Animation Review for Final Exam

Helpful Notes for Flash

Interface: top right dropdown, select “Animator”

Basic Tools

Brush: (B) select Below to change brush size and shape, and pressure sensitivity

Eraser: (E) Change eraser size and shape

Selection Tool: (V) Arrow tool that selects objects and also to drag lines to alter shapes and size of lines

Paint Bucket: (K) quick color fill of shape. Select “gap size”: if there is a small gap in circle, paint bucket will fill circle

Zoom: (Z) Zoom tool. Use “ctrl” or “alt” to zoom in or out

Eyedropper (I): selects a color from elsewhere in the drawing to use on current object

Symbols (F8): select object and F8 to create and name a symbol

Properties: Menu on right- gives individual settings for each tool

Colors: located in paint bucket tool. Also found in “Color Palette” near “Properties” and “Library” menu

Library: Storage location for premade symbols you’ve created and saved

Saving: select from upper left corner “File” / “Export” / “Export Image”

F5: Adds to the frames you already have

F6: makes new frames with what you have on the previous frame

F7: Creates a new Blank Keyframe

Control/Enter: gives a quick preview of video

Project File: a file created to hold animation or video content.

Stage: the drawing area, or part of an animation program window where the

content is composed and manipulated.

FPS: Frames Per Second

Frame: a placeholder object used to contain text or graphics. It is also a single

image from the sequence of images that make up an animation.

Keyframe: a frame used to specify a change in the animation.

(Means: Something is about to change!)

Motion Path: a path drawn on a guide layer to control path animation.

Path Animation: a method of animating an object that requires the user to

draw of create a path on a guide layer that the object follows.

Timeline the part of Flash that organizes and controls an animation's content

over time using layers and frames.

Layer: a transparent level on the stage that can hold objects and enables them

to be manipulated separately from other layers. Adjusted in Timeline

Onion Skin: a feature that enables you to view the contents of multiple frames

onscreen at the same time.

Panels: floating windows that contain commands, options, palettes, menus, and

other features for quick reference while working in a program.

Playhead: the vertical red marker in the timeline that marks the progress of the

animation when it is previewed in the animation program.

Tween: the calculation of an object's path from a specified beginning point to a

specified ending point in an animation.

Motion Tween: a type of tween that has a blue background on the timeline.

Shape Tween: a type of tween that has a green background on the timeline.

Stroke: The outline of a shape.

Fill: The inside of a shape.

12 Stages of Animation

1. SQUASH AND STRETCH

This action gives the illusion of weight and volume to a character as it moves.

It can also be useful in animating dialogue and doing facial expressions. This

is one of the most important principles and is used often.

2. ANTICIPATION

This movement prepares the audience for a major action a character or effect is

about to perform, such as the start of a run or the pause before an explosion.

Almost all real actions display a major or minor form of this principle.

3. STAGING

This directs the audience's attention to the story or idea being told. The

background design shouldn't obscure the animation or compete with it

due to excess detail behind the animation. They should work together

in unison.

4. STRAIGHT AHEAD AND POSE TO POSE ANIMATION

Straight ahead animation starts at the first drawing and works drawing to

drawing to the end of the scene. This can produce spontaneity and freshness.

Pose to pose is more planned out and charted with key drawings done at

intervals throughout the scene. There is more control in the scene this way.

5. FOLLOW THROUGH AND OVERLAPPING ACTION

When the main body of a character stops, all other parts continue to catch

up to the main mass of the character. Nothing stops all at once. When the

character changes directions, things such as clothing or hair will continue

to move in the old direction and then catch up a few frames later..

6. SLOW-OUT AND SLOW-IN

This principle softens the action, making it more life-like. As the

action starts, we have more drawings near the starting pose, one or

two in the middle, and then more drawings near the next pose.

Fewer drawings make the action faster, while more drawings make

the action slower.

7. ARCS

All actions follow this type of path. It gives the animation a more

natural action and better flow. Many character movements and

special effects elements are subjected to this type of path.

8. SECONDARY ACTION

This action adds to and enriches the main action. It adds more dimension to the character animation. It supplements and/or re-enforces the main action. These actions should work together in support of one another.

9. TIMING

More drawings between poses slow and smooth the action.

Fewer drawings make the action faster and crisper.

Adding a variety of slow and fast actions within a scene

adds texture and interest to the movement

10. EXAGGERATION

This can consist of extreme distortion of a drawing through facial

features, expressions, poses, attitudes, and actions. It can add a more

dynamic feel to a walk, an eye movement, or even a head turn.

11. SOLID DRAWING

The basic principles of drawing (form, weight, volume solidity,

and the illusion of three dimensions) apply to animation as they

do to academic drawing. You draw cartoons in the classical sense,

using pencils sketches and drawings that reproduce life.

12. APPEAL

This principle includes an easy-to-read design, clear drawing, and personality development that will capture and involve the audience's interest. It gives the story continuity, allows for character development, and results in a higher quality of artwork throughout the production.

File Types

Text Files

.DOC Microsoft Word Document

Data Files

.PPT PowerPoint Presentation

Audio Files

.MP3 MP3 Audio File

.WAV WAVE Audio File

.WMA Windows Media Audio File

Vector Video Files

.SWF Shockwave Flash Movie

.FLA Adobe Flash editable movie or animation

.WMV Windows Media Video File

Raster Image Files

.BMP Bitmap Image File

.GIF Graphical Interchange Format File used for small animated files

.JPG JPEG Image

.PNG Portable Network Graphic

.PSD Adobe Photoshop Document

.TIFF Tagged Image File Format

Vector Image Files

.AI Adobe Illustrator File

Page Layout Files

.PDF Portable Document Format File

PowerPoint Animation Essay suggestions

-Add unique Entrance Effects

-Add unique exit Effects

-Add timing to automatically advance slides

-Apply Motion Paths

-Add sound effects