ANIMATION

SUPPLY LIST FOR ANIMATION

 

 

Three main things will be considered when evaluating a student’s design work:

 

Effort - visible in the work and/or demonstrated in class; spend quality time on your work!

Creativity - how original your work is

Following Directions - did you explore the assignment as given?

• Drawing Sketch Pad

• 1 Subject Notebook

• 2-inch 3-ring binder

• 8GB Flash Drive

• Drawing Pencils

• Eraser

• Pencil Sharpener

• Fine Tip Sharpie

Class Syllabus|Rules

4th 6 Weeks

Technology Use

 

Students should have all devices on silent mode and put away when I am teaching. If you are doing independent work you may listen to music with one ear-bud in your ear.

 

GRADING POLICY

 

Student grades for this course will be calculated according to the following percentages:

  • 50% Major projects
  • 50% Small Projects / Practice Assignments
  • On time maximum credit: 100%
  • Late work maximum credit: 70% (10 points off per day late)

 

COURSE OBJECTIVES

 

As a result of taking this class, you should be able to:

Utilize the tools of design, presentation, and animation.

Practice the creative and technical process of animation.

Develop systems of creative thinking that will aid in solving visual problems.

Explore how how ideas are generated in animation and how problems are resolved.

Understand and define successful animation.

Build an animation gradually using sketches and mockups.

Create model sheets.

Write storyboards

 

In addition to the comprehensive objectives, you should be able to:

Use Adobe Illustrator to create character drawings and an illustrated story.

Use Adobe Flash to create various types of animations.

Integrate the use of Adobe Illustrator and Adobe Flash together to create various types of animations.

Use Adobe Edge Animate to create interactive animations.

Use AutoDesk Maya and Mudbox to create and animate 3D characters.

 

How Do I Make Up Missing or Incomplete Work?

You are expected to keep up with lessons and projects in class. Keep track of course assignments and due dates at this website. Late or incomplete work can be turned in during the same six weeks for a reduced score of 10 points per day. If the work is late due to an excused absence, you will have one extra school day per day of excused absence to complete it without a reduction in grade.

Please let me know as soon as you have submitted a late assignment. Otherwise I will not know to look for it.

 

Open Lab - the lab is open at 8:00 am every morning for students to come in and work.

 

Design Room Rules

Refer to the Student Handbook for school-wide rules. We have design room rules too:

1. Don’t prevent me from teaching.

2. Don’t prevent others from learning.

3. Be safe.

4. Keep things clean.

 

What Do those 4 Rules Really Mean Day-to-Day?

Here are some examples to show you what I mean. These are examples. Use your common sense when interpreting these rules.

Don’t prevent me from teaching.

• Don’t speak while I am instructing the class.

• Raise your hand if you wish to speak, and wait for me to call on you.

• Don’t interrupt when I am giving personal attention to another student.

Don’t prevent others from learning.

• Don’t behave in a disruptive or distracting way.

• Don’t engage in lengthy off-topic conversations.

• Keep the volume of your voice down.

• No singing, rapping, or other disruptive noises.

Be safe.

• Don’t throw, toss, flick, or roll anything across the table, floor, or classroom.

• Don’t roll across the classroom in your chair.

• Use classroom materials in a safe manner.

• Don’t behave in any way that threatens harm to anyone or our equipment.

Keep things clean.

• Clean up after yourself so your station is ready for the next student.

• Return classroom materials to the proper storage place.

• Don’t eat messy things that can leave residue on the computers.

• Keep your language clean.

Professional Skills Grade

It is my job to help you develop positive work behaviors and personal qualities needed to be employable by demonstrating skills related to seeking employment , creating work samples and earning certifications. Each week you will earn a "professional skills grade" for your professional conduct in class by following the Design Room Rules and following the 4 Rules detailed above.

