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Intro to 2D Animation

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Syllabus


Week 6: Anticipation ::
Anticipation is the action that leads to another action. It is the windup before the baseball pitch. Be sure you view your homework below the example.



HOMEWORK: Animate a character exiting a scene ( worth 100 points).
A maximum of 20 points will be awarded for each principle. Have fun and do your best.

• Smoothness, careful drawing, size playback and registration (5 points each).
• Ease in and ease out.
• Timing (Show speed)
• Squash and Stretch
• Anticipation

Minus 20 points, if you do not turn in your drawings along with your animation.




Week 5: Follow Through, Secondary Motion & Staging
This week, we learned about the principles of overlaping action/follow through, secondary motion and staging.

Follow through is the idea that something keeps moving. Things don't stop all at once, but gradually lose momentum before they come to a complete stop. Think about a tail, or a cape on a superhero. If they stop, the cape or tail keeps on moving. Learn more about it by clicking here: http://en.wikibooks.org/wiki/Traditional_Principles_of_Animation:Follow_through

Secondary motion refers to the idea that something can't move unless the main object moves. Its an action that is a direct result of another action. You can learn about it more here: http://en.wikibooks.org/wiki/Traditional_Principles_of_Animation:Secondary_action

Staging refers to the clearest most direct way to show an action.
http://en.wikibooks.org/wiki/Traditional_Principles_of_Animation:Staging

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HOMEWORK:
Animate a half filled sac of flour falling to the floor. As you animate, keep in mind that you will be applying many of the "12 Principles of Animation" (see diagram).You will be graded on the following parameters below, do your best and have fun.

You will be graded on how well you display the following:
• overlapping action • secondary motion • squash and stretch • ease in and ease out • timing • smoothness (careful drawing) • playback (quicktime file) • 15 drawings in a folder • meeting the deadline (due at the beginning of class, points will not be deducted if it makes it in time for the class critique).



Week 3: Walk Cycle Midterm - Day 1

This week you received information regarding your Midterm Walk Cylce. As help to you, please look at the walk cycles from various animations that you own, or you may also check out work from the photographer Edward Muybridge as seen below.



Walk Cycle Paramters:
• It must contain 2 cycles. (A cycle is 2 steps, therefore your animation should contain 4 steps.
• Smoothness
• Overall Look and Feel (Squash and Stretch, Weight and Flow).
• Deadline Date.
• 30 drawings.

Come to class to get the detailed handout regarding this assignment.

HOMEWORK: Turn in 10 -12 master key drawings for your walk cycle. (NOTE: These are not the first ten frames of your animation, but the ten keyframes/major stopping points of your animation).



Week 2: Bouncing Ball II
This week we learned the lunchbox, and the process for making quicktime movies. We also discussed this wee's homework, which is to animate a ball coming in from an angle. Please follow the parameters below for full credit.

We will be watching both ball animations in class and we will give you instruction into your next animation.

HOMEWORK: Bouncing Ball from Angle.
• Squash and Stretch (weight)
• Ease in, ease out.
• Speed and Timing
• Quicktime format & Drawings
• Deadline (Beginning of class






Week 1: Welcome
Welcome to Intro to 2D Animation. In this class, we will be studying the art of animation. Compared to other art forms, animation is quite young and was developed as advancements in visual technology were created (like film and television). We're glad that its here. And although I believe design is important, I'm attracted to animation for its characters, storytelling and becauseitself.

Please keep in mind that the skill of drawing is very important to animation, but its important to note that we are not striving for single beautiful drawings, but a sequence of many drawings that when viewed one right after the other, creates the illusion of movement (life). Keep your drawings fluid, loose and concentrate on the movement and in most cases, we're basing it off of the spacing between each drawing.

We are learning to make things come alive and the principles of movement apply to not only the 2D and 3D animation disciplines, but interactive media and broadcast mediums as well.



TOPICS COVERED IN CLASS:
• 12 Principles of Animation overview
• Squash and Stretch
• Animation Paper and technique overview
• keyframes and inbetweens
• straightforward animation vs. pose to pose.
• extreme poses
• Timing (to slow down movement, frames are closer together).
• ease in and ease out.

HOMEWORK:
Bouncing Ball -
Due Next Week: 15 drawings for your bouncing ball.
You will be graded on:
• squash and stretch demonstration
• timing, ease in and ease out.
• ground line
• cycle (frame 15 and 1 should relate in order to create a loop).
• deadline

You will submit a quicktime of your movie next week and will experience using the pencil test machine (The lunch box.)