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#!CSeaGreen #!N
#!Rall615 Animation and Frame Rates #!N #!EC #!N #!N In making
animation for TV, you must be aware of "frame rate." Just
like all the other references to sampling in the discussion above,
TV "samples" time at 30 frames per second (25 in PAL).
That means that at most you can have 30 time-step changes
per second of video (unless you choose to skip some time
steps in your data). Generally, you may want to show many
fewer changes than that or the phenomenon may go by too
quickly for the viewer to comprehend. On the other hand, when
you rotate an object you want to make as many small
changes as you can afford. The result will be smooth animation
rather than jerky cartoon-like movement. One rule of thumb is to
rotate no faster than 3 degrees per frame. That means that
your object would rotate 90 degrees in one second, or 360
degrees in 4 seconds. Like any rule of thumb, this can
be adjusted depending on the case at hand. For example, it
is often useful to record the rotation at more than one
speed. The human visual system will detect different levels of detail
in an object depending on its motion rate. This can be
used to your advantage, to get double-duty out of your visualization.
Record and play it at one rate, and viewers will see
one aspect of your data; play it faster or slower, and
different details will be noticed. And often, it is good practice
to let an animation "loop" a few times, allowing the viewer
to observe the entire process from beginning to end. #!N #!N
The Sequencer also can generate "palindromic" motion in which the object
swings back and forth rather than jumping from the end of
a series back to the beginning. Be sure that you use
this feature in a meaningful way: time steps shown in reverse
order imply time running backward. Annotation is definitely required in this
case! #!N #!N #!N #!F-adobe-times-medium-i-normal--18* Next Topic #!EF #!N #!N #!Lall616,dxall617 h Presentation: Issues and Techniques #!EL
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