01.12.2012 Views

Chapter 4: A HISTORY OF COMPUTER ANIMATION ... - Vasulka.org

Chapter 4: A HISTORY OF COMPUTER ANIMATION ... - Vasulka.org

Chapter 4: A HISTORY OF COMPUTER ANIMATION ... - Vasulka.org

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

<strong>Chapter</strong> 4 : A <strong>HISTORY</strong> <strong>OF</strong> <strong>COMPUTER</strong> <strong>ANIMATION</strong> 3/20/92 42<br />

functionality ; the functionality must not only be defined and<br />

perfected, it must be integrated into the language as well . The<br />

advantages lie in standardization of how you put things together,<br />

and, especially when the language is implemented graphically, in<br />

performing graphical operations graphically .<br />

Animation Stand and Optical Printer Control Languages<br />

Another vector of development were languages to control<br />

animation stands and optical printers . The syntax of these<br />

languages tended to be more defined in the terms of the machinery<br />

involved (eg, counters and fields), and not as virtual images . After<br />

all, the artwork is in the real world, and the cameras are physical<br />

equipment . In LANGUAGENAME, developed by Cinetron, typical<br />

commands include table pan and tilt, camera zoom, shutter, and<br />

frame advance (aka shuttle)(figure) . Computation is employed to<br />

calculate eases, simplify skip and repeat framing, and alert the user<br />

to problems such as potential temporal aliasing . Temporal control<br />

is provided by simple interactive commands . In practice the<br />

translation of the graphical layout notation used for optical printers<br />

to computer text is more straightforward than that of dopesheet<br />

animation because the computerized stand camera operator must<br />

still mount the background and cels artwork on the stand, often<br />

changing it on a frame by frame basis .<br />

Obviously low level command language also exists for<br />

manipulating camera and rigs moving in three dimensional space,<br />

however in practice it is semantically equivalent to manipulating<br />

virtual 3D cameras and props . Whether it uses mathematical-like<br />

notation or studioese depends more upon the pleasure of its users<br />

that the physical equipment .<br />

Concept of simulation<br />

Graphics processes may be implemented in hardware or<br />

software-in the last analysis this distinction is secondary to<br />

identifying the functionality itself, that is, the definition of the<br />

variable and its domain . Making animation is a procedural task that<br />

can be described with a series of steps . Animation involves<br />

manipulating both the data of the image (by drawing or by procedure<br />

2D or 3D environments) as well as temporal variables such as<br />

velocities, accelerations, and directions . So thinking about the<br />

functional parameters of animation makes a great deal of sense . It<br />

is how one directs animation, talks with an animator, and how an<br />

animator operates the system .

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!