MGD204: Animation Theory
Flash Animated Character
Take the character you created in the character design assignment. Convert it if you have not already into a Flash drawn character using the Flash drawing tools.
Divide the character into at LEAST four moving parts, this could be things like head, torso, legs, tail, eyes, etc. Use motion/shape tweens to animate your character to give him/her/it life. Animate the character for roughly 2.5 seconds.
For instance, an example would be a dog character where the torso breathes in and out, the head rotates, the tail ways and the eyes widen in and out.
Due June 3rd
Wednesday, May 28, 2014
Wednesday, May 21, 2014
Class Three: Flash Tweens
Class Files
Flash Tweens
Class Presentation Files
PDF
PPTX
Topics
Character Animation Using Symbols
Flash Tweens
Class Presentation Files
PPTX
Topics
- Flash symbols
- Graphic
- Movie Clip
- Shape Tween
- Motion Tween
- Transform
- Rotation
- Scale
- Curved Path
- Alpha
- Tint
- Rotation
- Effects
- Blur
- Dropshadow
Create a Symbol
Shape Tweens
Motion Tweens
Alpha Motion Tween
Rotation/Scale
Bouncing Ball using Motion Tweens
Motion Tweens
Alpha Motion Tween
Rotation/Scale
Bouncing Ball using Motion Tweens
Character Animation Using Symbols
Class Two - Flash Animation Basics
Class Files:
Basic Flash Animation
Presentation Files:
PDF
PPTX
PPTX
Topics Covered:
Onion Skin in Adobe Flash
12 Principles of Animation
Disney's Twelve Basic Principles of Animation is a set of principles of animation introduced by the Disney animators Ollie Johnston and Frank Thomas in their 1981 book The Illusion of Life: Disney Animation. Johnston and Thomas in turn based their book on the work of the leading Disney animators from the 1930s onwards, and their effort to produce more realistic animations. The main purpose of the principles was to produce an illusion of characters adhering to the basic laws of physics, but they also dealt with more abstract issues, such as emotional timing and character appeal.
The book and some of its principles have been adopted by some traditional studios, and have been referred to by some as the "Bible of animation." In 1999 the book was voted number one of the "best animation books of all time" in an online poll. Though originally intended to apply to traditional, hand-drawn animation, the principles still have great relevance for today's more prevalent computer animation. Wikipedia Link
Squash and Stretch in Adobe Flash
Squash and Stretch Examples:
1:01 - 1:30, 2:20 - 2:25
Basic Flash Animation
Presentation Files:
PPTX
PPTX
Topics Covered:
- Timeline
- Frames Per Second (FPS)
- Flash Keyframe/Blank Keyframe
- Onion Skin
- Flash Frame
- Move, Delete, Convert Keyframe
- Frame-by-Frame Animation
- Squash and Stretch
- Arcs
- Spacing/Timing
Basic Frame-by-Frame in Adobe Flash
Onion Skin in Adobe Flash
12 Principles of Animation
Disney's Twelve Basic Principles of Animation is a set of principles of animation introduced by the Disney animators Ollie Johnston and Frank Thomas in their 1981 book The Illusion of Life: Disney Animation. Johnston and Thomas in turn based their book on the work of the leading Disney animators from the 1930s onwards, and their effort to produce more realistic animations. The main purpose of the principles was to produce an illusion of characters adhering to the basic laws of physics, but they also dealt with more abstract issues, such as emotional timing and character appeal.
The book and some of its principles have been adopted by some traditional studios, and have been referred to by some as the "Bible of animation." In 1999 the book was voted number one of the "best animation books of all time" in an online poll. Though originally intended to apply to traditional, hand-drawn animation, the principles still have great relevance for today's more prevalent computer animation. Wikipedia Link
Squash and Stretch in Adobe Flash
Squash and Stretch Examples:
1:01 - 1:30, 2:20 - 2:25
Monday, May 19, 2014
Lab One - Assignment Character Design
Assigned: May 19th
Due: May 26th
Download
Due: May 26th
Download
Create an original character and draw it in Flash. We’ll use this character to create an animated cycle.
Design an original character to animate – we’ll be creating an animation of your character walking or running in place.
The character can be a human, animal, alien, inanimate object, or a hybrid. Draw in any style: realistic or exaggerated. The style should be consistent and unified through all parts of the character.
Draw your character in Flash: practice using the Flash tools. Try doing something in a different way than you would in Photoshop or Illustrator. (You may draw your character on paper first, but the finished character must be drawn in Flash.)
Use Layers: create layers for each main moving part of the character. For example, you can create a layer for the head, another for the central body, one for each arm and leg, and even separate layers for the hands and feet. The more layers you have, the easier it will be to animate your character.
Draw your character in the first pose of a “Walk Cycle” (see the references given out in class). Use an expressive and dynamic pose. Start thinking about how your character might move: what kind of pose or posture would convey their movement? Is the character Running? Walking? Sneaking? Flying? Swimming?
The “Side-View” Walk Cycle is recommended, since it does not require foreshortening.
Thursday, May 15, 2014
Class One - Flash Drawing
Course Overview
Required Equipment:
Flash: Drawing Exercises
Presentation Files
PDF
PPTX
Topics Covered
Flash Drawing Tools:
Paint Brush Tool
Paint Bucket/Ink Bottle
Pen Tool
Character Design
Interview with Character Designers: Link
Required Equipment:
- Thumbdrive/External Harddrive
- Dropbox.com
Flash: Drawing Exercises
Presentation Files
PPTX
Topics Covered
- Flash Program History
- History of Flash on the Internet
- Flash Drawing Tools
- Pencil
- Pen
- Paintbrush
- Paintbucket
- Eraser
- Gradient
- Properties Panel
- Insert Keyframe
- Insert Blank Keyframe
- Frame
Flash History
Flash Animation: Wikipedia Link
Animations
1997: John Kricfalusi, The Goddamn George Liquor Program
1999: Joe Cartoon, Frog in a Blender: Link
2000: Tim Burton, Stainboy
2000: Dice Raw, Thin Line Between Raw and Jiggy
Flash Animation: Wikipedia Link
Animations
1997: John Kricfalusi, The Goddamn George Liquor Program
1999: Joe Cartoon, Frog in a Blender: Link
2000: Tim Burton, Stainboy
2000: Dice Raw, Thin Line Between Raw and Jiggy
Flash Drawing Tools:
Paint Brush Tool
Paint Bucket/Ink Bottle
Pen Tool
Character Design
- Form
- Aesthetics
- Recognizable
- Personality
- Originality
Interview with Character Designers: Link
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