2.02d computer animation software and design guidelines

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2.02D Computer Animation Software and Design Guidelines 2.02 Develop Computer Animations

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2.02D Computer

Animation Software

and Design Guidelines

2.02 Develop Computer Animations

Common Terms in Animation

Software

Stage

Library

Timeline

Frame

Keyframe

Playhead

Frames per Second

Layers

Stage

The part of the

animation program

window where the

animation’s content is

composed and

manipulated.

Library

Stores frequently

used graphics, movie

clips, and buttons.

Timeline

The part of the animation program window

that organizes and controls an animation’s

content over time using layers and frames.

In video-editing software, where source

clips, transitions, and audio files are

arranged to create the video.

Parts of the Timeline

Frames

Frames hold the content that the movie

displays or plays at that point in time.

The number of frames determines the

length of the animation.

The higher the number of frames, the

longer the animation.

Regular Frames

Contain one image or frame.

Regular Frame

Keyframes

Shows where the key (most important) actions occur.

Shows where

tweening will occur.

Keyframes

Image used with permission from http://facweb.cs.depaul.edu/sgrais/creating_a_motion_tween.htm

Playhead

Vertical red marker in the timeline that shows

which frame is the current frame.

Scrubbing

Dragging the playhead across the timeline in

order to preview the animation.

Frames Per Second (FPS)

The number of frames that appear in one second of the animation.

If the animation program creates movies at 12 fps (frames per second) by default, inserting a keyframe and change once every 12 frames results in a change in action for every second.

A project with 60 frames results in a 5-second movie.

Frames Per Second (continued)

Layers Timeline is divided into layers to help organize

content and allow the different layers to be edited

separately.

Sound would be on a separate layer.

Text would be on a separate layer.

A motion path would be on a separate layer.

Layers

Motion Guide Layer

Layer on which a motion path is drawn.

Objects on different layers can be linked to the

motion layer so they will follow the motion path.

Once linked, they become “guided layers”

Multiple objects can be linked to one motion

layer.

Text layers can also be linked to a motion layer.

Motion Guide Layer

Screenshots from

Different Animation

Software Packages

Flash

This Image has been used with permission from:

http://glennward.co.uk/2009/09/1-1-introduction-to-adobe-flash-the-workspace-and-tools/

Synfig

Image created by Ricardo Graça and used with permission from: www.ricolandia.com

Guidelines

For Designing

Frame-by-Frame

Computer Animations

Guidelines For Designing Frame-

by-Frame Computer Animations

Insert keyframes at each change in the action

Content on keyframes can be changed by:

Adding and deleting objects.

Replacing one object with another.

Moving objects, resizing, or rotating objects.

All these actions simulate some kind of motion or action.

Add a keyframe at the point where the

animation will stop.

Allow sufficient time for the image to be viewed

after the final content change.

Guidelines For Creating Frame-

by-Frame Animations (continued)

For example, if a new graphic is inserted at frame 35, place the final keyframe at frame 50 to allow time for the display of the final graphic.

Copyright Laws

Copyright Laws

Purpose

Fair use situations

Public domain material

Review

Parts of Computer Animation Software

Stage

Library

Timeline

Parts of the Timeline

Frame

Keyframe

Playhead

Frames per Second

Layers

Review (Continued)

Guidelines for Designing Animation

Insert keyframes at each change in the action

Change keyframes by:

Adding and deleting objects.

Replacing one object with another.

Moving objects, resizing, or rotating objects.

Add a keyframe at the point where the animation will stop.

Allow sufficient time for the image to be viewed after the final

content change.