  • 1st 6 Weeks - January 17th - January 20th

    This week we will be learning the concept of inbetweening, this is the job done by a person called the "inbetweener" who's responsibility it is to create the drawings between key poses in order to complete the illusion of movement and action. To find more information about this job and other job roles in the animation industry visit Creative Skill Set.

    Tuesday, January 17th through Wednesday, January 18th

    In the Animation Assignments folder you will find a document titled InBetweening.pdf, review pages 13 through 20 in the InBetweening.pdf document. You will now complete the assignment on Page 20, a Flash document has been started for you and can be found in the Animation Assignments folder titled InBetweening-Face.fla. Rename the file LastnameF_InBetweening-Face and save to your documents folder BEFORE beginning the assignment.

    You will be creating your Blank Keyframes and drawings on the Head Turn layer. You will complete the head turn in the downward arc and the upward arc. For extra-credit, if you have time, add a blink!

    Hint: You repeat frame 9 and when you use drawing 1 a second time it should be on Frame 17, this will keep all of your frames evenly space for a total of 9 keyframes.

    Due Wednesday, January 18th

    When you have completed all Frames and are happy with your work, Export your animation as a SWF Movie.

    Files to turn in to TurnIn folder:

    • LastnameF_InBetweening-Face.fla
    • LastnameF_InBetweening-Face.swf

     

    Thursday, January 19th and Friday, January20th

    In the Animation Assignments folder you will find a document titled InBetweening.pdf, please review pages 1 through 12, I will give you 20-minutes to do so.

    On page 12 is an assignment, we will begin this assignment together working on Frames 1,3, 5, 7, & 9. You will repeat the process in reverse for Frames 10, 13, 15, 17, & 19 on your own.

    We will start a New Flash HTML5 Canvas document with the default settings and name it LastnameF_InBetweening-Shapes. [Be sure to save it to your documents folder!]

    We will be creating 3 layers to draw the shapes referenced on Page 12:

    • Circle
    • Square
    • Triangle

    Before getting started, let's create the Blank Keyframes needed for our images, this will give us a "blank sheet of paper" for each drawing.

    According to the instructions given by the animator he/she has shown us what the image will look like on Frame 1 and Frame 9, (the circles around these numbers indicated the images are provided) so we will draw these two frames first. Then, the animator is telling us to draw Frame 5, what the animation will look like at the midway point of the animation by putting () on either side of the # and to draw Frames 3 and 7 last.

     

    When you have completed all Frames and are happy with your work, Export your animation as a SWF Movie.

    Files to turn in to TurnIn folder:

    • LastnameF_InBetweening-Shapes.fla
    • LastnameF_InBetweening-Shapes.swf

     

    Due Friday, January 20th

     

  • 2nd 6 Weeks - January 23th - January 27th

    Monday, January 23th

    In the Animation Assignments folder you will find a document titled InBetweening.pdf, please review pages 1 through 12, I will give you 20-minutes to do so.

    On page 12 is an assignment, we will begin this assignment together working on Frames 1,3, 5, 7, & 9. You will repeat the process in reverse for Frames 10, 13, 15, 17, & 19 on your own.

    We will start a New Flash HTML5 Canvas document with the default settings and name it LastnameF_InBetweening-Shapes. [Be sure to save it to your documents folder!]

    We will be creating 3 layers to draw the shapes referenced on Page 12:

    • Circle
    • Square
    • Triangle

    Before getting started, let's create the Blank Keyframes needed for our images, this will give us a "blank sheet of paper" for each drawing.

    According to the instructions given by the animator he/she has shown us what the image will look like on Frame 1 and Frame 9, (the circles around these numbers indicated the images are provided) so we will draw these two frames first. Then, the animator is telling us to draw Frame 5, what the animation will look like at the midway point of the animation by putting () on either side of the # and to draw Frames 3 and 7 last.

     

    When you have completed all Frames and are happy with your work, Export your animation as a SWF Movie.

    Files to turn in to TurnIn folder:

    • LastnameF_InBetweening-Shapes.fla
    • LastnameF_InBetweening-Shapes.swf

     

    Due Monday, January 23th

    Tuesday, January24th

    Project: InBetweening a fish swimming.

     

    These instructions are written as if you are working with paper, a peg bar and a light box. You will need to make the necessary adjustments to complete these assignment in Flash using layers, keyframes and onion skinning.

     

    A start file has been created for you titled Fish.fla, save a copy to your folder as LastnameF_Fish.fla, make adjustments as you deem necessary to the location of the provided images as you trace on the layer that has been created for you. REMEMBER hide the reference layer and to check your Export Settings  so the hidden layer does not show when exported.

     

    Create a background for your fish to swim in. The fish should be moving between the various items you draw to add realism.

     

    When you have completed all Frames and are happy with your work, Export your animation as a SWF Movie. Due Friday, January 27th.

    Files to turn in to TurnIn folder:

    • LastnameF_Fish.fla
    • LastnameF_Fish.swf

     

    Instructions:

     

    This assignment has two keys: #1 and #6. There are four inbetweens #2, 3, 4, and 5.

     

      

     

    You are to draw the 4 inbetweens. #3 is half, 2 and 4 are quarters and #5 is a slo-in to Key 6.

     

    There are some very subtle movements here. As you "flip" the two keys, look at the different parts of the drawing: see how the tail moves, the arm fin, the eyes and brows, the curl of the mouth, the overall shape, the head fin and finally the bubbles. Each of these parts need to be thought of in a different way. Again, a "half" doesn't mean 1/2 the mathematical distance. Consider some of the principles of animation here: overlapping action being the primary one, stretch & squash, possibly even anticipation.

     

    In your discussion with the animator (that's me in this case) you would be told what needs to be done.

     

    1. First, the body shape is to be inbetweened just as it's charted. There is a forward and upward shift to the mass as well that needs to be spaced exactly as the chart shows, therefore inbetween #3 will be the first one done.
    2. The eyes are going to move differently than in the chart, they will anticipate and stretch up slightly on drawing #2 and then settle down into #6 following the chart for 3, 4, and 5. This would usually require a breakdown from the animator to indicate just how far the eyes should stretch. I'll let you do it. Not too much, just a bit. Take the eye brows up as well.
    3. Because they timing on the eyes is different, you can't draw them in on #3 yet. Just draw the shape of the body lightly, especially where the eyes are. This way you can then take drawing 3 and 1 and do the inbetween for just the body shape on #2 and draw the eyes stretched up. Then take drawings 2 and 6, put them on the "pegs" and place drawing #3 on top and now inbetween the eyes half way.
    4. When you go to inbetween the body, look for the distances between the 3 main points on the head: the back end of the body where the tail is attached, the tip of the chin point, and the intersection of the upper lip with the mouth line. Lightly draw a path of action line between these common points making sure the line is accurate to the start and stop points. Now make a small mark along the lines to indicate the half way points.

     

    Take the top two drawings off the "pegs" now. Turn on the light table and position the second key directly over top of the first key, aligning the three points as closely as you can. If there is a shift and you can only line up one, make it either the point at the tail or the tip of the chin and get the others as close as you can. Now take your inbetween drawing and line it up with the points. If the tip of the tail is the alignment point, do the same with the inbetween, matching up the halfway point on the path of action.

    Here's what it should look like:

     

    Now you can more accurately inbetween the body shape. This is called, "Shift and Trace".

     

    Take the drawings off the pegs and put down 1 and 6 again then place 3 on top. You can now inbetween the bubble half way as well as the head fin.

     

    The arm fin we want to have some overlapping action here. The fin will move forward with the same curve as in drawing 1 with the tip point half way between 1 and 6 following an arc. Use the shift and trace method again to get a more accurate inbetween here.

     

    For the tail fin, there is a pushing forward action to the tail and we want to use overlapping action here. The center of the fin will be half way but the two tips will be pushing back (to the left) with the same curvature as in drawing 1.

     

    Next, move to inbetween #2. Follow the same methods. Only the eyes are different as they should be higher in this one for the anticipation up.

     

    After this, do drawings 4 and then 5. The only thing to note will be the overlapping action that you should have in the tail fin and the hand fin. Inbetween 4 should have an 'S' curve to it on the hand.

    DUE FRIDAY, January 27th

  • 3rd 6 Weeks - January 30th - February 3rd

    Monday, January 30th through Friday, February 3rd

    Mother Goose Nursery Rhyme Flash Animation

    PROJECT: Your task is to create a Flash representation of a Mother Goose Nursery Rhyme of your choice and bring the rhyme to life using modern animation tools. Each student will participate individually; produce an illustrated animation using Flash and incorporate illustrations, text, sounds and music.

    Late work will be deducted 10 points per day it is late!

    Step 1: Select Your Fable & Draw Sketches

    1. You will first need to select the rhyme of your choice. In the Animation Assignments folder you will find a document titled MotherGoose.pdf, which has some rhymes to choose from.
    2. In a Word document, Type your name and the title of your nursery rhyme.
    3. Place a copy of the entire nursery rhyme in the document.
    4. Identify the main characters in the story.
    5. Identify the setting(s) [scene(s)] of the story.
    6. Due Monday, January 30th.

    Step 2: Sketch Your Characters and Scene(s)

    On sketch paper, complete the following:

    1. A standard model sheet (front, side, back ¾ view) for each main character, include the name of the character on the model sheet [use a separate piece of sketch paper per model sheet]
    2. Sketch of each scene [separate piece of sketch paper for each scene]
    3. Scan your sketches, name your files LastnameF_RhymeSketch1.png, LastnameF_RhymeSketch2.png, LastnameF_RhymeSketch3.png, etc. and turn into the TurnIn folder for your class period. [Note: when scanning save your files as a png.]
    4. Due Friday, February 3th. [Keep in mind you can turn this in early so you can get started animating!]

    Step 3: Create Your Animation in Flash

    You will now create your animation in Flash, you may use your scanned images as references to trace if you would like. [File → Import to Library, then create a reference layer to place the image on so you can then trace it.]

    Using the variety of skills you have learned so far from creating the various walk-cycles, the character animation (potato guy) and the inbetweening assignments you are to animate the nursery rhyme you have chose.

    Your animation is required to have the following components in this project:

    • Create simple character animations moving across the scene.
    • Animate other elements in the scene that make sense to be animated.
    • Text narrative that accompanies the animation to tell the fable. The text should “play” while the animation tells the story.
    • Sound effects (animal sounds, wind blowing, etc.) that enhance the visual storytelling.
    • Music soundtrack. The music should fit with the story and help to enhance the emotional impact of the story.
    • Publish the rhyme as a standalone Web page.
    • You will need to turn in the FLA, HTML and JS files.
    • Name your document LastnameF_NurseryRhyme.
    • Due Friday, February 17th.

    Music/Sound Resources

    http://soundbible.com

    http://freeplaymusic.com

     

    Here is a tutorial on how to add sounds and audio to your Flash files.

  • 4th 6 Weeks - February 6th - February 10th

    Monday, February 6th through Friday, February 10th

    Mother Goose Nursery Rhyme Flash Animation

    Step 3: Create Your Animation in Flash

    You will now create your animation in Flash, you may use your scanned images as references to trace if you would like. [File → Import to Library, then create a reference layer to place the image on so you can then trace it.]

    Using the variety of skills you have learned so far from creating the various walk-cycles, the character animation (potato guy) and the inbetweening assignments you are to animate the nursery rhyme you have chose.

    Your animation is required to have the following components in this project:

    • Create simple character animations moving across the scene.
    • Animate other elements in the scene that make sense to be animated.
    • Text narrative that accompanies the animation to tell the fable. The text should “play” while the animation tells the story.
    • Sound effects (animal sounds, wind blowing, etc.) that enhance the visual storytelling.
    • Music soundtrack. The music should fit with the story and help to enhance the emotional impact of the story.
    • Publish the rhyme as a standalone Web page.
    • You will need to turn in the FLA, HTML and SWF files.
    • Name your document LastnameF_NurseryRhyme.
    • Due Friday, February 17th.

    Music/Sound Resources

    http://soundbible.com

    http://freeplaymusic.com

    Here is a tutorial on how to add sounds and audio to your Flash files.

    Here is how to add a sound effect so that it only plays when you want it to.

    After you have imported your favorite sounds into your Flash document Library (File --> Import --> Import to Library), you can place them on keyframes along the Timeline to have them play at specific points in your movie.

    1. Create a new layer and name it sound effect.
    2. Create a blank keyframe on the Timeline where you want your Sound Effect to begin playing and another blank keyframe where you want it to stop playing, create another blank keyframe on the very next frame. (You should have 3 blank keyframes.)
    3. Open the Properties panel (if it’s not already visible).
    4. Place your Playhead at the location of your first keyframe.
      This is where your sound will start playing.
    5. On the Properties panel, expand the Sound section and select the sound effect from the Name drop-down list.
      This drop-down list shows all sounds in your library.
      The sound is now placed on your Timeline at the location of the Playhead, your first keyfame.
    6. Adjust the location of the Playhead to the third blank keyframe.
      This is the blank keyframe that you created on the frame after the blank keyframe when you wanted your sound to stop playing.
    7. Select the Sync menu and choose Stop.
      This will stop your sound from playing.

     

    Want your animation to play only once? Follow the following steps:

    1. Window --> Code Snippets
      These are codes that allow you to add interactivity to your Flash animations, we are going to make your animation stop on the last frame so it plays only one time and does not loop.
    2. Expand Timeline Navigation
    3. Adjust the location of the Playhead to the LAST frame of your animation.
      This is when you want your animation to stop.
    4. Double-click on Stop at this Frame.
      A new layer is created named Actions with the Stop action placed on the last frame (the location of the Playhead).
  • 5th 6 Weeks - February 13th - February 17th

    Mother Goose Nursery Rhyme Flash Animation

    Step 3: Create Your Animation in Flash

    You will now create your animation in Flash, you may use your scanned images as references to trace if you would like. [File → Import to Library, then create a reference layer to place the image on so you can then trace it.]

    Using the variety of skills you have learned so far from creating the various walk-cycles, the character animation (potato guy) and the inbetweening assignments you are to animate the nursery rhyme you have chose.

    Your animation is required to have the following components in this project:

    • Create simple character animations moving across the scene.
    • Animate other elements in the scene that make sense to be animated.
    • Text narrative that accompanies the animation to tell the fable. The text should “play” while the animation tells the story.
    • Sound effects (animal sounds, wind blowing, etc.) that enhance the visual storytelling.
    • Music soundtrack. The music should fit with the story and help to enhance the emotional impact of the story.
    • Publish the rhyme as a standalone Web page.
    • You will need to turn in the FLA, HTML and SWF files.
    • Name your document LastnameF_NurseryRhyme.
    • Due Friday, Feburary 17th.

    Music/Sound Resources

    http://soundbible.com

    http://freeplaymusic.com

    Here is a tutorial on how to add sounds and audio to your Flash files.

    Here is how to add a sound effect so that it only plays when you want it to.

    After you have imported your favorite sounds into your Flash document Library (File --> Import --> Import to Library), you can place them on keyframes along the Timeline to have them play at specific points in your movie.

    1. Create a new layer and name it sound effect.
    2. Create a blank keyframe on the Timeline where you want your Sound Effect to begin playing and another blank keyframe where you want it to stop playing, create another blank keyframe on the very next frame. (You should have 3 blank keyframes.)
    3. Open the Properties panel (if it’s not already visible).
    4. Place your Playhead at the location of your first keyframe.
      This is where your sound will start playing.
    5. On the Properties panel, expand the Sound section and select the sound effect from the Name drop-down list.
      This drop-down list shows all sounds in your library.
      The sound is now placed on your Timeline at the location of the Playhead, your first keyfame.
    6. Adjust the location of the Playhead to the third blank keyframe.
      This is the blank keyframe that you created on the frame after the blank keyframe when you wanted your sound to stop playing.
    7. Select the Sync menu and choose Stop.
      This will stop your sound from playing.

     

    Want your animation to play only once? Follow the following steps:

    1. Window --> Code Snippets
      These are codes that allow you to add interactivity to your Flash animations, we are going to make your animation stop on the last frame so it plays only one time and does not loop.
    2. Expand Timeline Navigation
    3. Adjust the location of the Playhead to the LAST frame of your animation.
      This is when you want your animation to stop.
    4. Double-click on Stop at this Frame.
      A new layer is created named Actions with the Stop action placed on the last frame (the location of the Playhead).
  • 6th 6 Weeks - February 20th - February 24th

    DUE FRIDAY! This is the last assignment for the 6 weeks and grades close on Friday, February 24th.

    Mother Goose Nursery Rhyme Flash Animation

    Step 3: Create Your Animation in Flash

    You will now create your animation in Flash, you may use your scanned images as references to trace if you would like. [File → Import to Library, then create a reference layer to place the image on so you can then trace it.]

    Using the variety of skills you have learned so far from creating the various walk-cycles, the character animation (potato guy) and the inbetweening assignments you are to animate the nursery rhyme you have chose.

    Your animation is required to have the following components in this project:

    • Create simple character animations moving across the scene.
    • Animate other elements in the scene that make sense to be animated.
    • Text narrative that accompanies the animation to tell the fable. The text should “play” while the animation tells the story.
    • Sound effects (animal sounds, wind blowing, etc.) that enhance the visual storytelling.
    • Music soundtrack. The music should fit with the story and help to enhance the emotional impact of the story.
    • Publish the rhyme as a standalone Web page.
    • You will need to turn in the FLA, HTML and SWF files.
    • Name your document LastnameF_NurseryRhyme.
    • Due Friday, Feburary 17th.

    Music/Sound Resources

    http://soundbible.com

    http://freeplaymusic.com

    Here is a tutorial on how to add sounds and audio to your Flash files.

    Here is how to add a sound effect so that it only plays when you want it to.

    After you have imported your favorite sounds into your Flash document Library (File --> Import --> Import to Library), you can place them on keyframes along the Timeline to have them play at specific points in your movie.

    1. Create a new layer and name it sound effect.
    2. Create a blank keyframe on the Timeline where you want your Sound Effect to begin playing and another blank keyframe where you want it to stop playing, create another blank keyframe on the very next frame. (You should have 3 blank keyframes.)
    3. Open the Properties panel (if it’s not already visible).
    4. Place your Playhead at the location of your first keyframe.
      This is where your sound will start playing.
    5. On the Properties panel, expand the Sound section and select the sound effect from the Name drop-down list.
      This drop-down list shows all sounds in your library.
      The sound is now placed on your Timeline at the location of the Playhead, your first keyfame.
    6. Adjust the location of the Playhead to the third blank keyframe.
      This is the blank keyframe that you created on the frame after the blank keyframe when you wanted your sound to stop playing.
    7. Select the Sync menu and choose Stop.
      This will stop your sound from playing.

     

    Want your animation to play only once? Follow the following steps:

    1. Window --> Code Snippets
      These are codes that allow you to add interactivity to your Flash animations, we are going to make your animation stop on the last frame so it plays only one time and does not loop.
    2. Expand Timeline Navigation
    3. Adjust the location of the Playhead to the LAST frame of your animation.
      This is when you want your animation to stop.
    4. Double-click on Stop at this Frame.
      A new layer is created named Actions with the Stop action placed on the last frame (the location of the Playhead).

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