KOMPONEN MULTIMEDIA

51
KOMPONEN MULTIMEDIA [email protected]

description

KOMPONEN MULTIMEDIA . [email protected]. Multimedia Building Blocks . Komponen aplikasi multimedia terdiri dari : Graphics Text Video Sound Animasi . Graphics . - PowerPoint PPT Presentation

Transcript of KOMPONEN MULTIMEDIA

Page 1: KOMPONEN MULTIMEDIA

KOMPONEN MULTIMEDIA

yoppysazakigmailcom

Multimedia Building Blocks

Komponen aplikasi multimedia terdiri dari 1 Graphics 2 Text 3 Video 4 Sound 5 Animasi

Graphics 1 Komponen grafis merupakan unsur yang mendominasi sebuah

presentasi multimedia rarr ldquoa picture is worth a thousand wordsrdquo 2 Kegunaan grafis dalam aplikasi multimedia

a Sebagai ilustrasi untuk menjelaskan kosep-konsep b Chart rarr untuk ilustrasi dan meringkas data-data numerik c Warna bakground dan icon untuk menyediakan keseragaman dan

keberlanjutan dalam aplikasi d Integrasi dari text photo dan grafik untuk mengekspresikan konsep

informasi atau suasana hati e Menunjukkan image dan budaya perusahaan f Simulasi dari lingkungan yang ada g Menjelaskan proses h Menjelaskan struktur organisasi i Ilustrasi dari lokasi

3 Jenis-jenis graphics a Backgrounds b Photos c Grafik 3-dimensi d Charts (graphs) e Flow chart f Organizational charts g Buttons

Alur manipulasi graphics dalam pengembangan aplikasi multimedia

Backgrounds bull Merupakan tema dari aplikasi yang dibuat bull Juga menunjukkan kompleksitas produksi khususnya dalam

penggunaan grafik 3-dimensi bull Pemilihan disain background bergantung pada

ndash Tema aplikasi ndash Kapasitas resolusi warna proyektor atau monito yang digunakan untuk

menampilkan aplikasi ndash Kapasitas media penyimpan yang digunakan dalam distribusi ndash Jumlah text yang akan ditempatkan di depan background contoh

Jika banyak text yang harus ditampilkan rarr background harus sederhana agar text dapat terbaca dengan jelas

Jika aplikasi akan ditampilkan di internet maka semakin banyak graphics akan memperlambat waktu download

Parameter dalam pemilihan gambar digital

a Bit color resolutionb Device output resolution c Screen resolutiond Image resolution

Bit color resolution

bull Merupakan ukuran jumlah bit yang disimpan per pixel yang menunjukkan jumlah warna yang dapat ditampilkan dalam waktu bersamaan di layar

bull Ukuran yang ada ndash 1 bit (1 color 1 black) ndash 2 bit (4 colors) ndash 4 bit (16 colors) ndash 8 bit (256 colors) ndash 16 bit (65536 colors) rarr hi-color ndash 24 bit (167 million colors) rarr true color

bull Device output resolution ndash Menunjukkan jumlah dots per inch (dpi) yang

dapat dihasilkan oleh piranti keluaran seperti monitor LCD panel atau video proyektor

ndash Contoh 300-dpi (dots per inch) printer is one that is capable of printing 300 distinct dots in a line 1 inch long This means it can print 90000 dots per square inch

ndash Resolusi monitor biasanya 72 dpi

Screen Resolution

bull Menunjukkan jumlah dpi dalam halftone yang digunakan oleh layar untuk menampilkan gambar abu-abu atau separasi warna

bull Resolusi layar diukur dalam satuan lines per inch (lpi)

Image resolution

bull Menunjukkan jumlah informasi yang tersimpan untuk sebuah warna diukur dalam satuan pixels per inc (ppi)

bull Semakin tinggi resolusi gambar rarr semakin besar ukuran file rarr semakin lama di-load rarr semakin lama di-print

bull Contoh ukuran 640 x 480 800 x 600 1024 x 768

Format file

bull Pada umumnya format file ditentukan oleh pengembang software Misalnya Apple macintosh menggunakan format PICT sebagai format standar

bull Pengelompokan format gambar ndash Bitmaps bull Adalah gambar yang disimpan sebagai sekumpulan

pixel yang bersesuaian dengan grid dari titik-titik pada layar monitor

ndash Vector image Adalah gambar yang terimpan sebagai persamaan

matematik (disebut algoritma) yang menunjukkan kurva garis dan bentuk-bentuk lain

Mudah untuk diperbesar diperkecil tanpa menurunkan kualita gambar ukuran file lebih kecil dibandingkan dengan bitmaps

Text

bull Pada awal sejarah peradaban manusia telah menggunakan gambar-gambar dan tulisan untuk menceritakan tentang pengalaman pengetahuan dan perasaan mereka

bull Teks merupakan alat komunikasi yang utama jauh sebelum Gutenberg menemukan mesin cetak

bull Dengan perkembangan teknologi Multimedia teks dapat dikombinasikan dengan media lain dengan cara yang lebih powerful dan bermakna untuk menyajikan informasi dan mengekspresikan perasaan

bull Teks dapat dirancang dengan menggunakan ndash Word Processor (WP) bull Teks dibuat menggunakan WP kemudian di import dari

Multimedia Authoring Program seperti Macromedia Director atau Macromedia Authorware dalam format Rich Text Format (RTF)

ndash Authoring Software (AS) bull Teks dibuat menggunakan fasilitas text editor yang

terdapat dalam program seperti Macromedia Director

bull Hal-hal yang harus diperhatikan dalam menggunakan teks dalam aplikasi multimedia a Pahami kegunaan aplikasi yang dibuat b Jumlah teks yang digunakan c Jenis type font yang dipakai d Ukuran dan warna font

bull Bedakan penggunaan teks untuk ndash Individual user

bull Untuk aplikasi multimedia yang digunakan oleh seorang pemakai dengan menggunakan komputer rarr gunakan extensive text dengan ukuran yang lebih kecil dibandingkan untuk group presentation

ndash Group presentations bull Gunakan teks seminimal mungkin karena yang berbicara adalah

presenter penyaji Teks hanya sebagai panduan sajabull Batasi penggunaan teks hanya pada bullet text atau paragraf

pendekbull Ukuran font minimal 24 points

Format Text

bull Format teks dapat dibagi menjadi 2 bentuk a Bullet text

Berisi teks pendek diawal dengan simbol-simbol tertentu Digunakan untuk menjelaskan konsep atau menjelaskan suatu

maksud Contoh simbol yang digunakan 1048697 1048697 1 a dll

b Paragraf textMerupakan sekumpulan teks biasanya terdiri lebih dari 1 kalimat Ada 4 bentuk format paragraf yaitu left-aligned right-aligned

centered justified

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 2: KOMPONEN MULTIMEDIA

Multimedia Building Blocks

Komponen aplikasi multimedia terdiri dari 1 Graphics 2 Text 3 Video 4 Sound 5 Animasi

Graphics 1 Komponen grafis merupakan unsur yang mendominasi sebuah

presentasi multimedia rarr ldquoa picture is worth a thousand wordsrdquo 2 Kegunaan grafis dalam aplikasi multimedia

a Sebagai ilustrasi untuk menjelaskan kosep-konsep b Chart rarr untuk ilustrasi dan meringkas data-data numerik c Warna bakground dan icon untuk menyediakan keseragaman dan

keberlanjutan dalam aplikasi d Integrasi dari text photo dan grafik untuk mengekspresikan konsep

informasi atau suasana hati e Menunjukkan image dan budaya perusahaan f Simulasi dari lingkungan yang ada g Menjelaskan proses h Menjelaskan struktur organisasi i Ilustrasi dari lokasi

3 Jenis-jenis graphics a Backgrounds b Photos c Grafik 3-dimensi d Charts (graphs) e Flow chart f Organizational charts g Buttons

Alur manipulasi graphics dalam pengembangan aplikasi multimedia

Backgrounds bull Merupakan tema dari aplikasi yang dibuat bull Juga menunjukkan kompleksitas produksi khususnya dalam

penggunaan grafik 3-dimensi bull Pemilihan disain background bergantung pada

ndash Tema aplikasi ndash Kapasitas resolusi warna proyektor atau monito yang digunakan untuk

menampilkan aplikasi ndash Kapasitas media penyimpan yang digunakan dalam distribusi ndash Jumlah text yang akan ditempatkan di depan background contoh

Jika banyak text yang harus ditampilkan rarr background harus sederhana agar text dapat terbaca dengan jelas

Jika aplikasi akan ditampilkan di internet maka semakin banyak graphics akan memperlambat waktu download

Parameter dalam pemilihan gambar digital

a Bit color resolutionb Device output resolution c Screen resolutiond Image resolution

Bit color resolution

bull Merupakan ukuran jumlah bit yang disimpan per pixel yang menunjukkan jumlah warna yang dapat ditampilkan dalam waktu bersamaan di layar

bull Ukuran yang ada ndash 1 bit (1 color 1 black) ndash 2 bit (4 colors) ndash 4 bit (16 colors) ndash 8 bit (256 colors) ndash 16 bit (65536 colors) rarr hi-color ndash 24 bit (167 million colors) rarr true color

bull Device output resolution ndash Menunjukkan jumlah dots per inch (dpi) yang

dapat dihasilkan oleh piranti keluaran seperti monitor LCD panel atau video proyektor

ndash Contoh 300-dpi (dots per inch) printer is one that is capable of printing 300 distinct dots in a line 1 inch long This means it can print 90000 dots per square inch

ndash Resolusi monitor biasanya 72 dpi

Screen Resolution

bull Menunjukkan jumlah dpi dalam halftone yang digunakan oleh layar untuk menampilkan gambar abu-abu atau separasi warna

bull Resolusi layar diukur dalam satuan lines per inch (lpi)

