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?

SUPPLY LIST FOR ANIMATION

 

 

• 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

3rd 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.

Week 1 - November 27 - December 1

First Assignment for 3rd 6 weeks:

10 Points will be deducted each day for assignments that are NOT turned in within 1 day of the due date.

Assignment #1 (37 minutes) -  Due Wednesday, November 29

How to Create and Set Up your Project with Harmony Advanced
https://learn.toonboom.com/modules/how-to-create-and-set-up-your-project1?c=4

 

Learn about projects and how to set one up and import bitmap images and templates.

This course will take you through the main steps to create a project in Harmony. In a very few hours, you will be able to use all the basic features and understand the creation workflow. You will be guided through the process with video tutorials and assets. Each step builds on the previous one. By the end of the tutorial, you will have a completed scene including animation, colour, background, camera move and effect.

Material

Prior to starting Module 1: How to Create and Set Up your Project with Harmony Advanced, download the following files:

Objectives

At the end of this journey, you will be able to:

  • Create new scenes
  • Use the basic drawing tools
  • Import templates
  • Import images
  • Create colour palettes
  • Paint drawings
  • Animate simple cut-out puppets
  • Create camera moves
  • Add colour cards
  • Add effects
  • Export projects

Activity 1: Orientation -   2 MINS

activity 2: Your First Harmony Project -   5 MINS

In this topic, you will learn about the project you will create as well as manipulating the interface views. To complete these tutorials, you will need to download the provided sample material. You will be guided step-by-step through the entire creation process.

Activity 3: How to Create a Project -   10 MINS

In this topic, you will learn how to create your first Harmony project using the Welcome Screen window.

Activity 4: How to Import a Bitmap Image -  10 MINS

In this tutorial, you will learn to import a bitmap image using settings that allow you to view images in the Drawing view and handling transparencies in Harmony Essentials.

activity 5: How to Import a Template -  10 MINS

In this topic, you will learn how to import templates from the library to your project. Templates are reusable assets that can be added to any scene. It can be a drawing, an animation, a cut-out puppet, effects, and more.

Turn in your project folder for this Module to the TurnIn folder when you have completed all 4 sections. Show me your check marks on the website when you have completed them.


Assignment #2 (1 hr 45 minutes) - Due Friday, December 1st

How to Draw and Animate with Harmony Advanced

https://learn.toonboom.com/modules/how-to-draw-and-animate

Learn about drawing, color palettes, frame-by-frame animation, painting, and animating a cut-out puppet. (1 hr 45 minutes)

Material:

To complete this topic, you will need the following from the sample material you downloaded:

  • Your Mountaintop_Hike scene (from Assignment #1)

Activity #1 : How to Create a Color Palette -   15 MINS

In this topic, you will learn how to create a simple color palette for your animation.

Activity #2:  How to Draw an Object -  15 MINS

It this topic, you will learn to use the main drawing tools to clean a rough drawing. You will use the Pencil, Cutter, and Contour Editor tools.

Activity #3: How to Animate Frame-by-Frame -  20 MINS

In this topic, you will learn about animating drawings frame-by-frame using a rough animation as reference and the Onion Skin feature.

Activity #4: How to Add a Color Card -  5 MINS

In this topic, you will learn how to add a color card to your project to view the black lines when exporting animation without a background.

Activity #5: How to Paint an Animation - 20 MINS

In this topic, you will learn how to paint multiple drawings using your palette as well as closing gaps and drawing with invisible lines (strokes).

Activity #6: How to Animate a Cut-out Puppet -  30 MINS

In this topic, you will learn how to import the provided cut-out puppet and animate it using keyframes and the Transform tool.

 

 

 

Week 2 - December 4 - December 8

Assignment #3 - Due Tuesday, December 5th
How to Add Effects and Camera Moves with Harmony Advanced

Learn how to create camera moves, add a blur effect and export your project as a QuickTime movie

 

https://learn.toonboom.com/modules/how-to-add-effects-and-camera-moves1?c=4

 

Activity #1 - How to Create a Camera Move - 15 MINS

In this topic, you will learn how to create a camera move by panning the camera.

Activity #2 - How to Add an Effect -   10 MINS

In this topic, you will learn how to add a blur effect to your scene and how to preview a final sample frame in Render mode.

Activity #3 - How to Export a Project - 10 MINS

In this topic, you will learn how to export your project as a movie file.

Animation Principles - Due Friday, December 8th

 

https://learn.toonboom.com/modules/animation-principles?c=20

Learn about classic animation principles, then work on a series of fun activities designed to further your understanding of them. (3 hr 45 minutes)

 

  1. Introduction to Animation Principles
    The main principles that create the backbone of a good animation.
  2. Squash and Stretch Principle
    Squash and stretch adds reality to the animated drawing, with more levels of action and emotion included in every action.
  3. Timing Principle
    Animation is all about the timing.
  4. Anticipation Principle
    Anticipation is the preparation for an action such as a jump or a punch.
  5. Straight Ahead and Pose-to-Pose Principle
    The straight-ahead technique means to animate your action from drawing 1 to the end in sequence order. The pose-to-pose technique is a bit more intricate as it means to draw the key poses first (often the beginning and end drawing of the action and some other key moment between.
  6. Follow Through Principle
    The Follow-Through principle is very important for increasing the quality of your animation. All the secondary parts of your character such as hair, clothes or a cloak will continue moving after the character stopped moving.
  7. Arcs of Rotation Principle
    The human body moves from its articulations such as the shoulders, knees, hips and elbows.
  8. Slow-in and Slow-out Principle
    Most characters and objects accelerate and decelerate when moving.
  9. Secondary Action Principle
    Secondary actions add another layer of realism and quality to an animation.
  10. Exaggeration Principle
    The principle of exaggeration is another important way of adding life in animation.
  11. Solidity Principle
    In animation it is paramount for drawings to have a strong underlying structure.

