios in the United States, Europe, and non-Japanese Asia; and they generally incorporate stylizations, methods, and gags described in anime physics, as in the case of Avatar: The Last Airbender. Often, production crews either are fans of anime or are required to view anime. Some creators cite anime as a source of inspiration with their own series. Furthermore, a French production team for Ōban Star-Racers moved to Tokyo to collaborate with a Japanese production team from Hal Film Maker, Critics and the general anime fanbase do not consider them as anime. Some American animated television-series have singled out anime styling with satirical intent, for example South Park (with "Chinpokomon" and with "Good Times 106 Self-Instructional Material with Weapons"). South Park has a notable drawing style, itself parodied in "Brittle Bullet", the fifth episode of the anime FLCL, released several months after "Chinpokomon" aired. This intent on satirizing anime is the springboard for the basic premise of Kappa Mikey, a Nicktoons Network original cartoon. Even clichés normally found in anime are parodied in some series, such as Perfect Hair Forever. Anime conventions began to appear in the early 1990s, during the Anime boom, starting with Anime Expo, Animethon, Otakon, and JACON. Currently anime conventions are held annually in various cities across the Americas, Asia, and Europe. Many attendees participate in cosplay, where they dress up as anime characters. Also, guests from Japan ranging from artists, directors, and music groups are invited. In addition to anime conventions, anime clubs have become prevalent in colleges, high schools, and community centers as a way to publicly exhibit anime as well as broadening Japanese cultural understanding. How to Achieve Lip Synchronization Notes Anime and American Audiences The Japanese term otaku is used in America as a term for anime fans, more particularly the obsessive ones. The negative connotations associated with the word in Japan have disappeared in its American context, where it instead connotes the pride of the fans. Only in the recent decade or so has there been a more casual viewership outside the devoted otaku fan base, which can be attributed highly to technological advances. Also, shows like Pokémon and Dragon Ball Z provided a pivotal introduction of anime's conventions, animation methods, and Shinto influences to many American children. Ancient Japanese myths – often deriving from the animistic nature worship of Shinto – have influenced anime greatly, but most American audiences not accustomed to anime know very little of these foreign texts and customs. For example, an average American viewing the live-action TV show Hercules will be no stranger to the Greek myths and legends it is based on, while the same person watching the show Tenchi Muyo! might not understand that the pleated ropes wrapped around the "space trees" are influenced by the ancient legend of Amaterasu and Susano. Cartoon Facial Expressions Every cartoon character requires an accurate depiction of cartoon expressions to portray what its feeling is. This is easier said than done as achieving this requires a strong balance between all the features on the character's face. Read on, to learn more about cartoon facial expressions. Punjab Technical University 107 Cartoon Animation Notes Master Animation For any aspiring cartoonist, the cartoon expressions are the most important part of the drawings. Without the cartoon facial expressions it would be impossible to conjure up various scenes and moods, as the rest of the body is just a replica of the original blueprint with a few changes in the movements. To transfer the cartoon facial expressions on to paper is the hardest part, and this is where the cartoonist earns his money. The main change while drawing different cartoon expressions has to come in the eyes of the character. The changes in the eyebrows and the mouth are of secondary importance, and without a visible difference in the eyes, all cartoon facial expressions will look the same. Whether it is a look of happiness, sadness, anger or perplexity, a simple change in the eyes will complete the cartoon expressions. For a cartoonist or an artist, learning how to draw cartoon faces can be achieved very simply by changing the shape, the size and the relationship of the various features on the face. Eyes The eyes are simply the most expressive part of funny cartoon faces, and almost every emotion can be replicated through the proper illustration of a set of eyes. Even without drawing the rest of the face, the eyes can give an accurate depiction of different cartoon expressions. By changing the shape and the angle of the eyebrows this look can be completed, and adding the rest of the face and the body is a mere formality. The bigness or the smallness of the eyeballs will also play an important part, and thus, it should not be overlooked. To get better ideas about the ways eyes should be drawn for simple cartoon expressions, you must look at an actual persons eyes when they are displaying the emotions that you wish to capture. Soon, you will start drawing these cartoon expressions on your own, as their memory will get stored in your mind. Practice this many times in order to achieve