
PREFACE “These three fields require a high degree of collaboration with artists, producers, story editors, directors, programmers, and any number of other people in both the executive and creative ends of the business.This is most emphatically true for animation and games. The design of internal mechanisms for facial animation in stop-motion takes advantage of animatronics and robotics studies, can have its operation simulated in computer graphics, and apply the possibilities that come from cartoon animation, and payback to all the fields involved. To this interface are added the knowledge about Human Facial Gestures studied in face recognition (machine vision) and in forensic science in its analysis of testimonies. Even more so when facial animation in stop-motion uses internal mechanisms, converging art, entertainment, and science. This common language of the three techniques offers contributions towards the emotional response problems faced by robotics and entertainment with animatronics. Although cartoon animation is also synonymous with two-dimensional animation as a technique, since Fleischer and Disney it is aesthetically perspectivist, anticipating in decades the visual paradigm of computer graphics and always having parallels in the stop-motion of puppets. In isolation, each field has given its steps, but the longest and most successful experience in achieving sympathy is undoubtedly the synthetic language of cartoon animation also present in puppet animation. Whatever the field of study and application, the main concern about the face remains the emotional response of moviegoers, video game players or people in the presence of automats, animatronics, and androids.

Today facial animation reaches a broad spectrum: from visual to physical, in visual effects (VFX), games, animatronics, robotics, machine vision and forensic science. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. Animators are artists who specialize in the creation of animation. The illusion-as in motion pictures in general-is thought to rely on the phi phenomenon.

ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other.
