Thursday, 10 April 2014

3D in the broadcast world

There is a good chance that anyone involved in the early years of 3D computer graphics has had to animate a flying logo. This use of 3D offered a new and dynamic way of getting the message across – always important in the world of advertising.

Since then, the use of 3D in broadcast has evolved and more sophisticated artwork is being produced.

Flying logos are now integrated into more complete 3D environments where a product is advertised or a corporate message introduced. Character animation is also used more to bring objects to life and help sell the message.

Maya has helped open the door to a more complex use of 3D in the broadcast world. With integrated modeling, animation, characters, visual effects and rendering, a smaller video production house can
now easily add 3D into their existing 2D workflow.

Animated Short Films

For many years 3D computer graphics were used primarily in animated short films. The experimental nature of these films was a good match for this new computer graphics technology. Smaller teams of artists, or even individual artists, could explore the use of computers to generate animation without the pressures of a larger feature production schedule.
In fact, Chris Landreth’s Bingo, an animated short film, was created while Maya was still in development. Using Maya, Chris and his team were able to tell a compelling story about the influences of our society on the average person.
Short films provide a fertile ground for experimentation that help drive innovation in the computer graphics industry. It is also a great way for young animators and students to begin using their animation skills as a vehicle for storytelling

3D Computer Animation: Autodesk Maya

The world of 3D computer graphics has grown from experimental short films to full integration into the creative process for many types of media. From flying logos to digital actors, the field of 3D computer graphics has evolved rapidly over the last two decades. The use of 3D graphic tools is now an important part of many television, film and multimedia projects.
What makes 3D such a useful tool is the way it simulates real objects. The way objects appear in perspective, the way a surface bends and twists, or the way a light illuminates a space—all of these complex 3D effects can now be recreated on the computer. The resulting digital images can then be integrated into other media types using familiar compositing and editing techniques. Autodesk® Maya® is a 3D animation system that addresses the needs of a wide variety of digital content creators. The Maya software tools and techniques have been developed with the artist in mind, while command-based scripting offers ways to build customized tools that suit more integrated
production workflows.

IN Short:Traditional Cel Animation

In traditional cel animation every frame is drawn by hand. Video clips are play 24 frames per second (fps). That means a one minute video clip read 1440 pictures.

– Artistic vision has to be converted into a sequence of still frames
– Not enough to get the stills right--must look right at full speed
» Hard to “see” the motion given the stills
» Hard to “see” the motion at the wrong frame rate

Story board
– Sequence of drawings with descriptions
– Story-based description

Voice Recording
– Preliminary soundtrack or "scratch track" is recorded
– To synchronize animation later

Animatic or Story Reel
– Pictures of the storyboard synchronized with the soundtrack
– To work out timing issues

• Design
– Design and draw characters from different angles
– Statues and maquettes can be produced




• Animation
– Story board
– Animatic
– Final Animation

• Key Frames
–Draw a few important frames in pencil
» beginning of jump, end of jump and a frame in the air

• Inbetweens
–Draw the rest of the frames

• Painting

–Redraw onto clear sheet of plastic called a cel, color them in
Use one layer for background, one for object
- Can have multiple animators working simultaneously
on different layers, avoid re-drawing and flickering

- Draw each separately
- Stack them together on a copy stand
- Transfer onto film by taking a photograph of the stack


Media & Entertainment industry in India

With more than 600 television channels, 100 million pay-TV households, 70,000 newspapers and 1,000 films produced annually, India’s vibrant media and entertainment (M&E) industry provides attractive growth opportunities for global corporations. Enticed by economic liberalization and high volumes of consumption, many of the world’s media giants have been present in the Indian market for more than two decades. However, in recent years, with near double-digit annual growth and a fast-growing middle class, there has been a renewed surge in investments into the country by global companies.

Media sectors, regarded as “sunset” industries in mature markets, are flourishing in India, presenting global media companies with exciting opportunities to counter declining revenues. For example, the newspaper industry, which is facing declining readership in many international markets
because of digital media, continues to thrive in India, driven by increasing literacy rates and consumer spending as well as the growth of regional markets and specialty newspapers. Newspapers account for 42% of all advertising spend in India, the highest in all media streams.

 India’s favorable regulatory environment and recent reforms are creating investment opportunities in a number of M&E sectors. Entry restrictions for foreign companies have been relaxed and Foreign Direct Investment (FDI) caps have been recently increased in key sectors, including Direct-To-Home (DTH) and radio. Mandatory digitization of the country’s TV distribution infrastructure has spurred the growth of digital cable and DTH, and created the need for these companies to fund their expansion. The third round of radio license auctions (phase III), expected in the near future, is expected see radio networks adding around 700 radio stations across the country.

Then, there are India’s diverse content markets. The bulk of the country’s urban consumption is from non-metro cities (the tier 2 and tier 3 towns) and comprises regional markets with distinct cultures, languages and content preferences. These markets, which are huge markets within markets, provide global M&E
companies with a variety of opportunities to deliver localized content. Many global film studios and TV broadcasters have already entered these markets and are producing regional language content.

Finally, there is the evolution of consumption of digital content, which is at an inflection point in India. Although internet penetration is currently low in the country, the recent launch of 3G services and the eventual launch of 4G are expected to bring a late surge in wireless-based broadband adoption. In conjunction with India’s mobile phone user base of more than 750 million subscribers, the scale and impact of the country’s potential for digital content consumption is huge. This presents M&E companies, foreign and domestic, with an exciting opportunity to develop digital businesses that cater to a new generation of broadband users.

While there are many opportunities to tap, there are also unique differences and challenges. Diverse content preferences and the low price point and high volumes of content consumption are some of the critical differences that global M&E companies need to assess when entering the Indian market. Companies that understand and adapt to the economic and social fabric of the country’s operating environment and that invest in tailored content and services are likely to maximize their success.

M&E companies operating in India continue to be exposed to risks ranging from local competition to fraud, corruption and piracy. Furthermore, although the development of corporate governance norms and ongoing structural and regulatory reforms are expected to mitigate these threats, global M&E companies need to develop flexible business plans, and identify and develop mitigation strategies for key risks.

Flip book Animation

A flip book animation is created by the n number of pictures series who created on to paper and bind each other in a systematic sequential order. So when the all pages are turned speedly then it is look like a animation because of all pictures are in a animatic order.
First flip book animation (1868) is created byJohn Barnes Linnett. This animation was in linear sequence of images order.