perfection, and for this purpose you must carry a small sketching pad with you at all times. Whenever you notice the shape and size of the eyes for a particular emotion, you must attempt to draw it in your pad. You can only teach yourself how to draw cartoon expressions accurately by practicing the many looks and emotions as soon as you notice them. Read some more cartoon drawing tips. Funny Cartoon Expressions When you are looking to draw various emotions, you have to add a slightly amusing side to the look. The twist of the mouth and the angle of the eyebrows should not only accurately depict the look you wish to portray, but it should also be funny at the same time. Needless to say, one needs a natural flair for drawing such emotions, and this is something that can be further improved with a lot of practice. Here are some examples of what you can do, in order, to illustrate some particular emotions on the face of your drawn characters. 108 Self-Instructional Material Anger, this emotion is portrayed by drawing the eyebrows in a distinct V-shape falling over the eyes. The mouth can be presented in a straight shape, with their edges pointing downwards slightly. If the artist wishes to portray the character as yelling, then the mouth must be drawn wide open. The eyes will be squinted in such an image, so they must be drawn smaller than normal. A feeling of sadness can also be depicted by keeping the eyebrows in the same V-shape, but placing them higher up on the face. Adding more curve to them and pointing them downwards, completes the cartoon expressions of sadness. Even the eyes are drawn with a slightly droopy angle. A look of surprise would require the eyebrows to be in the exact opposite manner to that of sadness, that is, they should be in an A-shape. The mouth and the eyes must be rounded to add further credence to the look, and the eyebrows should also carry a curved shape with them. How to Achieve Lip Synchronization Notes Student Activity Prepare a study note on the importance of lip synchronization in cartoon animation. Summary Lip synchronization or lip sync is a technical term for matching lip movements with voice. Lip sync audio recording service is mainly used for animation, cartoons, commercial video dubbing and music video production. Differing to standart voice over, lip sync recording requires separate recording sessions for each actor and each word of the script is recorded separately till fitting the actual video speech lip movements. Lip sync creates more realistic sence of character talk and is also preferred in advertising to target specific video commercials to specific countries or language groups, covering the original language in order to create exclusivity of the commercial message. In animation or cartoons, the original audio speach is lip synchronized and when localizing cartoons in foreign languages, lip sync has no alternative. Lip sync is highly difficult, time and effort consuming and responsible process as it targets direct sales when used in commercials, addresses kids in cartoons and affects the overall impression of the video content. A central task for animating computer generated characters is the synchronization of lip movements and speech signal. For real time synchronization high technical effort, which involves a face tracking system or data gloves, is needed to drive the expressions of the character. If the speech signal is already given, off-line synchronization is possible but the animator is left with a time consuming manual process that often needs several passes of fine tuning. In this unit, we have presented an automated technique for creating the lip movements of a computer-generated character from a given speech signal by using a neural net. The net is trained by a set of pre-produced animations. Keywords Cartoon Solutions: Cartoon Solutions provide a simple step by step video tutorial that outlines just how to create the necessary mouth shapes so you can animate your character's lip sync animation. Lip Synchronization: In lip synchronization the audio and video are combined in recording in such a way that the sound is perfectly synchronized with the action that produced it; especially synchronizing the movements of a speaker's lips with the sound of his speech. Review Questions 1. What do you know about the methods for adding topology to pre-existing model to make creating mouth shapes? 2. What are your views on lip synchronization in music? Punjab Technical University 109 Cartoon Animation Notes Further Readings Elmqvist, N., P. Dragicevic, and J.D. Fekete, 2008, „Rolling the dice: Multidimensional visual exploration using scatterplot matrix navigation,‰ IEEE Transactions on Visualization and Computer Graphics 14, no. 6: 1141–1148. Erten, C., P. J. Harding, S.G. Kobourov, K. Wampler, and G. Yee, 2003, „GraphAEL: Graph animations with evolving layouts,‰ In Proceedings of the 11th International Symposium on Graph Drawing, Springer Verlag. Fisher, Danyel A, 2007, „Hotmap: Looking at geographic attention,‰ IEEE Transactions on Visualization and Computer Graphics 13, no. 6: 1184–1191. Friedrich, C., and P. Eades, 2002, „Graph drawing in motion,‰ Journal of Graph Algorithms and Applications 6, no. 3: 353–370. 110 Self-Instructional Material