Image resolution

bull Menunjukkan jumlah informasi yang tersimpan untuk sebuah warna diukur dalam satuan pixels per inc (ppi)

bull Semakin tinggi resolusi gambar rarr semakin besar ukuran file rarr semakin lama di-load rarr semakin lama di-print

bull Contoh ukuran 640 x 480 800 x 600 1024 x 768

Format file

bull Pada umumnya format file ditentukan oleh pengembang software Misalnya Apple macintosh menggunakan format PICT sebagai format standar

bull Pengelompokan format gambar ndash Bitmaps bull Adalah gambar yang disimpan sebagai sekumpulan

pixel yang bersesuaian dengan grid dari titik-titik pada layar monitor

ndash Vector image Adalah gambar yang terimpan sebagai persamaan

matematik (disebut algoritma) yang menunjukkan kurva garis dan bentuk-bentuk lain

Mudah untuk diperbesar diperkecil tanpa menurunkan kualita gambar ukuran file lebih kecil dibandingkan dengan bitmaps

Text

bull Pada awal sejarah peradaban manusia telah menggunakan gambar-gambar dan tulisan untuk menceritakan tentang pengalaman pengetahuan dan perasaan mereka

bull Teks merupakan alat komunikasi yang utama jauh sebelum Gutenberg menemukan mesin cetak

bull Dengan perkembangan teknologi Multimedia teks dapat dikombinasikan dengan media lain dengan cara yang lebih powerful dan bermakna untuk menyajikan informasi dan mengekspresikan perasaan

bull Teks dapat dirancang dengan menggunakan ndash Word Processor (WP) bull Teks dibuat menggunakan WP kemudian di import dari

Multimedia Authoring Program seperti Macromedia Director atau Macromedia Authorware dalam format Rich Text Format (RTF)

ndash Authoring Software (AS) bull Teks dibuat menggunakan fasilitas text editor yang

terdapat dalam program seperti Macromedia Director

bull Hal-hal yang harus diperhatikan dalam menggunakan teks dalam aplikasi multimedia a Pahami kegunaan aplikasi yang dibuat b Jumlah teks yang digunakan c Jenis type font yang dipakai d Ukuran dan warna font

bull Bedakan penggunaan teks untuk ndash Individual user

bull Untuk aplikasi multimedia yang digunakan oleh seorang pemakai dengan menggunakan komputer rarr gunakan extensive text dengan ukuran yang lebih kecil dibandingkan untuk group presentation

ndash Group presentations bull Gunakan teks seminimal mungkin karena yang berbicara adalah

presenter penyaji Teks hanya sebagai panduan sajabull Batasi penggunaan teks hanya pada bullet text atau paragraf

pendekbull Ukuran font minimal 24 points

Format Text

bull Format teks dapat dibagi menjadi 2 bentuk a Bullet text

Berisi teks pendek diawal dengan simbol-simbol tertentu Digunakan untuk menjelaskan konsep atau menjelaskan suatu

maksud Contoh simbol yang digunakan 1048697 1048697 1 a dll

b Paragraf textMerupakan sekumpulan teks biasanya terdiri lebih dari 1 kalimat Ada 4 bentuk format paragraf yaitu left-aligned right-aligned

centered justified

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 3: KOMPONEN MULTIMEDIA

Graphics 1 Komponen grafis merupakan unsur yang mendominasi sebuah

presentasi multimedia rarr ldquoa picture is worth a thousand wordsrdquo 2 Kegunaan grafis dalam aplikasi multimedia

a Sebagai ilustrasi untuk menjelaskan kosep-konsep b Chart rarr untuk ilustrasi dan meringkas data-data numerik c Warna bakground dan icon untuk menyediakan keseragaman dan

keberlanjutan dalam aplikasi d Integrasi dari text photo dan grafik untuk mengekspresikan konsep

informasi atau suasana hati e Menunjukkan image dan budaya perusahaan f Simulasi dari lingkungan yang ada g Menjelaskan proses h Menjelaskan struktur organisasi i Ilustrasi dari lokasi

3 Jenis-jenis graphics a Backgrounds b Photos c Grafik 3-dimensi d Charts (graphs) e Flow chart f Organizational charts g Buttons

Alur manipulasi graphics dalam pengembangan aplikasi multimedia

Backgrounds bull Merupakan tema dari aplikasi yang dibuat bull Juga menunjukkan kompleksitas produksi khususnya dalam

penggunaan grafik 3-dimensi bull Pemilihan disain background bergantung pada

ndash Tema aplikasi ndash Kapasitas resolusi warna proyektor atau monito yang digunakan untuk

menampilkan aplikasi ndash Kapasitas media penyimpan yang digunakan dalam distribusi ndash Jumlah text yang akan ditempatkan di depan background contoh

Jika banyak text yang harus ditampilkan rarr background harus sederhana agar text dapat terbaca dengan jelas

Jika aplikasi akan ditampilkan di internet maka semakin banyak graphics akan memperlambat waktu download

Parameter dalam pemilihan gambar digital

a Bit color resolutionb Device output resolution c Screen resolutiond Image resolution

Bit color resolution

bull Merupakan ukuran jumlah bit yang disimpan per pixel yang menunjukkan jumlah warna yang dapat ditampilkan dalam waktu bersamaan di layar

bull Ukuran yang ada ndash 1 bit (1 color 1 black) ndash 2 bit (4 colors) ndash 4 bit (16 colors) ndash 8 bit (256 colors) ndash 16 bit (65536 colors) rarr hi-color ndash 24 bit (167 million colors) rarr true color

bull Device output resolution ndash Menunjukkan jumlah dots per inch (dpi) yang

dapat dihasilkan oleh piranti keluaran seperti monitor LCD panel atau video proyektor

ndash Contoh 300-dpi (dots per inch) printer is one that is capable of printing 300 distinct dots in a line 1 inch long This means it can print 90000 dots per square inch

ndash Resolusi monitor biasanya 72 dpi

Screen Resolution

bull Menunjukkan jumlah dpi dalam halftone yang digunakan oleh layar untuk menampilkan gambar abu-abu atau separasi warna

bull Resolusi layar diukur dalam satuan lines per inch (lpi)

Image resolution

bull Menunjukkan jumlah informasi yang tersimpan untuk sebuah warna diukur dalam satuan pixels per inc (ppi)

bull Semakin tinggi resolusi gambar rarr semakin besar ukuran file rarr semakin lama di-load rarr semakin lama di-print

bull Contoh ukuran 640 x 480 800 x 600 1024 x 768

Format file

bull Pada umumnya format file ditentukan oleh pengembang software Misalnya Apple macintosh menggunakan format PICT sebagai format standar

bull Pengelompokan format gambar ndash Bitmaps bull Adalah gambar yang disimpan sebagai sekumpulan

pixel yang bersesuaian dengan grid dari titik-titik pada layar monitor

ndash Vector image Adalah gambar yang terimpan sebagai persamaan

matematik (disebut algoritma) yang menunjukkan kurva garis dan bentuk-bentuk lain

Mudah untuk diperbesar diperkecil tanpa menurunkan kualita gambar ukuran file lebih kecil dibandingkan dengan bitmaps

Text

bull Pada awal sejarah peradaban manusia telah menggunakan gambar-gambar dan tulisan untuk menceritakan tentang pengalaman pengetahuan dan perasaan mereka

bull Teks merupakan alat komunikasi yang utama jauh sebelum Gutenberg menemukan mesin cetak

bull Dengan perkembangan teknologi Multimedia teks dapat dikombinasikan dengan media lain dengan cara yang lebih powerful dan bermakna untuk menyajikan informasi dan mengekspresikan perasaan

bull Teks dapat dirancang dengan menggunakan ndash Word Processor (WP) bull Teks dibuat menggunakan WP kemudian di import dari

Multimedia Authoring Program seperti Macromedia Director atau Macromedia Authorware dalam format Rich Text Format (RTF)

ndash Authoring Software (AS) bull Teks dibuat menggunakan fasilitas text editor yang

terdapat dalam program seperti Macromedia Director

bull Hal-hal yang harus diperhatikan dalam menggunakan teks dalam aplikasi multimedia a Pahami kegunaan aplikasi yang dibuat b Jumlah teks yang digunakan c Jenis type font yang dipakai d Ukuran dan warna font

bull Bedakan penggunaan teks untuk ndash Individual user

bull Untuk aplikasi multimedia yang digunakan oleh seorang pemakai dengan menggunakan komputer rarr gunakan extensive text dengan ukuran yang lebih kecil dibandingkan untuk group presentation

ndash Group presentations bull Gunakan teks seminimal mungkin karena yang berbicara adalah

presenter penyaji Teks hanya sebagai panduan sajabull Batasi penggunaan teks hanya pada bullet text atau paragraf

pendekbull Ukuran font minimal 24 points

Format Text

bull Format teks dapat dibagi menjadi 2 bentuk a Bullet text

Berisi teks pendek diawal dengan simbol-simbol tertentu Digunakan untuk menjelaskan konsep atau menjelaskan suatu

maksud Contoh simbol yang digunakan 1048697 1048697 1 a dll

b Paragraf textMerupakan sekumpulan teks biasanya terdiri lebih dari 1 kalimat Ada 4 bentuk format paragraf yaitu left-aligned right-aligned

centered justified

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 4: KOMPONEN MULTIMEDIA

3 Jenis-jenis graphics a Backgrounds b Photos c Grafik 3-dimensi d Charts (graphs) e Flow chart f Organizational charts g Buttons

