Hi everyone, Please use this blog to brush up on your drawing skills and then to work on your animation skills. You only have to do the homework, but there are a number of tutorials for your practice. Carter-
- TOPICS:
- LINK Homework and Quiz info for next week
- LINK The storyboard for our animation
- LINK Review: Drawing Examples —Trees & Clouds
- LINK Review: Drawing Examples —Trees & Clouds
- HOMEWORK:
- Draw:
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Last week I asked you to start to work on your mid-term projects. You needed to come to class with an idea typed on paper for your animation. It could be any very brief story idea, such as a nursery rhyme. I suggested "Little Miss Muffet" or "Humpty Dumpty", but you could do whatever you like. Remember, this should be simple and short, but it has to tell some kind of story.
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Next, you had to draw either on paper or in the computer a cartoon of two of your characters. I asked that you draw them so that their "LOOK" goes together. What I mean by this is that they should have a similar aesthetic. They should look like they belong in the same animation.
Last week, I told you that you may draw this on paper or in the computer, but this week you MUST begin to do them in the computer, and they should also now be colored. You may use other cartoons as examples to get ideas, but your drawing MUST be original.
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This week, you must add the rest of your characters. So, make certain you draw ALL of them.
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Finally, you should also draw a setting. The setting is the location of your story. This can be anything, but keep in mind, less detail is always better. It will save you time and energy.
For an example of what we are going to do starting in our next class, check out the links for the storyboard below. This will be the story we are going to animate together in class this semester. You will have to do your own animation, but this will be one I will use to teach you in class.
Above all, please,Just be creative.
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- Quiz:
We did not have a quiz this week; so, you should be prepared to take the QUIZ in the beginning of the next class NEXT WEEK. This quiz will test you over your knowledge of how to create graphic symbols and motion tweens, as well as keyboard shortcuts for the following: save, open, print, undo, copy, cut, paste, extending-the-duration, convert to symbol, and the tools in the toolbar. You should also know how to create a motion-tween.
- Draw:
- STORYBOARD: below you will find links to each of the pages of the example storyboard containing 3-frames each. Starting in class next week, we will follow along with this storyboard. This should give you an idea of what we are going to do next both in class, and what I will be assigning to you for homework next week.
- LINK Frames 1-3
- LINK Frames 4-6
- LINK Frames 7-9
- LINK Frames 10-12
- LINK Frames 13-15
- LINK Frames 16-18
- LINK Frames 19-21
- LINK Frames 22-24
- LINK Frames 25-27
- LINK Frames 28-30
- LINK Frames 31-33—not yet complete.
- DRAWING EXERCISES: creating a bunch of baloons
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- Creating a simple Graphic Symbol:
- Once you draw your cloud or tree, it should be converted to a symbol (F8) like many of the other much more simple objects we have draw thus far, ovals and rectangles mostly.
- To do so, after you have drawn your cloud, for instance, you must choose the selection tool (V) and select the entire cloud.
- Then select F8, convert to symbol.
- Give it the name cloud, select graphic for behavior and then click okay.
- Now you will see that it has a blue box around it when it is selected. If you de-select by selecting escape or by clicking on the background somewhere, you will see the blue box disappears.
- One thing you should remember is that since the cloud is now a symbol, you must not double-click on it, as this will take you into symbol-edit mode for the cloud.
- If you do wish to edit your symbol, then do double-click on it; however, you must remember to exit symbol-edit mode by clicking on Scene 1 in the upper-lefthand corner of the window.
- If you select F11 or ctrl-L the Library will open up. To close, you simply select F11 orctrl-Lagain. Once open, you will see a smaller representation of your circle symbol there. If there are more symbols, you will see them all listed there. Here is where your symbols are stored. What is on the stage is known as a symbol instance. It is like a clone, or a copy of what is in the library. Symbol instances may be deleted from the stage without affecting the symbol in the library. However, take great care of your symbols in the library. Do not delete the symbols from the library if you are using them in your movie. If you delete the symbols in the library, they will also be deleted from the entire movie.
- You may use as many symbol instances as you need. All you need to do is drag an instance from the library onto the stage.
- After you draw the tree, you should do the same and convert it into a symbol too (F8).
- Creating a Simple Landscape:
- If you haven't drawn your tree or cloud yet, or if you have not yet converted them into symbols, then look at the above exercise to do so first: LINK
- Once you have created your symbols, make sure that for now you have only one instance of each of them on the stage. Click one time on the tree and cloud to make sure they are symbols. If the blue box appears around them when they are selected, then they are probably symbols. Next, look in your library (ctrl-L) and make certain both symbols are there. If so, then you're all set, so delete both of them from the stage, but careful not to delete them from the library.
- Next, in the timeline, double-click where it says layer 1 and type the name ground
- Then, choose the rectangle tool (R) and draw a rectangle over the bottom part of the stage. Adjust the fill and stroke colors of the rectangle if you need to.
- Manipulating Layers:
- Creating a simple Graphic Symbol:
- Foreground & Background: When objects are placed in a landscape, to give the illusion of depth, they take on different sizes. Objects that are far away from the viewer, the camera, appear smaller. Objects that are nearer appear larger. To convey this relative size and relative distance, the free-transform tol (Q) is used to resize an object such as trees that are either further away or closer to the camera.
