Traditional Culture Encyclopedia - Traditional festivals - Even animation is divided into two categories what are they
Even animation is divided into two categories what are they
The basic principle of two-dimensional animation is to play 24 frames per second (frame) image, which is determined by the physiological characteristics of the human eye, because the human eye is able to distinguish the shortest time difference is 0.15 seconds (I forget the specific number), so when the time gap between the two very small changes in the picture successively flashed across the human eye, the vision is not perceived. Every two frames between the picture difference is very small, so a series of images strung together to form a dynamic visual effect. It can be imagined that the production of a large animated film needs to draw how many such continuous picture, an animated feature film is basically about 90 minutes, equivalent to 5400 seconds. An animated movie is basically about 90 minutes, which is equivalent to 5400 seconds. 24 frames per second means that at least 129600 frames have to be drawn. But because many scenes in the background does not need to move, so we can draw the background independently, and to move the image of China in a transparent material on plastic paper, this paper is called celluloid sheet. Of course, this is the traditional two-dimensional production methods, and now have a computer, you can directly from the computer software to produce, without having to buy expensive celluloid sheet. For example, photoshop's layer function is the most suitable for simulating the effect of celluloid film. After processing, and then imported into the professional animation software for post-production, the final sound synthesis output.
Three-dimensional aspect is the application of pure computer technology. For example, the popular 3d max and maya software. The basic principle is to construct a three-dimensional model, so that after the mediation model of the action process, and finally "rendering", this rendering is equivalent to the model to wear a variety of materials, such as the character's clothing, wall color, and so on, and finally the sound synthesis output.
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