Alur manipulasi graphics dalam pengembangan aplikasi multimedia

Backgrounds bull Merupakan tema dari aplikasi yang dibuat bull Juga menunjukkan kompleksitas produksi khususnya dalam

penggunaan grafik 3-dimensi bull Pemilihan disain background bergantung pada

ndash Tema aplikasi ndash Kapasitas resolusi warna proyektor atau monito yang digunakan untuk

menampilkan aplikasi ndash Kapasitas media penyimpan yang digunakan dalam distribusi ndash Jumlah text yang akan ditempatkan di depan background contoh

Jika banyak text yang harus ditampilkan rarr background harus sederhana agar text dapat terbaca dengan jelas

Jika aplikasi akan ditampilkan di internet maka semakin banyak graphics akan memperlambat waktu download

Parameter dalam pemilihan gambar digital

a Bit color resolutionb Device output resolution c Screen resolutiond Image resolution

Bit color resolution

bull Merupakan ukuran jumlah bit yang disimpan per pixel yang menunjukkan jumlah warna yang dapat ditampilkan dalam waktu bersamaan di layar

bull Ukuran yang ada ndash 1 bit (1 color 1 black) ndash 2 bit (4 colors) ndash 4 bit (16 colors) ndash 8 bit (256 colors) ndash 16 bit (65536 colors) rarr hi-color ndash 24 bit (167 million colors) rarr true color

bull Device output resolution ndash Menunjukkan jumlah dots per inch (dpi) yang

dapat dihasilkan oleh piranti keluaran seperti monitor LCD panel atau video proyektor

ndash Contoh 300-dpi (dots per inch) printer is one that is capable of printing 300 distinct dots in a line 1 inch long This means it can print 90000 dots per square inch

ndash Resolusi monitor biasanya 72 dpi

Screen Resolution

bull Menunjukkan jumlah dpi dalam halftone yang digunakan oleh layar untuk menampilkan gambar abu-abu atau separasi warna

bull Resolusi layar diukur dalam satuan lines per inch (lpi)

Image resolution

bull Menunjukkan jumlah informasi yang tersimpan untuk sebuah warna diukur dalam satuan pixels per inc (ppi)

bull Semakin tinggi resolusi gambar rarr semakin besar ukuran file rarr semakin lama di-load rarr semakin lama di-print

bull Contoh ukuran 640 x 480 800 x 600 1024 x 768

Format file

bull Pada umumnya format file ditentukan oleh pengembang software Misalnya Apple macintosh menggunakan format PICT sebagai format standar

bull Pengelompokan format gambar ndash Bitmaps bull Adalah gambar yang disimpan sebagai sekumpulan

pixel yang bersesuaian dengan grid dari titik-titik pada layar monitor

ndash Vector image Adalah gambar yang terimpan sebagai persamaan

matematik (disebut algoritma) yang menunjukkan kurva garis dan bentuk-bentuk lain

Mudah untuk diperbesar diperkecil tanpa menurunkan kualita gambar ukuran file lebih kecil dibandingkan dengan bitmaps

Text

bull Pada awal sejarah peradaban manusia telah menggunakan gambar-gambar dan tulisan untuk menceritakan tentang pengalaman pengetahuan dan perasaan mereka

bull Teks merupakan alat komunikasi yang utama jauh sebelum Gutenberg menemukan mesin cetak

bull Dengan perkembangan teknologi Multimedia teks dapat dikombinasikan dengan media lain dengan cara yang lebih powerful dan bermakna untuk menyajikan informasi dan mengekspresikan perasaan

bull Teks dapat dirancang dengan menggunakan ndash Word Processor (WP) bull Teks dibuat menggunakan WP kemudian di import dari

Multimedia Authoring Program seperti Macromedia Director atau Macromedia Authorware dalam format Rich Text Format (RTF)

ndash Authoring Software (AS) bull Teks dibuat menggunakan fasilitas text editor yang

terdapat dalam program seperti Macromedia Director

bull Hal-hal yang harus diperhatikan dalam menggunakan teks dalam aplikasi multimedia a Pahami kegunaan aplikasi yang dibuat b Jumlah teks yang digunakan c Jenis type font yang dipakai d Ukuran dan warna font

bull Bedakan penggunaan teks untuk ndash Individual user

bull Untuk aplikasi multimedia yang digunakan oleh seorang pemakai dengan menggunakan komputer rarr gunakan extensive text dengan ukuran yang lebih kecil dibandingkan untuk group presentation

ndash Group presentations bull Gunakan teks seminimal mungkin karena yang berbicara adalah

presenter penyaji Teks hanya sebagai panduan sajabull Batasi penggunaan teks hanya pada bullet text atau paragraf

pendekbull Ukuran font minimal 24 points

Format Text

bull Format teks dapat dibagi menjadi 2 bentuk a Bullet text

Berisi teks pendek diawal dengan simbol-simbol tertentu Digunakan untuk menjelaskan konsep atau menjelaskan suatu

maksud Contoh simbol yang digunakan 1048697 1048697 1 a dll

b Paragraf textMerupakan sekumpulan teks biasanya terdiri lebih dari 1 kalimat Ada 4 bentuk format paragraf yaitu left-aligned right-aligned

centered justified

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 5: KOMPONEN MULTIMEDIA

Alur manipulasi graphics dalam pengembangan aplikasi multimedia

Backgrounds bull Merupakan tema dari aplikasi yang dibuat bull Juga menunjukkan kompleksitas produksi khususnya dalam

penggunaan grafik 3-dimensi bull Pemilihan disain background bergantung pada

ndash Tema aplikasi ndash Kapasitas resolusi warna proyektor atau monito yang digunakan untuk

menampilkan aplikasi ndash Kapasitas media penyimpan yang digunakan dalam distribusi ndash Jumlah text yang akan ditempatkan di depan background contoh

Jika banyak text yang harus ditampilkan rarr background harus sederhana agar text dapat terbaca dengan jelas

Jika aplikasi akan ditampilkan di internet maka semakin banyak graphics akan memperlambat waktu download

Parameter dalam pemilihan gambar digital

a Bit color resolutionb Device output resolution c Screen resolutiond Image resolution

Bit color resolution

bull Merupakan ukuran jumlah bit yang disimpan per pixel yang menunjukkan jumlah warna yang dapat ditampilkan dalam waktu bersamaan di layar

bull Ukuran yang ada ndash 1 bit (1 color 1 black) ndash 2 bit (4 colors) ndash 4 bit (16 colors) ndash 8 bit (256 colors) ndash 16 bit (65536 colors) rarr hi-color ndash 24 bit (167 million colors) rarr true color

bull Device output resolution ndash Menunjukkan jumlah dots per inch (dpi) yang

dapat dihasilkan oleh piranti keluaran seperti monitor LCD panel atau video proyektor

ndash Contoh 300-dpi (dots per inch) printer is one that is capable of printing 300 distinct dots in a line 1 inch long This means it can print 90000 dots per square inch

ndash Resolusi monitor biasanya 72 dpi

Screen Resolution

bull Menunjukkan jumlah dpi dalam halftone yang digunakan oleh layar untuk menampilkan gambar abu-abu atau separasi warna

bull Resolusi layar diukur dalam satuan lines per inch (lpi)

Image resolution

bull Menunjukkan jumlah informasi yang tersimpan untuk sebuah warna diukur dalam satuan pixels per inc (ppi)

bull Semakin tinggi resolusi gambar rarr semakin besar ukuran file rarr semakin lama di-load rarr semakin lama di-print

bull Contoh ukuran 640 x 480 800 x 600 1024 x 768

Format file

bull Pada umumnya format file ditentukan oleh pengembang software Misalnya Apple macintosh menggunakan format PICT sebagai format standar

bull Pengelompokan format gambar ndash Bitmaps bull Adalah gambar yang disimpan sebagai sekumpulan

pixel yang bersesuaian dengan grid dari titik-titik pada layar monitor

ndash Vector image Adalah gambar yang terimpan sebagai persamaan

matematik (disebut algoritma) yang menunjukkan kurva garis dan bentuk-bentuk lain

Mudah untuk diperbesar diperkecil tanpa menurunkan kualita gambar ukuran file lebih kecil dibandingkan dengan bitmaps

Text

bull Pada awal sejarah peradaban manusia telah menggunakan gambar-gambar dan tulisan untuk menceritakan tentang pengalaman pengetahuan dan perasaan mereka

bull Teks merupakan alat komunikasi yang utama jauh sebelum Gutenberg menemukan mesin cetak

bull Dengan perkembangan teknologi Multimedia teks dapat dikombinasikan dengan media lain dengan cara yang lebih powerful dan bermakna untuk menyajikan informasi dan mengekspresikan perasaan

bull Teks dapat dirancang dengan menggunakan ndash Word Processor (WP) bull Teks dibuat menggunakan WP kemudian di import dari

Multimedia Authoring Program seperti Macromedia Director atau Macromedia Authorware dalam format Rich Text Format (RTF)

ndash Authoring Software (AS) bull Teks dibuat menggunakan fasilitas text editor yang

terdapat dalam program seperti Macromedia Director

bull Hal-hal yang harus diperhatikan dalam menggunakan teks dalam aplikasi multimedia a Pahami kegunaan aplikasi yang dibuat b Jumlah teks yang digunakan c Jenis type font yang dipakai d Ukuran dan warna font

bull Bedakan penggunaan teks untuk ndash Individual user

bull Untuk aplikasi multimedia yang digunakan oleh seorang pemakai dengan menggunakan komputer rarr gunakan extensive text dengan ukuran yang lebih kecil dibandingkan untuk group presentation

ndash Group presentations bull Gunakan teks seminimal mungkin karena yang berbicara adalah

presenter penyaji Teks hanya sebagai panduan sajabull Batasi penggunaan teks hanya pada bullet text atau paragraf

pendekbull Ukuran font minimal 24 points

Format Text

bull Format teks dapat dibagi menjadi 2 bentuk a Bullet text

Berisi teks pendek diawal dengan simbol-simbol tertentu Digunakan untuk menjelaskan konsep atau menjelaskan suatu

maksud Contoh simbol yang digunakan 1048697 1048697 1 a dll

b Paragraf textMerupakan sekumpulan teks biasanya terdiri lebih dari 1 kalimat Ada 4 bentuk format paragraf yaitu left-aligned right-aligned

centered justified

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 6: KOMPONEN MULTIMEDIA

Backgrounds bull Merupakan tema dari aplikasi yang dibuat bull Juga menunjukkan kompleksitas produksi khususnya dalam

penggunaan grafik 3-dimensi bull Pemilihan disain background bergantung pada

ndash Tema aplikasi ndash Kapasitas resolusi warna proyektor atau monito yang digunakan untuk

menampilkan aplikasi ndash Kapasitas media penyimpan yang digunakan dalam distribusi ndash Jumlah text yang akan ditempatkan di depan background contoh

Jika banyak text yang harus ditampilkan rarr background harus sederhana agar text dapat terbaca dengan jelas

Jika aplikasi akan ditampilkan di internet maka semakin banyak graphics akan memperlambat waktu download

Parameter dalam pemilihan gambar digital

a Bit color resolutionb Device output resolution c Screen resolutiond Image resolution

Bit color resolution

bull Merupakan ukuran jumlah bit yang disimpan per pixel yang menunjukkan jumlah warna yang dapat ditampilkan dalam waktu bersamaan di layar

bull Ukuran yang ada ndash 1 bit (1 color 1 black) ndash 2 bit (4 colors) ndash 4 bit (16 colors) ndash 8 bit (256 colors) ndash 16 bit (65536 colors) rarr hi-color ndash 24 bit (167 million colors) rarr true color

bull Device output resolution ndash Menunjukkan jumlah dots per inch (dpi) yang

dapat dihasilkan oleh piranti keluaran seperti monitor LCD panel atau video proyektor

ndash Contoh 300-dpi (dots per inch) printer is one that is capable of printing 300 distinct dots in a line 1 inch long This means it can print 90000 dots per square inch

ndash Resolusi monitor biasanya 72 dpi

Screen Resolution

bull Menunjukkan jumlah dpi dalam halftone yang digunakan oleh layar untuk menampilkan gambar abu-abu atau separasi warna

bull Resolusi layar diukur dalam satuan lines per inch (lpi)

Image resolution

bull Menunjukkan jumlah informasi yang tersimpan untuk sebuah warna diukur dalam satuan pixels per inc (ppi)

bull Semakin tinggi resolusi gambar rarr semakin besar ukuran file rarr semakin lama di-load rarr semakin lama di-print

bull Contoh ukuran 640 x 480 800 x 600 1024 x 768

Format file

bull Pada umumnya format file ditentukan oleh pengembang software Misalnya Apple macintosh menggunakan format PICT sebagai format standar

bull Pengelompokan format gambar ndash Bitmaps bull Adalah gambar yang disimpan sebagai sekumpulan

pixel yang bersesuaian dengan grid dari titik-titik pada layar monitor

ndash Vector image Adalah gambar yang terimpan sebagai persamaan

matematik (disebut algoritma) yang menunjukkan kurva garis dan bentuk-bentuk lain

Mudah untuk diperbesar diperkecil tanpa menurunkan kualita gambar ukuran file lebih kecil dibandingkan dengan bitmaps

Text

bull Pada awal sejarah peradaban manusia telah menggunakan gambar-gambar dan tulisan untuk menceritakan tentang pengalaman pengetahuan dan perasaan mereka

bull Teks merupakan alat komunikasi yang utama jauh sebelum Gutenberg menemukan mesin cetak

bull Dengan perkembangan teknologi Multimedia teks dapat dikombinasikan dengan media lain dengan cara yang lebih powerful dan bermakna untuk menyajikan informasi dan mengekspresikan perasaan

bull Teks dapat dirancang dengan menggunakan ndash Word Processor (WP) bull Teks dibuat menggunakan WP kemudian di import dari

Multimedia Authoring Program seperti Macromedia Director atau Macromedia Authorware dalam format Rich Text Format (RTF)

ndash Authoring Software (AS) bull Teks dibuat menggunakan fasilitas text editor yang

terdapat dalam program seperti Macromedia Director

bull Hal-hal yang harus diperhatikan dalam menggunakan teks dalam aplikasi multimedia a Pahami kegunaan aplikasi yang dibuat b Jumlah teks yang digunakan c Jenis type font yang dipakai d Ukuran dan warna font

bull Bedakan penggunaan teks untuk ndash Individual user

bull Untuk aplikasi multimedia yang digunakan oleh seorang pemakai dengan menggunakan komputer rarr gunakan extensive text dengan ukuran yang lebih kecil dibandingkan untuk group presentation

ndash Group presentations bull Gunakan teks seminimal mungkin karena yang berbicara adalah

presenter penyaji Teks hanya sebagai panduan sajabull Batasi penggunaan teks hanya pada bullet text atau paragraf

pendekbull Ukuran font minimal 24 points

Format Text

bull Format teks dapat dibagi menjadi 2 bentuk a Bullet text

Berisi teks pendek diawal dengan simbol-simbol tertentu Digunakan untuk menjelaskan konsep atau menjelaskan suatu

maksud Contoh simbol yang digunakan 1048697 1048697 1 a dll

b Paragraf textMerupakan sekumpulan teks biasanya terdiri lebih dari 1 kalimat Ada 4 bentuk format paragraf yaitu left-aligned right-aligned

centered justified

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 7: KOMPONEN MULTIMEDIA

Parameter dalam pemilihan gambar digital

a Bit color resolutionb Device output resolution c Screen resolutiond Image resolution

Bit color resolution

bull Merupakan ukuran jumlah bit yang disimpan per pixel yang menunjukkan jumlah warna yang dapat ditampilkan dalam waktu bersamaan di layar

bull Ukuran yang ada ndash 1 bit (1 color 1 black) ndash 2 bit (4 colors) ndash 4 bit (16 colors) ndash 8 bit (256 colors) ndash 16 bit (65536 colors) rarr hi-color ndash 24 bit (167 million colors) rarr true color

bull Device output resolution ndash Menunjukkan jumlah dots per inch (dpi) yang

dapat dihasilkan oleh piranti keluaran seperti monitor LCD panel atau video proyektor

ndash Contoh 300-dpi (dots per inch) printer is one that is capable of printing 300 distinct dots in a line 1 inch long This means it can print 90000 dots per square inch

ndash Resolusi monitor biasanya 72 dpi

Screen Resolution

bull Menunjukkan jumlah dpi dalam halftone yang digunakan oleh layar untuk menampilkan gambar abu-abu atau separasi warna

bull Resolusi layar diukur dalam satuan lines per inch (lpi)

Image resolution

bull Menunjukkan jumlah informasi yang tersimpan untuk sebuah warna diukur dalam satuan pixels per inc (ppi)

bull Semakin tinggi resolusi gambar rarr semakin besar ukuran file rarr semakin lama di-load rarr semakin lama di-print

bull Contoh ukuran 640 x 480 800 x 600 1024 x 768

Format file

bull Pada umumnya format file ditentukan oleh pengembang software Misalnya Apple macintosh menggunakan format PICT sebagai format standar

bull Pengelompokan format gambar ndash Bitmaps bull Adalah gambar yang disimpan sebagai sekumpulan

pixel yang bersesuaian dengan grid dari titik-titik pada layar monitor

ndash Vector image Adalah gambar yang terimpan sebagai persamaan

matematik (disebut algoritma) yang menunjukkan kurva garis dan bentuk-bentuk lain

Mudah untuk diperbesar diperkecil tanpa menurunkan kualita gambar ukuran file lebih kecil dibandingkan dengan bitmaps

Text

bull Pada awal sejarah peradaban manusia telah menggunakan gambar-gambar dan tulisan untuk menceritakan tentang pengalaman pengetahuan dan perasaan mereka

bull Teks merupakan alat komunikasi yang utama jauh sebelum Gutenberg menemukan mesin cetak

bull Dengan perkembangan teknologi Multimedia teks dapat dikombinasikan dengan media lain dengan cara yang lebih powerful dan bermakna untuk menyajikan informasi dan mengekspresikan perasaan

bull Teks dapat dirancang dengan menggunakan ndash Word Processor (WP) bull Teks dibuat menggunakan WP kemudian di import dari

Multimedia Authoring Program seperti Macromedia Director atau Macromedia Authorware dalam format Rich Text Format (RTF)

ndash Authoring Software (AS) bull Teks dibuat menggunakan fasilitas text editor yang

terdapat dalam program seperti Macromedia Director

bull Hal-hal yang harus diperhatikan dalam menggunakan teks dalam aplikasi multimedia a Pahami kegunaan aplikasi yang dibuat b Jumlah teks yang digunakan c Jenis type font yang dipakai d Ukuran dan warna font

bull Bedakan penggunaan teks untuk ndash Individual user

bull Untuk aplikasi multimedia yang digunakan oleh seorang pemakai dengan menggunakan komputer rarr gunakan extensive text dengan ukuran yang lebih kecil dibandingkan untuk group presentation

ndash Group presentations bull Gunakan teks seminimal mungkin karena yang berbicara adalah

presenter penyaji Teks hanya sebagai panduan sajabull Batasi penggunaan teks hanya pada bullet text atau paragraf

pendekbull Ukuran font minimal 24 points

Format Text

bull Format teks dapat dibagi menjadi 2 bentuk a Bullet text

Berisi teks pendek diawal dengan simbol-simbol tertentu Digunakan untuk menjelaskan konsep atau menjelaskan suatu

maksud Contoh simbol yang digunakan 1048697 1048697 1 a dll

b Paragraf textMerupakan sekumpulan teks biasanya terdiri lebih dari 1 kalimat Ada 4 bentuk format paragraf yaitu left-aligned right-aligned

centered justified

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 8: KOMPONEN MULTIMEDIA

Bit color resolution

bull Merupakan ukuran jumlah bit yang disimpan per pixel yang menunjukkan jumlah warna yang dapat ditampilkan dalam waktu bersamaan di layar

bull Ukuran yang ada ndash 1 bit (1 color 1 black) ndash 2 bit (4 colors) ndash 4 bit (16 colors) ndash 8 bit (256 colors) ndash 16 bit (65536 colors) rarr hi-color ndash 24 bit (167 million colors) rarr true color

bull Device output resolution ndash Menunjukkan jumlah dots per inch (dpi) yang

dapat dihasilkan oleh piranti keluaran seperti monitor LCD panel atau video proyektor

ndash Contoh 300-dpi (dots per inch) printer is one that is capable of printing 300 distinct dots in a line 1 inch long This means it can print 90000 dots per square inch

ndash Resolusi monitor biasanya 72 dpi

Screen Resolution

bull Menunjukkan jumlah dpi dalam halftone yang digunakan oleh layar untuk menampilkan gambar abu-abu atau separasi warna

bull Resolusi layar diukur dalam satuan lines per inch (lpi)

Image resolution

bull Menunjukkan jumlah informasi yang tersimpan untuk sebuah warna diukur dalam satuan pixels per inc (ppi)

bull Semakin tinggi resolusi gambar rarr semakin besar ukuran file rarr semakin lama di-load rarr semakin lama di-print

bull Contoh ukuran 640 x 480 800 x 600 1024 x 768

Format file

bull Pada umumnya format file ditentukan oleh pengembang software Misalnya Apple macintosh menggunakan format PICT sebagai format standar

bull Pengelompokan format gambar ndash Bitmaps bull Adalah gambar yang disimpan sebagai sekumpulan

pixel yang bersesuaian dengan grid dari titik-titik pada layar monitor

ndash Vector image Adalah gambar yang terimpan sebagai persamaan

matematik (disebut algoritma) yang menunjukkan kurva garis dan bentuk-bentuk lain

Mudah untuk diperbesar diperkecil tanpa menurunkan kualita gambar ukuran file lebih kecil dibandingkan dengan bitmaps

Text

bull Pada awal sejarah peradaban manusia telah menggunakan gambar-gambar dan tulisan untuk menceritakan tentang pengalaman pengetahuan dan perasaan mereka

bull Teks merupakan alat komunikasi yang utama jauh sebelum Gutenberg menemukan mesin cetak

bull Dengan perkembangan teknologi Multimedia teks dapat dikombinasikan dengan media lain dengan cara yang lebih powerful dan bermakna untuk menyajikan informasi dan mengekspresikan perasaan

bull Teks dapat dirancang dengan menggunakan ndash Word Processor (WP) bull Teks dibuat menggunakan WP kemudian di import dari

Multimedia Authoring Program seperti Macromedia Director atau Macromedia Authorware dalam format Rich Text Format (RTF)

ndash Authoring Software (AS) bull Teks dibuat menggunakan fasilitas text editor yang

terdapat dalam program seperti Macromedia Director

bull Hal-hal yang harus diperhatikan dalam menggunakan teks dalam aplikasi multimedia a Pahami kegunaan aplikasi yang dibuat b Jumlah teks yang digunakan c Jenis type font yang dipakai d Ukuran dan warna font

bull Bedakan penggunaan teks untuk ndash Individual user

bull Untuk aplikasi multimedia yang digunakan oleh seorang pemakai dengan menggunakan komputer rarr gunakan extensive text dengan ukuran yang lebih kecil dibandingkan untuk group presentation

ndash Group presentations bull Gunakan teks seminimal mungkin karena yang berbicara adalah

presenter penyaji Teks hanya sebagai panduan sajabull Batasi penggunaan teks hanya pada bullet text atau paragraf

pendekbull Ukuran font minimal 24 points

Format Text

bull Format teks dapat dibagi menjadi 2 bentuk a Bullet text

Berisi teks pendek diawal dengan simbol-simbol tertentu Digunakan untuk menjelaskan konsep atau menjelaskan suatu

maksud Contoh simbol yang digunakan 1048697 1048697 1 a dll

b Paragraf textMerupakan sekumpulan teks biasanya terdiri lebih dari 1 kalimat Ada 4 bentuk format paragraf yaitu left-aligned right-aligned

centered justified

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 9: KOMPONEN MULTIMEDIA

bull Device output resolution ndash Menunjukkan jumlah dots per inch (dpi) yang

dapat dihasilkan oleh piranti keluaran seperti monitor LCD panel atau video proyektor

ndash Contoh 300-dpi (dots per inch) printer is one that is capable of printing 300 distinct dots in a line 1 inch long This means it can print 90000 dots per square inch

ndash Resolusi monitor biasanya 72 dpi

Screen Resolution

bull Menunjukkan jumlah dpi dalam halftone yang digunakan oleh layar untuk menampilkan gambar abu-abu atau separasi warna

bull Resolusi layar diukur dalam satuan lines per inch (lpi)

Image resolution

bull Menunjukkan jumlah informasi yang tersimpan untuk sebuah warna diukur dalam satuan pixels per inc (ppi)

bull Semakin tinggi resolusi gambar rarr semakin besar ukuran file rarr semakin lama di-load rarr semakin lama di-print

bull Contoh ukuran 640 x 480 800 x 600 1024 x 768

Format file

bull Pada umumnya format file ditentukan oleh pengembang software Misalnya Apple macintosh menggunakan format PICT sebagai format standar

bull Pengelompokan format gambar ndash Bitmaps bull Adalah gambar yang disimpan sebagai sekumpulan

pixel yang bersesuaian dengan grid dari titik-titik pada layar monitor

ndash Vector image Adalah gambar yang terimpan sebagai persamaan

matematik (disebut algoritma) yang menunjukkan kurva garis dan bentuk-bentuk lain

Mudah untuk diperbesar diperkecil tanpa menurunkan kualita gambar ukuran file lebih kecil dibandingkan dengan bitmaps

Text

bull Pada awal sejarah peradaban manusia telah menggunakan gambar-gambar dan tulisan untuk menceritakan tentang pengalaman pengetahuan dan perasaan mereka

bull Teks merupakan alat komunikasi yang utama jauh sebelum Gutenberg menemukan mesin cetak

bull Dengan perkembangan teknologi Multimedia teks dapat dikombinasikan dengan media lain dengan cara yang lebih powerful dan bermakna untuk menyajikan informasi dan mengekspresikan perasaan

bull Teks dapat dirancang dengan menggunakan ndash Word Processor (WP) bull Teks dibuat menggunakan WP kemudian di import dari

Multimedia Authoring Program seperti Macromedia Director atau Macromedia Authorware dalam format Rich Text Format (RTF)

ndash Authoring Software (AS) bull Teks dibuat menggunakan fasilitas text editor yang

terdapat dalam program seperti Macromedia Director

bull Hal-hal yang harus diperhatikan dalam menggunakan teks dalam aplikasi multimedia a Pahami kegunaan aplikasi yang dibuat b Jumlah teks yang digunakan c Jenis type font yang dipakai d Ukuran dan warna font

bull Bedakan penggunaan teks untuk ndash Individual user

bull Untuk aplikasi multimedia yang digunakan oleh seorang pemakai dengan menggunakan komputer rarr gunakan extensive text dengan ukuran yang lebih kecil dibandingkan untuk group presentation

ndash Group presentations bull Gunakan teks seminimal mungkin karena yang berbicara adalah

presenter penyaji Teks hanya sebagai panduan sajabull Batasi penggunaan teks hanya pada bullet text atau paragraf

pendekbull Ukuran font minimal 24 points

Format Text

bull Format teks dapat dibagi menjadi 2 bentuk a Bullet text

Berisi teks pendek diawal dengan simbol-simbol tertentu Digunakan untuk menjelaskan konsep atau menjelaskan suatu

maksud Contoh simbol yang digunakan 1048697 1048697 1 a dll

b Paragraf textMerupakan sekumpulan teks biasanya terdiri lebih dari 1 kalimat Ada 4 bentuk format paragraf yaitu left-aligned right-aligned

centered justified

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 10: KOMPONEN MULTIMEDIA

Screen Resolution

bull Menunjukkan jumlah dpi dalam halftone yang digunakan oleh layar untuk menampilkan gambar abu-abu atau separasi warna

bull Resolusi layar diukur dalam satuan lines per inch (lpi)

