3.02 computer animation software and design guidelines 3.02 develop computer animations

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3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

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Page 1: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

3.02 Computer Animation Software and Design Guidelines

3.02 Develop Computer Animations

Page 2: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

Common Terms in Animation Software

Stage Library Timeline

Frame Keyframe Playhead Frames per Second Layers

Page 3: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

Stage

The part of the animation program window where the animation’s content is composed and manipulated.

Page 4: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

Library

Stores frequently used graphics, movie clips, and buttons.

Page 5: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

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.

Page 6: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

Parts of the Timeline

Page 7: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

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.

Page 8: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

Regular Frames

Contain one image or frame.

Regular Frame

Page 9: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

KeyframesShows 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

Page 10: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

Playhead

Vertical red marker in the timeline that shows which frame is the current frame.

Page 11: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

Scrubbing

Dragging the playhead across the timeline in order to preview the animation.

Page 12: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

Frames Per Second (FPS)

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

Page 13: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

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)

Page 14: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

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

Page 15: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

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

Page 16: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

Screenshots from Different Animation Software Packages

Page 17: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

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/

Page 18: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

Synfig

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

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Autodesk 3ds Max

This image used with permission from: http://www.softpedia.com/progScreenshots/3D-Studio-Max-Screenshot-15976.html

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Guidelines For Designing Frame-by-Frame Computer Animations

Page 21: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop 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.

Page 22: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

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.

Page 23: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

Copyright Laws

Page 24: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

Copyright Laws

Purpose Fair use situations Public domain material

Page 25: 3.02 Computer Animation Software and Design Guidelines 3.02 Develop Computer Animations

Review

Parts of Computer Animation Software Stage Library Timeline

Parts of the Timeline Frame Keyframe Playhead Frames per Second Layers

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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.