Now You will Start working with Harmony Advanced to Complete the Following Activities:

Animation Principles - Due Friday, December 15th

  • Activity 1: Experimenting with Space and Time
    This exercise allows you to experiment with the effect of spacing on the timing of an animation.
  • Activity 2: Drawing a Pendulum
    This exercise demonstrates the effects of gravity on the swing of a ball, as well as the spacing of the drawings in the action.
  • Activity 3: Animating the Playground
    Now that you've animated a swinging pendulum from scratch, how about taking it to the next level?
  • Activity 4: Observation and Timing
    Observation is key to good animation timing.
  • Activity 5: Drawing a Bouncing Basket Ball and Bowling Ball
    The bouncing ball is the classic animation exercise, demonstrating not only squash and stretch, but also the effect of gravity and inertia on the spacing and timing of the animation.
  • Activity 6: Animating a Bouncing Ball with a Tail
    In this exercise, you will add life to a bouncing ball.

 

 

Week 3 - December 11 - December 15

Animation Principles - Due Friday, December 15th

  • Activity 1: Experimenting with Space and Time
    This exercise allows you to experiment with the effect of spacing on the timing of an animation.
  • Activity 2: Drawing a Pendulum
    This exercise demonstrates the effects of gravity on the swing of a ball, as well as the spacing of the drawings in the action.
  • Activity 3: Animating the Playground
    Now that you've animated a swinging pendulum from scratch, how about taking it to the next level?
  • Activity 4: Observation and Timing
    Observation is key to good animation timing.
  • Activity 5: Drawing a Bouncing Basket Ball and Bowling Ball
    The bouncing ball is the classic animation exercise, demonstrating not only squash and stretch, but also the effect of gravity and inertia on the spacing and timing of the animation.
  • Activity 6: Animating a Bouncing Ball with a Tail
    In this exercise, you will add life to a bouncing ball.

 

Week 4 - December 18 - December 20

Animation Exercises with Harmony Advanced and Premium - Due Wednesday, December 20th

This course covers all the essential animation concepts, from animation principles to production pipeline with Harmony Advanced and Premium.

 

https://learn.toonboom.com/modules/walk-cycle-animation

 

Walk-Cycle Animation with Harmony Advanced and Premium

Learn how to how to decompose the walk movement and to animate a walk-cycle frame-by-frame with Harmony Advanced and Premium. (1 hr 50 minutes)

 

Walk Analysis

 

The walk cycle is one of the most common animations you'll do when creating films. By regularly observing and analyzing different types of walks when you are outdoors, you'll have a wealth of information for future reference.

 

In this topic, you will discover a new awareness of walking and breaking down the walk of a character. After all, a character's walk can be its defining characteristic that instantly sets it apart from other characters.

 

Activity 1: Walking Around (find a partner for this activity and then share your findings with me!)

 

In this activity, you will team up with someone and take turns walking around, so you can analyze each other’s walk. You should try different styles of walk to see how the character’s state of mind and motivation will affect the walk.

 

About Animating a Walk Cycle (create your own character, it can be one you have drawn before)

 

The first step in hand-drawn animation is to draw a rough sketch. This lets you create and test your animation. You can concentrate on the flow of movement without being concerned about the character’s details. You can focus on the details during the clean up process later on.

 

Activity 2: Animating a Rough Walk Cycle (use the character you have created, use the sample provided for reference only)

 

In this activity you will learn how to animation a simple walk-cycle.

 

First, you need to plan your character’s walk. What is your character’s personality and how will it affect the way they walk and move? For example, a dancer is light in their step and gait. While, a thief is stealthy and may scurry furtively from one place to another. A hunchback lurches to one side and drags one foot or limps dramatically.

 

This activity focuses on the Xsheet view and its functionality, but everything can be also achieved in the Timeline view if you prefer.

 

Activity 3: Cleaning a Walk Cycle (continue with your character from activity #2)

 

When you are satisfied with your animation, you can begin the clean up process.

 

Activity 4: Painting a Walk Cycle

 

Now you can add and customize the different colors that will be used to paint your animation. Be creative! You can work with one colour at a time or create them all at the same time. Remember, you can modify them at any time without repainting your drawings.

 

It is time to create a palette for your character and repaint the outlines using the colors contained in this palette.

 

Activity 5: Personality Walk Cycles

 

Now that you have animated a full walk-cycle, are you ready to tackle another character? Choose one of the characters shown on the Toon Boom site to work with. In what manner would your character walk? Act out your character's walk When you feel that you have analyzed the walk of your character long enough, animate it following the same steps outlined in the previous activities.

Week 5 - January 3 - January 5

Week 6 - January 8 - January 12

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