Image resolution

bull Menunjukkan jumlah informasi yang tersimpan untuk sebuah warna diukur dalam satuan pixels per inc (ppi)

bull Semakin tinggi resolusi gambar rarr semakin besar ukuran file rarr semakin lama di-load rarr semakin lama di-print

bull Contoh ukuran 640 x 480 800 x 600 1024 x 768

Format file

bull Pada umumnya format file ditentukan oleh pengembang software Misalnya Apple macintosh menggunakan format PICT sebagai format standar

bull Pengelompokan format gambar ndash Bitmaps bull Adalah gambar yang disimpan sebagai sekumpulan

pixel yang bersesuaian dengan grid dari titik-titik pada layar monitor

ndash Vector image Adalah gambar yang terimpan sebagai persamaan

matematik (disebut algoritma) yang menunjukkan kurva garis dan bentuk-bentuk lain

Mudah untuk diperbesar diperkecil tanpa menurunkan kualita gambar ukuran file lebih kecil dibandingkan dengan bitmaps

Text

bull Pada awal sejarah peradaban manusia telah menggunakan gambar-gambar dan tulisan untuk menceritakan tentang pengalaman pengetahuan dan perasaan mereka

bull Teks merupakan alat komunikasi yang utama jauh sebelum Gutenberg menemukan mesin cetak

bull Dengan perkembangan teknologi Multimedia teks dapat dikombinasikan dengan media lain dengan cara yang lebih powerful dan bermakna untuk menyajikan informasi dan mengekspresikan perasaan

bull Teks dapat dirancang dengan menggunakan ndash Word Processor (WP) bull Teks dibuat menggunakan WP kemudian di import dari

Multimedia Authoring Program seperti Macromedia Director atau Macromedia Authorware dalam format Rich Text Format (RTF)

ndash Authoring Software (AS) bull Teks dibuat menggunakan fasilitas text editor yang

terdapat dalam program seperti Macromedia Director

bull Hal-hal yang harus diperhatikan dalam menggunakan teks dalam aplikasi multimedia a Pahami kegunaan aplikasi yang dibuat b Jumlah teks yang digunakan c Jenis type font yang dipakai d Ukuran dan warna font

bull Bedakan penggunaan teks untuk ndash Individual user

bull Untuk aplikasi multimedia yang digunakan oleh seorang pemakai dengan menggunakan komputer rarr gunakan extensive text dengan ukuran yang lebih kecil dibandingkan untuk group presentation

ndash Group presentations bull Gunakan teks seminimal mungkin karena yang berbicara adalah

presenter penyaji Teks hanya sebagai panduan sajabull Batasi penggunaan teks hanya pada bullet text atau paragraf

pendekbull Ukuran font minimal 24 points

Format Text

bull Format teks dapat dibagi menjadi 2 bentuk a Bullet text

Berisi teks pendek diawal dengan simbol-simbol tertentu Digunakan untuk menjelaskan konsep atau menjelaskan suatu

maksud Contoh simbol yang digunakan 1048697 1048697 1 a dll

b Paragraf textMerupakan sekumpulan teks biasanya terdiri lebih dari 1 kalimat Ada 4 bentuk format paragraf yaitu left-aligned right-aligned

centered justified

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 11: KOMPONEN MULTIMEDIA

Image resolution

bull Menunjukkan jumlah informasi yang tersimpan untuk sebuah warna diukur dalam satuan pixels per inc (ppi)

bull Semakin tinggi resolusi gambar rarr semakin besar ukuran file rarr semakin lama di-load rarr semakin lama di-print

bull Contoh ukuran 640 x 480 800 x 600 1024 x 768

Format file

bull Pada umumnya format file ditentukan oleh pengembang software Misalnya Apple macintosh menggunakan format PICT sebagai format standar

bull Pengelompokan format gambar ndash Bitmaps bull Adalah gambar yang disimpan sebagai sekumpulan

pixel yang bersesuaian dengan grid dari titik-titik pada layar monitor

ndash Vector image Adalah gambar yang terimpan sebagai persamaan

matematik (disebut algoritma) yang menunjukkan kurva garis dan bentuk-bentuk lain

Mudah untuk diperbesar diperkecil tanpa menurunkan kualita gambar ukuran file lebih kecil dibandingkan dengan bitmaps

Text

bull Pada awal sejarah peradaban manusia telah menggunakan gambar-gambar dan tulisan untuk menceritakan tentang pengalaman pengetahuan dan perasaan mereka

bull Teks merupakan alat komunikasi yang utama jauh sebelum Gutenberg menemukan mesin cetak

bull Dengan perkembangan teknologi Multimedia teks dapat dikombinasikan dengan media lain dengan cara yang lebih powerful dan bermakna untuk menyajikan informasi dan mengekspresikan perasaan

bull Teks dapat dirancang dengan menggunakan ndash Word Processor (WP) bull Teks dibuat menggunakan WP kemudian di import dari

Multimedia Authoring Program seperti Macromedia Director atau Macromedia Authorware dalam format Rich Text Format (RTF)

ndash Authoring Software (AS) bull Teks dibuat menggunakan fasilitas text editor yang

terdapat dalam program seperti Macromedia Director

bull Hal-hal yang harus diperhatikan dalam menggunakan teks dalam aplikasi multimedia a Pahami kegunaan aplikasi yang dibuat b Jumlah teks yang digunakan c Jenis type font yang dipakai d Ukuran dan warna font

bull Bedakan penggunaan teks untuk ndash Individual user

bull Untuk aplikasi multimedia yang digunakan oleh seorang pemakai dengan menggunakan komputer rarr gunakan extensive text dengan ukuran yang lebih kecil dibandingkan untuk group presentation

ndash Group presentations bull Gunakan teks seminimal mungkin karena yang berbicara adalah

presenter penyaji Teks hanya sebagai panduan sajabull Batasi penggunaan teks hanya pada bullet text atau paragraf

pendekbull Ukuran font minimal 24 points

Format Text

bull Format teks dapat dibagi menjadi 2 bentuk a Bullet text

Berisi teks pendek diawal dengan simbol-simbol tertentu Digunakan untuk menjelaskan konsep atau menjelaskan suatu

maksud Contoh simbol yang digunakan 1048697 1048697 1 a dll

b Paragraf textMerupakan sekumpulan teks biasanya terdiri lebih dari 1 kalimat Ada 4 bentuk format paragraf yaitu left-aligned right-aligned

centered justified

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 12: KOMPONEN MULTIMEDIA

Format file

bull Pada umumnya format file ditentukan oleh pengembang software Misalnya Apple macintosh menggunakan format PICT sebagai format standar

bull Pengelompokan format gambar ndash Bitmaps bull Adalah gambar yang disimpan sebagai sekumpulan

pixel yang bersesuaian dengan grid dari titik-titik pada layar monitor

ndash Vector image Adalah gambar yang terimpan sebagai persamaan

matematik (disebut algoritma) yang menunjukkan kurva garis dan bentuk-bentuk lain

Mudah untuk diperbesar diperkecil tanpa menurunkan kualita gambar ukuran file lebih kecil dibandingkan dengan bitmaps

Text

bull Pada awal sejarah peradaban manusia telah menggunakan gambar-gambar dan tulisan untuk menceritakan tentang pengalaman pengetahuan dan perasaan mereka

bull Teks merupakan alat komunikasi yang utama jauh sebelum Gutenberg menemukan mesin cetak

bull Dengan perkembangan teknologi Multimedia teks dapat dikombinasikan dengan media lain dengan cara yang lebih powerful dan bermakna untuk menyajikan informasi dan mengekspresikan perasaan

bull Teks dapat dirancang dengan menggunakan ndash Word Processor (WP) bull Teks dibuat menggunakan WP kemudian di import dari

Multimedia Authoring Program seperti Macromedia Director atau Macromedia Authorware dalam format Rich Text Format (RTF)

ndash Authoring Software (AS) bull Teks dibuat menggunakan fasilitas text editor yang

terdapat dalam program seperti Macromedia Director

bull Hal-hal yang harus diperhatikan dalam menggunakan teks dalam aplikasi multimedia a Pahami kegunaan aplikasi yang dibuat b Jumlah teks yang digunakan c Jenis type font yang dipakai d Ukuran dan warna font

bull Bedakan penggunaan teks untuk ndash Individual user

bull Untuk aplikasi multimedia yang digunakan oleh seorang pemakai dengan menggunakan komputer rarr gunakan extensive text dengan ukuran yang lebih kecil dibandingkan untuk group presentation

ndash Group presentations bull Gunakan teks seminimal mungkin karena yang berbicara adalah

presenter penyaji Teks hanya sebagai panduan sajabull Batasi penggunaan teks hanya pada bullet text atau paragraf

pendekbull Ukuran font minimal 24 points

Format Text

bull Format teks dapat dibagi menjadi 2 bentuk a Bullet text

Berisi teks pendek diawal dengan simbol-simbol tertentu Digunakan untuk menjelaskan konsep atau menjelaskan suatu

maksud Contoh simbol yang digunakan 1048697 1048697 1 a dll

b Paragraf textMerupakan sekumpulan teks biasanya terdiri lebih dari 1 kalimat Ada 4 bentuk format paragraf yaitu left-aligned right-aligned

centered justified

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 13: KOMPONEN MULTIMEDIA

ndash Vector image Adalah gambar yang terimpan sebagai persamaan

matematik (disebut algoritma) yang menunjukkan kurva garis dan bentuk-bentuk lain

Mudah untuk diperbesar diperkecil tanpa menurunkan kualita gambar ukuran file lebih kecil dibandingkan dengan bitmaps

Text

bull Pada awal sejarah peradaban manusia telah menggunakan gambar-gambar dan tulisan untuk menceritakan tentang pengalaman pengetahuan dan perasaan mereka

bull Teks merupakan alat komunikasi yang utama jauh sebelum Gutenberg menemukan mesin cetak

bull Dengan perkembangan teknologi Multimedia teks dapat dikombinasikan dengan media lain dengan cara yang lebih powerful dan bermakna untuk menyajikan informasi dan mengekspresikan perasaan

bull Teks dapat dirancang dengan menggunakan ndash Word Processor (WP) bull Teks dibuat menggunakan WP kemudian di import dari

Multimedia Authoring Program seperti Macromedia Director atau Macromedia Authorware dalam format Rich Text Format (RTF)

ndash Authoring Software (AS) bull Teks dibuat menggunakan fasilitas text editor yang

terdapat dalam program seperti Macromedia Director

bull Hal-hal yang harus diperhatikan dalam menggunakan teks dalam aplikasi multimedia a Pahami kegunaan aplikasi yang dibuat b Jumlah teks yang digunakan c Jenis type font yang dipakai d Ukuran dan warna font

bull Bedakan penggunaan teks untuk ndash Individual user

bull Untuk aplikasi multimedia yang digunakan oleh seorang pemakai dengan menggunakan komputer rarr gunakan extensive text dengan ukuran yang lebih kecil dibandingkan untuk group presentation

ndash Group presentations bull Gunakan teks seminimal mungkin karena yang berbicara adalah

presenter penyaji Teks hanya sebagai panduan sajabull Batasi penggunaan teks hanya pada bullet text atau paragraf

pendekbull Ukuran font minimal 24 points

Format Text

bull Format teks dapat dibagi menjadi 2 bentuk a Bullet text

Berisi teks pendek diawal dengan simbol-simbol tertentu Digunakan untuk menjelaskan konsep atau menjelaskan suatu

maksud Contoh simbol yang digunakan 1048697 1048697 1 a dll

b Paragraf textMerupakan sekumpulan teks biasanya terdiri lebih dari 1 kalimat Ada 4 bentuk format paragraf yaitu left-aligned right-aligned

centered justified

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 14: KOMPONEN MULTIMEDIA

Text

bull Pada awal sejarah peradaban manusia telah menggunakan gambar-gambar dan tulisan untuk menceritakan tentang pengalaman pengetahuan dan perasaan mereka

bull Teks merupakan alat komunikasi yang utama jauh sebelum Gutenberg menemukan mesin cetak

bull Dengan perkembangan teknologi Multimedia teks dapat dikombinasikan dengan media lain dengan cara yang lebih powerful dan bermakna untuk menyajikan informasi dan mengekspresikan perasaan

bull Teks dapat dirancang dengan menggunakan ndash Word Processor (WP) bull Teks dibuat menggunakan WP kemudian di import dari

Multimedia Authoring Program seperti Macromedia Director atau Macromedia Authorware dalam format Rich Text Format (RTF)

ndash Authoring Software (AS) bull Teks dibuat menggunakan fasilitas text editor yang

terdapat dalam program seperti Macromedia Director

bull Hal-hal yang harus diperhatikan dalam menggunakan teks dalam aplikasi multimedia a Pahami kegunaan aplikasi yang dibuat b Jumlah teks yang digunakan c Jenis type font yang dipakai d Ukuran dan warna font

bull Bedakan penggunaan teks untuk ndash Individual user

bull Untuk aplikasi multimedia yang digunakan oleh seorang pemakai dengan menggunakan komputer rarr gunakan extensive text dengan ukuran yang lebih kecil dibandingkan untuk group presentation

ndash Group presentations bull Gunakan teks seminimal mungkin karena yang berbicara adalah

presenter penyaji Teks hanya sebagai panduan sajabull Batasi penggunaan teks hanya pada bullet text atau paragraf

pendekbull Ukuran font minimal 24 points

Format Text

bull Format teks dapat dibagi menjadi 2 bentuk a Bullet text

Berisi teks pendek diawal dengan simbol-simbol tertentu Digunakan untuk menjelaskan konsep atau menjelaskan suatu

maksud Contoh simbol yang digunakan 1048697 1048697 1 a dll

b Paragraf textMerupakan sekumpulan teks biasanya terdiri lebih dari 1 kalimat Ada 4 bentuk format paragraf yaitu left-aligned right-aligned

centered justified

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 15: KOMPONEN MULTIMEDIA

bull Teks dapat dirancang dengan menggunakan ndash Word Processor (WP) bull Teks dibuat menggunakan WP kemudian di import dari

Multimedia Authoring Program seperti Macromedia Director atau Macromedia Authorware dalam format Rich Text Format (RTF)

ndash Authoring Software (AS) bull Teks dibuat menggunakan fasilitas text editor yang

terdapat dalam program seperti Macromedia Director

bull Hal-hal yang harus diperhatikan dalam menggunakan teks dalam aplikasi multimedia a Pahami kegunaan aplikasi yang dibuat b Jumlah teks yang digunakan c Jenis type font yang dipakai d Ukuran dan warna font

bull Bedakan penggunaan teks untuk ndash Individual user

bull Untuk aplikasi multimedia yang digunakan oleh seorang pemakai dengan menggunakan komputer rarr gunakan extensive text dengan ukuran yang lebih kecil dibandingkan untuk group presentation

ndash Group presentations bull Gunakan teks seminimal mungkin karena yang berbicara adalah

presenter penyaji Teks hanya sebagai panduan sajabull Batasi penggunaan teks hanya pada bullet text atau paragraf

pendekbull Ukuran font minimal 24 points

Format Text

bull Format teks dapat dibagi menjadi 2 bentuk a Bullet text

Berisi teks pendek diawal dengan simbol-simbol tertentu Digunakan untuk menjelaskan konsep atau menjelaskan suatu

maksud Contoh simbol yang digunakan 1048697 1048697 1 a dll

b Paragraf textMerupakan sekumpulan teks biasanya terdiri lebih dari 1 kalimat Ada 4 bentuk format paragraf yaitu left-aligned right-aligned

centered justified

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 16: KOMPONEN MULTIMEDIA

bull Hal-hal yang harus diperhatikan dalam menggunakan teks dalam aplikasi multimedia a Pahami kegunaan aplikasi yang dibuat b Jumlah teks yang digunakan c Jenis type font yang dipakai d Ukuran dan warna font

bull Bedakan penggunaan teks untuk ndash Individual user

bull Untuk aplikasi multimedia yang digunakan oleh seorang pemakai dengan menggunakan komputer rarr gunakan extensive text dengan ukuran yang lebih kecil dibandingkan untuk group presentation

ndash Group presentations bull Gunakan teks seminimal mungkin karena yang berbicara adalah

presenter penyaji Teks hanya sebagai panduan sajabull Batasi penggunaan teks hanya pada bullet text atau paragraf

pendekbull Ukuran font minimal 24 points

Format Text

bull Format teks dapat dibagi menjadi 2 bentuk a Bullet text

Berisi teks pendek diawal dengan simbol-simbol tertentu Digunakan untuk menjelaskan konsep atau menjelaskan suatu

maksud Contoh simbol yang digunakan 1048697 1048697 1 a dll

b Paragraf textMerupakan sekumpulan teks biasanya terdiri lebih dari 1 kalimat Ada 4 bentuk format paragraf yaitu left-aligned right-aligned

centered justified

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 17: KOMPONEN MULTIMEDIA

bull Bedakan penggunaan teks untuk ndash Individual user

bull Untuk aplikasi multimedia yang digunakan oleh seorang pemakai dengan menggunakan komputer rarr gunakan extensive text dengan ukuran yang lebih kecil dibandingkan untuk group presentation

ndash Group presentations bull Gunakan teks seminimal mungkin karena yang berbicara adalah

presenter penyaji Teks hanya sebagai panduan sajabull Batasi penggunaan teks hanya pada bullet text atau paragraf

pendekbull Ukuran font minimal 24 points

Format Text

bull Format teks dapat dibagi menjadi 2 bentuk a Bullet text

Berisi teks pendek diawal dengan simbol-simbol tertentu Digunakan untuk menjelaskan konsep atau menjelaskan suatu

maksud Contoh simbol yang digunakan 1048697 1048697 1 a dll

b Paragraf textMerupakan sekumpulan teks biasanya terdiri lebih dari 1 kalimat Ada 4 bentuk format paragraf yaitu left-aligned right-aligned

centered justified

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 18: KOMPONEN MULTIMEDIA

Format Text

bull Format teks dapat dibagi menjadi 2 bentuk a Bullet text

Berisi teks pendek diawal dengan simbol-simbol tertentu Digunakan untuk menjelaskan konsep atau menjelaskan suatu

maksud Contoh simbol yang digunakan 1048697 1048697 1 a dll

b Paragraf textMerupakan sekumpulan teks biasanya terdiri lebih dari 1 kalimat Ada 4 bentuk format paragraf yaitu left-aligned right-aligned

centered justified

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 19: KOMPONEN MULTIMEDIA

Font type

a Bitmap fonts ndash Tersimpan sebagai karakter tunggal yang terdiri dari

kumpulan titik-titik yang nampak di layar ketika diperlukan ndash Apabila ukuran font tidak terinstall di komputer maka font

akan disesuaikan ukurannya secara matematis sehingga hasilnya kurang bagus

b Outline fonts (truetype fonts dan multiple master) ndash Terdiri dari outlines yang terisi suatu warna objek yang

terbentuk setiap kali digunakan ndash Selalu kelihatan halus dan bentuknya rata berapapun

ukurannya

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 20: KOMPONEN MULTIMEDIA

Video bull Suara dan video memegang peranan yang sangat penting

dalam presentasi multimedia bull Sound merupakan dimensi aural yang menentukan mood

dan tercapainya tujuan presentasi bull Video telah diperkenalkan kurang lebih 50 tahun yang lalu

Namun hubungan antara video (televisi) dan komputer merupakan hal yang relatif masih baru sedangkan digital video merupakan teknologi yang lebih baru lagi

bull Orang akan lebih tertarik dengan aplikasi presentasi yang menampilkan tayang dalam bentuk video

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 21: KOMPONEN MULTIMEDIA

Format Video bull Video dibedakan dalam dua format yaitu

ndash Analog NTSC dan PAL ndash Digital MOV MPG AVI ASF dll

bull Proses mengubah dari analog ke format digital disebut dengan Capturing atau sampling Proses capturing memerlukan alat yang berupa video capture board atau frame grabber yang dipasang dalam komputer yang berfungsi untuk merubah sinyal analog menjadi sinyal digital

bull Semakin lama durasi video analog rarr semakin besar RAM dan harddisk yang dibutuhkan untuk menyimpannya dalam format digital Sebagai ilustrasi 1 frame digital video dengan kualitas 24 bits membutuhkan sekitar 1 Mb 10 detik digital video ndash full screen ndash full motion memerlukan 300 Mb

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 22: KOMPONEN MULTIMEDIA

bull Video digital mengalami kompresi antara 150 hingga 1200 dari ukuran aslinya

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 23: KOMPONEN MULTIMEDIA

Animasi

bull A simulation of movement created by displaying a series of pictures or frames Cartoons on television is one example of animation

bull What is Animation ndash 50 years ago Walt Disney created animated objects

such as Mickey Mouse ndash Today the process used to create animated objects

has had to change ndash In fact it continues to change

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 24: KOMPONEN MULTIMEDIA

bull Definition ndash The word ldquoanimationrdquo is a form of ldquoanimaterdquo

which means to bring to life ndash Animation is the use of computer to create

movement on the screen

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 25: KOMPONEN MULTIMEDIA

There are four kinds of animation

1 Frame Animation ndash Makes object by displaying a series of predrawn pictures called

frames in which the objects appear in different locations on the screen

ndash In a movie a series of frames moves through the film projector at about 24 fps Why 24 fps because that is the threshold beneath which you would notice flicker or jerkiness on the screen

2 Vector Animation ndash Vector is a line that has a beginning a direction an a length ndash Vector animation makes objects move by varying these three

parameters for the line segments that define the object ndash Software macromedia flash

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 26: KOMPONEN MULTIMEDIA

3 Computational Animation ndash You move objects across the screen simply by varying their

x (horizontal position) and y (vertical position) coordinates 4 Morphing

ndash Morphing means to transition one shape into another by displaying a series of frames that creates a smooth movement as the first shape transform itself into the other shape

ndash Software Avidrsquos Elastic Reality Black Beltrsquos WinImages Gryphon Softwarersquos Morph Human Softwarersquos Squizz MorphWizard Unleadrsquos MorphStudio

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 27: KOMPONEN MULTIMEDIA

Models

1 Cel models ndash early animators drew on transparent celluloid sheets or cels

different sheets contained different parts of the scene which was assembled by overlaying the sheets

ndash in animation cels are digital images with a transparency channel

ndash scenes are rendered by drawing the cels back to front with movement being added by changing the position of cels from one frame to the next

ndash a cel model is therefore a set of images their back to front order and their relative position and orientation in each frame

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 28: KOMPONEN MULTIMEDIA

2 Scene-based models ndash simply a sequence of graphics models each representing a

complete scene ndash highly redundant and do not support continuity of activities

3 Event-based models ndash expresses the difference between successive scenes as

events that transform one scene to the next ndash still discrete rather than continuous but permits the

management of scenes by input devices (ie mouse tablet etc) rather than each scene having to be entered manually

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 29: KOMPONEN MULTIMEDIA

4 Key frames ndash in essence the animator models the beginning and end

frames of a sequence and lets the computer calculate the others by interpolation

5 Articulated objects amp hierarchical models ndash attempt to overcome the problems of key frames by

developing articulated objects jointed assemblies where the configuration and movement of sub-parts are constrained

ndash ensures proper relative positioning and constraint maintenance during interpolation (will not allow solid objects to pass through other solid objects)

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 30: KOMPONEN MULTIMEDIA

6 Scripting and procedural models ndash current state-of-the-art animation modelling systems

have tools allowing the animator to specify key frames preview sequences in real time and control the interpolation of model parameters

ndash an additional feature in many such systems are scripting languages

ndash scripting languages offer the animator the opportunity to express sequences in concise form particularly useful for repetitive and structured motion and also provide high-level operations intended specifically for animation

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 31: KOMPONEN MULTIMEDIA

7 Physically-based models amp empirical models ndash this approach is used to produce sequences

depicting evolving physical systems ndash a mathematical model of the system is derived

from physical principles or empirical data and the model is then solved numerically or through simulation at a sequence of time points each one resulting in a single frame for the sequence

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 32: KOMPONEN MULTIMEDIA

Animation Operation bull Graphics operations

ndash since animation models are graphics models extended in time all the graphics operations we have already covered are applicable here

bull Motion and parameter control ndash since the essential difference between graphics and animation

operations is the addition of the temporal dimension graphics objects become animations through the assignment of complex trajectories or behaviours over time

ndash commercial 3D animation systems provide modelling tools and animation tools the modelling tools produce 3D graphic models and the animation tools add temporal transformations to these objects

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 33: KOMPONEN MULTIMEDIA

Principles of Animation bull Animation is possible because of a biological phenomenon

known as persistence of vision And The psychological phenomenon called phi

bull An object seen by the human eye remains chemically mapped on the eyersquos retina for a brief time after viewing

bull Combined with the human mindrsquos need to conceptually complete a perceived action

bull This makes it possible for a series of images that are changed very slightly and very rapidly one after the other seem like continuous motion

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 34: KOMPONEN MULTIMEDIA

Keyframe animation bull Keyframing is the technique used for pose-to-pose animation

ndash Head animator draws key posesmdashjust enough to indicate what the motion is supposed to be

ndash Assistants do ldquoin-betweeningrdquo and draws the rest of the frames ndash In computer animation substitute ldquouserrdquo and ldquoanimation softwarerdquo ndash Interpolation is the principal operation ndash Forward ndash Inverse ndash Software Fractal Designrsquos Poser ndash Sample robotics

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 35: KOMPONEN MULTIMEDIA

Animation Principles bull Timing bull Ease inOut bull Moving in arcs bull Anticipation bull Follow through bull Staging bull Weight

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 36: KOMPONEN MULTIMEDIA

Animation Techniques bull Computers have taken a great deal of

handwork out of the animation and rendering process

bull And commercial films such as Jurassic Park Beauty and the Beast Toy Story and Shrek have utilized the power of the computers

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 37: KOMPONEN MULTIMEDIA

Motion Capture bull A method for creating complex motion quickly measure it from the

real world

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 38: KOMPONEN MULTIMEDIA

Types

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 39: KOMPONEN MULTIMEDIA

2-D Animation

1 Cel animationndash Made famous by Disney ndash 24 frames per second therefore a minute may require as

many as 1440 separate frames ndash Cel animation is based on changes that occur from one

frame to the next ndash Cel stands for celluloid which is a clear sheet with images

drawn on them ndash The celluloid images are place on a background that is

usually stationary ndash The background remain fixed as the images changes

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 40: KOMPONEN MULTIMEDIA

2 Path animationndash Moves an object along a predetermined path on the screen ndash The path can be a straight line or have a number of curves ndash Starts with keyframes (the first and last frame of an action) ndash The series of frames in between the keyframes are drawn in

a process called tweening ndash Tweening requires calculating the number of frames

between keyframes and the path the action takes and then actually takes and then sketches a series of progressively different outlines

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 41: KOMPONEN MULTIMEDIA

3-D Animation

bull 3-D Animation involves three steps modeling animation and rendering ndash Modeling ndash the process of creating objects and

scenes ndash Animation ndash the process of defining the objectrsquos

motion ndash Rendering ndash the final step in creating 3-D

animation 2 basic forms

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51
Page 42: KOMPONEN MULTIMEDIA

bull Software (File Format) ndash Director (dir amp dcr) ndash Animator (Pro fli) ndash Studio Max (max) ndash SuperCard and Director (pics) ndash Windows Audio Video Interleaved (avi) ndash Macintosh qt amp (mov) ndash Motion Video (mpeg) ndash CompuServe (gif) ndash Flash (swf) ndash Shockwave (dcr)

  • KOMPONEN MULTIMEDIA
  • Multimedia Building Blocks
  • Graphics
  • Slide 4
  • Alur manipulasi graphics dalam pengembangan aplikasi multimedia
  • Backgrounds
  • Parameter dalam pemilihan gambar digital
  • Bit color resolution
  • Slide 9
  • Screen Resolution
  • Image resolution
  • Format file
  • Slide 13
  • Slide 14
  • Slide 15
  • Text
  • Slide 17
  • Slide 18
  • Slide 19
  • Format Text
  • Font type
  • Video
  • Format Video
  • Slide 24
  • Animasi
  • Slide 26
  • There are four kinds of animation
  • Slide 28
  • Models
  • Slide 30
  • Slide 31
  • Slide 32
  • Slide 33
  • Animation Operation
  • Slide 35
  • Slide 36
  • Slide 37
  • Slide 38
  • Slide 39
  • Slide 40
  • Slide 41
  • Slide 42
  • Slide 43
  • Slide 44
  • Slide 45
  • Slide 46
  • Slide 47
  • 2-D Animation
  • Slide 49
  • 3-D Animation
  • Slide 51