Tuesday, August 25, 2015

Computer Animation Introduction


Semester 1 will begin with tra-digital animation, meaning we'll be drawing heavily upon the foundation setup by a long heritage in traditional animation (mainly focused on principles developed between the 1920's (rubber hose-style animation) through to 1930's Disney-style drawings that can "act."

The software app we'll be using primarily is Adobe Flash CS6.

Adobe Flash CS6

Getting Started with Adobe Flash CS6 >> AdobeTV link

Here are some example cartoons made with software like Flash
Many modern cartoons use vector-based apps, like Flash, so that they don't require as many drawings as previous 2D Animations did.  That has led to a dramatic reduction in the production workforce, as well as the cost to make cartoons.
Adobe Flash interface showing a character armature and rough sketch

Flash is commonplace in modern animation production, due to many factors including its consistent interface consistency with other Adobe products.  
Anime (Japanese-style animation) that uses highly detailed drawings can also be used for flash.
BEFORE DOING THE FIRST ASSIGNMENT - TAKE NOTES!!!
Write answers to each of the following, so that when you're using the software you can refer back to parts that might be harder to remember at first.

1.  What app are we going to start off using to create computer animation?

2.  What sort of document do we need to select when first opening Adobe Flash?

3.  What is the stage? Where is it located on screen?

4.  What is the timeline?  Where is it located on screen?

5.  How can we add objects to the stage?

6.  What attributes can we record with the timeline, and how do we get the animation to play?

==BEGIN THE FIRST TASK

TASK 1 - Read and complete all of the sections of the getting started with Adobe Flash tutorial at the link that follows.  It covers the basics of:
- Document setup (Preparing to animate)
- The Flash Professional interface (screens, windows, panels, and buttons)
- Drawing shapes & symbols (the things you'll animate)
- Keyframing (recording the location, size and rotation of objects during animation, and playback)
- Saving & Exporting your movie (Definitely important, so you'll be able to turn in your work for credit.)

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