- Add a new layer and name ittree-near.
- Open the library (ctrl-L or F11) again, and drag another instance of the tree symbol onto the stage.
- Again, use the free-transform tool (Q)to resize the tree until it is much larger. It should hang off the edges of the stage significantly. Place it so that it rests along the left edge.
- Next, select this tree on the stage using the selection tool (V), open the properties bar, and click where it says color and select brightness. Make the tree darker as it is nearest to the viewer.
- Now, lock the tree-near layer.
- Open the library (ctrl-L or F11) once again, and drag a third instance of the tree symbol onto the stage.
- Use the free-transform tool (Q)to resize the tree until it is much smaller. Place it so that it rests on one of the background hills.
- Dim, Hazy Distance: To further provide an illusion of distance, objects that are further away from the viewer, from the camera, appear dimmer or lighter or hazier. This is due to the effects of the atmosphere and water-vapor. Color and symbol effects may be used to help provide this effect.
- Select this smallest tree on the stage using the selection tool (V), open the properties bar again, click where it says color and select brightness. Make the tree lighter as it is furthest from the viewer.
- Save and test (ctrl-enter) the movie, and it will look like the following image.
- Finally, you may also add these effects to the clouds, making them lighter, or, perhaps somewhat transparent with alpha.
- Save and test (ctrl-enter) the movie, and it will look like the following image.
- SNOWMAN ANIMATION: Below, you will see a review the first step of the snowman animation as it is described in the first paragraph of the Snowman story and as we started 2 weeks ago.
Notice two things: first, how many layers there are and what their names are; second, how many frames each part of the animation takes. Remember, the lavendar areas are the motion tweens.
- Create your first layer and name it mountains.
- In this layer, draw the two mountains in the background as described in the Snowman Story.
- Now lock this layer.
- Create a new layer and name it ground.
- In this layer draw the ground in the foreground where the snowman will be standing.
- Now lock this layer too.
- Create a new layer and name it snowman1.
- In this layer, draw the large circular snowball that will form the parts of the snowman. You may use any tools you wish to do this. I used the brush tool (B) to make mine because I didn't want it to be an absolutely perfect circle as the oval would probably have done. I then created a radial gradient and used the paint bucket (K) tool to fill it up. Afterwards, I selected the brush tool (B) again and made some marks to make the snowball seem irregular.
- Once you complete your snowball, select the entire thing and convert it to a symbol (F8).
- Give it the name snowball, select graphic for type, and then click okay.
- Place the snowball symbol off the stage to the right-hand side.
- Choose the free transform tool (Q) and make the snowball a little bit smaller. To do this, remember, you must hold onto the shift key and drag on one of the corner handles.
- Now, in the timeline in the snowman1 layer, click in frame 1 and then release.
- Once you release, click again and hold down. Before you let go, drag it to frame 10 and then release. This will move the keyframe to that frame, frame 10.
- Next, since the part of the animation in which the snowball rolls into the stage is supposed to take one and a half seconds (check the Snowman Story), this means that it should take 18 frames. Recall, the frame rate is 12 frames per second. This means for one second there are 12 frames of animation. Therefore, if you need 1 1/2 seconds of animation, you need 18 frames. I altered this a little and made it 20 frames in my animation. What you should do next, then, is to click in frame 30 of your animation in the snowman1 layer and add a keyframe (F6).
- Now, move the snowball to a position on the stage somewhere in the middle.
- Make the snowball larger now using the free transform tool (Q).
- Once you have done this, in the timeline between the keyframes in the gray area, right-click and select create motion tween.
- Then, click somewhere in the timeline in the lavendar area of new motion tween.
- Open up the properties bar and locate where it says rotate.
- Since the snowball is moving to the left, we want it to rotate in the counter-clockwise direction, so select CCW, and the number of times it should rotate is one.
- Next, click in frame 35 of each layer one at a time and extend the duration (F5).
- Lock the snowman1 layer, add a new layer, and name it snowman2.
- Click in frame 35 of this layer and add a new keyframe (F6).
- From the library (F11 or crl-L), drag an instance of the snowball symbol onto the stage off to the right side like the first one.
- Make this snowball even smaller than you did the first one.
- Next, click in frame 55 of this layer, and add a keyframe (F6).
- Move the smaller snowball next to the first one and then make it a little larger.
- Now add your next motion tween between those two keyframes, frames 35 and 55.
- You should also make this rotate CCW and one time.
- In the next eight (8) keyframes we will use a frame-by-frame animation that lifts the second snowball onto the first and then makes the two snowballs squash down and back up. So, click in frame 56 and add a keyframe (F6).
- Now, lift up the second snowball and move it upwards slightly and a little to the left.
- Then click in frame 57 and add a keyframe (F6).
- Repeat this action 2 more times for frames 58 and 59.
- The next four frames follow the squash and stretch effect of the weight of the second snowball as it comes to rest onto the first snowball. squash it down a little: squash it down a little more: make them taller again, even taller than they started as a kind of bounce back: put them back to their original size: