HISTORY OF ANIMATION
Reporter: Almonicar, Shovie
30,000 B.C. – 1500 A.D.
EARLY WAYS OF SHOWING MOTION
Archeological artifacts prove that we’ve been attempting to depict things in
motion as long as we’ve been able to draw.
30,000 B.C.
SHAHR-E SUKHTEH
A bronze-age pottery bowl depicts goats leaping (Shahr-e Sukhteh, Iran).
1824
THAUMATROPE. The thaumatrope housed a rotating mechanism with a
different picture on each side.
When rotated, you saw a combined picture (known as persistence of vision).
1831
PHENAKITOSCOPE. The phenakitoscope featured spinning disks reflected in
mirrors that
made it seem like the pictures were moving.
1834
ZOETROPE. The zoetrope was a hollow drum that housed images on long
interchangeable
strips that spin and made the images appear to move.
1868
FLIP-BOOK. The flip-book, also known as the kineograph, reached a wide
audience and is credited
with inspiring early animators more than the machines developed in this era.
1877
OLA/PRAXINOSCOPE. The praxinoscope expanded on the zoetrope, using
multiple wheels to rotate images. It is considered to have shown the first
prototypes of the animated cartoon.
1900 – 1930
THE SILENT ERA
The early 20th century marks the beginning of theatrical showings of cartoons,
especially in the United States and France. Many animators form studios, with
Bray Studios in New York proving the most successful of this era.
Bray helped launch the careers of the cartoonists that created Mighty Mouse,
Betty Boop, and Woody Woodpecker.
1906
HUMOROUS PHASES OF FUNNY FACES. Marks the first entirely animated
film, using stop-motion photography to create action.
1908
FANTASMAGORIE. The first animated film using hand-drawn animation, and is
considered by film historians to be the first animated cartoon.
1914
GERTIE THE DINOSAUR. Is considered the first cartoon to feature an appealing
character.
1919
FELIX THE CAT. Musical Mews and Feline Follies introduced Felix the Cat-often
considered the first animated movie star.
1930-1950s
THE GOLDEN AGE OF
AMERICAN ANIMATION
During what many consider to be the “Golden Age” of animation, theatrical
cartoons became an integral part of popular culture. These years are defined by
the rise of Walt Disney (Mickey Mouse, Donald Duck, and Silly Symphonies),
Warner Brothers, MGM, and Fleischer (Betty Boop, Popeye).
1937
SNOW WHITE. Walt Disney releases Snow White and the Seven Dwarfs, the
first animated feature to use hand-drawn animation.
1960-1980s
THE AMERICAN TELEVISION ERA
The animation industry began to adapt to the fact that television continued its rise
as the entertainment medium of choice for American families. Studios created
many cartoons for TV, using a “limited animation” style. By the mid ‘80s, with
help from cable channels such as The Disney Channel and Nickelodeon,
cartoons were ubiquitous on TV.
1961
YOGI BEAR. The Yogi Bear Show, a spin-off of Huckleberry Hound (another
Hanna-Barbera production), debuts on national TV.
1964
THE PINK PHINK. DePatie-Freleng Enterprises wins the Academy Award for
Best Short Film for The PinkPhink (of the Pink Panther series) and continues to
create shorts for theatrical release.
1964
FRITZ THE CAT. Fritz the Cat is released—the first animated adult (X-rated)
feature film.
1980 – 2014
MODERN AMERICAN ERA
The CGI (computer generated imagery) revolutionized animation. A principal
difference of CGI animation compared to traditional animation is that drawing is
replaced by 3D modeling, almost like a virtual version of stop-motion. A form of
animation that combines the two and uses 2D computer drawing can be
considered computer aided animation.
1984
THE ADVENTURES OF ANDRE & WALLY B. The Adventures of Andre and
Wally B., the first fully CGI-animated film short.
1987
THE SIMPSONS. The Simpsons is an American adult animated sitcom created
by Matt Groening for the Fox Broadcasting Company. It is the longest-running
American sitcom, the longest-running American animated program, and in 2009 it
surpassed Gunsmoke as the longest-running American scripted primetime
television series.
1995
TOY STORY. Toy Story, the first fully computer-animated feature film, was
released.
2014
BIG HERO 6. Big Hero 6 is the first Disney animated film to feature Marvel
Comics characters.
ANIMATOR’S FUNDAMENTAL TOOLKIT
Reporter: Arias, Hazel Leah Khae
TWO TYPES OF ANIMATION
* TRADITIONAL ANIMATION
* COMPUTER-GENERATED ANIMATION
TRADITIONAL ANIMATION
An animation technique where each frame is drawn by hand. This is also called
classic animation or cel animation.
COMPUTER-GENARATED ANIMATION
An animation technique that is purely digital and created primarily with computers
TOOLS AND EQUIPMENT
LIGHTBOX. Animation work is concern with slight changes of movement from
drawing to drawing. Therefore, it is necessary to see two or more drawing in
relation to each other at the same time.
PEG BAR. Some lightboxes has a peg bar where paper is attached to the device
so that the paper will not move as the animator is doing the artwork.
PAPER AND CEL. There is no specific paper on which animation should be
drawn as long as it is big enough to flip. The paper should also be transparent.
The paper should be punched to fit the peg bars.
PAPER AND CEL PUNCH. Each animation is registered by placing each sheet
or cel consecutively on standardized registration pegs so it does not move in
relation to other sheets
GRATICULE or 12” FIELD CHART. It is a grid system used to accurately create
field guides in the layouts. The area chosen for the camera to cover in any piece
of art is known as field size. There are two standard field sizes (12 inches and 15
inches).
BAR SHEETS AND DOPE SHEETS. It is a traditional animation tool that enables
an animator to organize his/her thinking and give instructions to the camera man
on the shots needed.
Bar sheets have more detailed timing and are much like music manuscript paper
with several horizontal lines having spaces for dialog, sound effects, music and
action.
PRODUCTION FOLDER. Dope sheet information can be stapled into the folder
and on the outside of each folder should have relevant information like title,
sequence number, scene number, scene title footage length, animator’s name,
as well as stages in production work.
DRAWING KIT
There are different kinds of pencil that you may use in pencil in the drawing stage
of the animation process. Each pencil type allows the animator to easily perform
his/her task.
A. NON-PHOTO BLUE PENCILS
Are great for initial sketches. The right shade of pale blue tends to not show up
on copies when transferred from paper to clear cels.
B. DRAWING PENCILS
Mechanical pencils may be used but for animation work, a regular wooden pencil
is best. 2B is usually the best hardness and are good for making dark lines.
C. PAINT, BRUSH, PASTELS AND WATERCOLORS
Used mostly for the background and the final stages of the process.
Art Gum Eraser
These erasers are far superior to standard erasers because they rub out lead
cleanly without smudging away actual paper surface.
DIGITAL CAMERA AND VIDEO CAMERA
After all the pencil drawings are done, it is essential to test the full animation to
check it’s movement.
TECHNICAL DRAWING AND DESIGN
Reporter: Atil, Moisessa
EQUIPMENT AND MATERIALS
1. PENCILS
Pencils are available ranging from 9H to 6B that is from extremely hard to
extremely soft. The type of paper to be drawn on also affects the grade of pencil
to be used; the rougher the paper, the harder the lead should be used.
2. T-Square
Used to draw all horizontal lines and to support the other pieces of equipment
used to draw angled lines. It enables lines to be parallel and horizontal.
3. SET SQUARE OR TRIANGLE. Clear plastic triangles with set angles.
2 TYPES SET SUARES
* 45 set squares – where angles are 45 degrees and 90 degrees
* 30/60 set squares – where angles are 30 degrees, 60 degrees, and 90 degrees
4. ADJUSTABLE SET SQUARE OR COMPASS. Used to draw any angle.
5. RULERS. Used to measure drawing for proportioning
6. DRAWING PAPER. Has different sizes to choose from. The advantage of
standard sizes for drawings is that they enable a more economical use of
drawing and tracing paper that the binding and storing of the drawing become
easier.
Line Drawing and Scales
A scale is the ratio of the length and size (liner dimension) of an element of an
object in the drawing to the real length and size of the same element of the
object.
Designation of a scale consists of the word “SCALE” followed by the indication of
its ratio:
SCALE 1:1 for full size
SCALE X:1 for enlargement scales
SCALE 1:X for reduction scales
Line weight helps to convey meaning to a technical drawing. The productions of
good quality lines may range from correct weight to the correct size. It could give
a more professional look and make the more important parts of the drawing
stand out.
Line weight gives meaning to a technical drawing:
* Important objects in the drawing can be highlighted by using heavier outlines.
* Elevation on the objects nearer to the viewer can be darker to make them
appear closer.
* Grid lines may be drawn faintly so as not overcrowd the rest of the drawing.
* Dimension lines can be drawn in every fine line.
DRAWING A STRAIGHT LINE
* Hold your pencil naturally, about 1″ back from the point, and approximately at a
right angle to the line to be drawn.
* Draw horizontal lines from left to right with a free and easy wrist and arm
movement.
* Draw vertical lines downward with a wrist and arm movement.
* Draw curved lines using finger and wrist movements.
If your line looks like this, you may be gripping your pencil too tightly or trying too
hard to imitate mechanical lines.
Slight wiggles are OK as long as the line continues on a straight path
Occasional very slight gaps are fine and make it easier to draw straight.
PROJECTION
Technical drawing is the representation of a three-dimensional component on a
two-dimensional drawing. The three typical views expressed in a projection are
called three-panel image. Three panel-screen with front view, side view, and top
view as shown below.
TYPES OF VIEW
The views may differ in the angle in which you ar trying to object.
ISOMETRIC VIEW
Isometric drawings have vertical lines but their horizontal lines are on a 30
degree angle. This drawing shows three sides and all dimensions are in
proportion.
FRONT VIEW
A front view is a projection view obtained by drawing perpendiculars from all
points on the edges of the part to the plane of projection. The plane of projection
upon which the front view is projected is called the frontal plane.
PLANOMETRIC VIEW
Planometric drawings have vertical lines but their horizontal line are on a 45
degree angle or 30 one side and 60 degrees the other side(both of these add up
to 90 degrees). It is basically a square or rectangle that has been rotated 45
degrees, this is commonly used for an interior plan view of a room.
BASIC STROKES
SIMPLE GEOMETRIC SHAPES
Technical drawing consists of various simple geometric shapes arranged in the
several ways to create other complex shapes. These complex shapes are
combinations of simple shapes such as line, arcs, circles, rectangles, and
triangles.
* Squares * Triangles * Rectangles * Circles
FREEHAND SKETCHING
This technique is very relevant for technical communication. It is sometimes
called “thinking with a pencil” as you are free to bring your ideas into mental
pictures on paper.
Sometimes the grid technique can be used to sketch. The grids serve as
guides that help keep the lines straight and proportioned.
SKETCHING TECHNIQUES (Methods of sketching circles)
ENCLOSING SQUARE METHOD
1. Lightly sketch an enclosing square and mark the midpoint of each side.
2. Lightly draw in arcs to connect the midpoints.
3. Darken the final circle.
CENTERLINE METHOD
1. Sketch the two centerlines of the circle.
2. Add light 45° radial lines and sketch light arcs across them at an estimated
radius distance from the center.
3. Darken the final circle.
DESIGN AND DEVELOPMENT USING FLOWCHART
Reporter: Baco, Zylle
Flowchart Tools and Symbols
The Process of Animation Flowchart
OBJECTIVES:
Discuss the purpose and use of flowcharts;
Explain the basic parts and design considerations common to all types of
flowcharts; and
Identify and describe common symbols and information technology tool used
in flowcharting.
WHAT IS FLOWCHART?
Flowchart is a graphical representation of some parts of an information system.
Flowcharts are classified by their purpose and function: system flowchart,
program flowchart, documentation flowchart, and hardware flowchart.
FLOWCHART TOOLS AND SYMBOLS
There are varieties of tools in designing a flowchart :
HIGH-TECH LOW-TECH
TERMINAL/TERMINATOR
This shape is used to show where the flow begins or ends. It usually has the text
“Start” and “End”.
Start End
PROCESS/RECTANGLE
This shape is used to illustrate an action or an operation. These are represented
by rectangles and a text containing the action to take.
Provide relevant
details to user
DATA
This shape shows the input to and output from a process.
Data
DECISION/CONDITIONAL
This shape is used in a process flow to ask a question.
Decision
DOCUMENT
This shape is used to represent a decision point in the process, usually
requiring a ‘yes’ or ‘no’ response then branching to different parts of the
flowchart.
Document
STORED DATA
This shape is a general data storage as opposed to data which could be also
stored on a hard dive, magnetic tape, memory card, or any storage devices.
Stored
Data
DIRECT DATA
This shape represents information stored that can be access directly. It
represents a computer’s
Direct hard drive.
Data
INTERNAL STORAGE
This shape is commonly found in programming flowcharts to illustrate the
information stored in memory.
Internal
Storage
SEQUENTIAL ACCESS STORAGE
This shape represents information stored in a sequence, such as data on a
magnetic tape.
Sequential
Access
Storage
MANUAL INPUT
This shape signifies an action where the user is prompted for information that
must be manually input into a system.
Manual
Input
SUBROUTINE/PREDEFINED PROCESS
This shape is used in flowcharting a software program. It allows you to write one
subroutine and call it as you like from anywhere in the code. This means that the
predefined process has already been drawn where referenced in a flowchart.
Predefined
Process
THE PROCESS OF ANIMATION FLOWCHART
An effective flowchart can be created by just few elements such as process,
decision, start, delay, and cloud.
OCCUPATIONAL HEALTH AND SAFETY
Reporter: Banalan, Radsan L.
OCCUPATIONAL HEALTH AND SAFETY (OSH)
defined as the promotion and maintenance of the highest degree of physical,
mental, and social-being of workers in all occupations
HAZARDS AND RISKS
Slipping - commonly caused by spills
Falling accidents - are usually caused by improper use of office furnishing or
equipment.
The key to controlling or avoiding this kind of hazard is by doing good practice of
good housekeeping.
HOUSEKEEPING
as defined in the Merriam-Webster's dictionary, is “ the routine tasks that
must be done in order for a system to function or to function efficiently.”
FIRE
This kind of hazard is the most dreaded because of its potential to cause heavy
to catastrophic damage, or even total loss to properties and lives.
ERGONOMIC INJURIES
This kind of hazard is often ignored but perhaps the one most causes long-term
injuries if not addressed. Injuries related to this kind of hazard is generally called
“work-related musculoskeletal disorder (WMSDs).”
Injuries related to Ergonomic Injuries commonly called by many names:
Repetitive motion injuries
Repetitive strain injuries
Cumulative trauma disorders
Occupational cervicobrachial disorders
Overuse syndrome
Regional musculoskeletal disorders
Soft tissue disorders
EYE STRAIN
One of the most common risks present in the workplace even at home.
Some things or practices we can do to minimize it, especially in the
workplace.
Reduce glare on monitors by lowering light levels or by closing blinds on
windows
Adjust monitor position slightly below eye level at appropriate angle
Take 5-10 minute break for every hour spent staring at the monitor, focusing
your eyes at varying distance
Increase computer font size
INDOOR AIR QUALITY (IAQ)
Common risks involved in this kind of hazard ranges from allergies, chemical
sensitivity to occupational asthma and other respiratory disorder.
SYSTEMS FOR CONTROLLING HAZARDS
1. ENGINEERING CONTROLS
- This involves controlling the hazard right at the source
- Ergonomic seats and tables or other office equipment that can be adjusted
to reduce physical stress while performing the work
2. SAFE WORK PRACTICES
- It involves establishing certain rules and regulations regarding carrying out
all tasks in a safe manner.
- This may also require training and educating workers to enforce the
practice.
3. ADMINISTRATIVE CONTROLS
- Additional measures or organizational policies that aim to reduce hazards
and risks organization-wide
4. PERSONAL PROTECTIVE EQUIPMENT
- Most common PPE that could be found in the workplace, whether in an
office environment or heavy industry or construction site are helmets, gloves, and
safety shoes or rubber boots.
5. SYSTEMS TO TRACK HAZARD CORRECTION
- This refers to a well-defined system of identifying, tracking, and
documenting hazards and the corrections made to reduce, if not completely
eliminate it.
6. PREVENTIVE MAINTENANCE SYSTEMS
- A good and reliable preventive maintenance program should be in place to
ensure that hazard controls currently implemented are always functioning well.
7. EMERGENCY PREPARATION
- An emergency is a situation where a threat life or property is present. The
key to reduce or minimize the loss or damage to life or property is by preparing
for it.
8. MEDICAL PROGRAMS
- This is an important part of health and safety system. Other than medical
treatment, in case of emergencies, medical programs control and promote the
general health of the workers in an organization.
9. MAINTAINING WORKPLACE HEALTH AND SAFETY
- Building and maintaining a culture of safety is essential in any organization
regardless of the size of the organization.
10. EMERGENCY ASSISTANCE
- One of the best practices in maintaining safety in the workplace is keeping
the communication lines open and knowing where and how to get emergency
assistance for such eventuality.
DESIGN ELEMENTS AND PRINCIPLE
Reporter: BARAMEDA, FRITHZIE MAE
CONCEPTUALIZING
It starts with an “idea” or better described as the “vision” which is the
conceptual starting point and visualizes you ending.
Identify a relevant theme for the multimedia title or a theme.
Jot down in bullets all ideas you have in mind.
List your objective or the specific statements that define you goal.
RESEARCHING CONTENT
Content research is the process of finding out the best answers you can to
the questions you have about how your content works for the people who are
using it.
Be sure to identify the references that you need to use in developing the
content.
STORYBOARDING
A storyboard is a graphic representation of how your video will unfold, shot
by shot.
You have to pre- visualized your expected output or identifying initial ideas.
PROJECT DEVELOPMENT
This is the exiting part wherein the team works together to achieve the final
animations film. Typically the team consist of:
PRODUCTION MANAGER – defines and coordinates the production of the
multimedia project.
CONTENT SPECIALIST – responsible for performing all necessary research with
regards to content.
SCRIPT WRITER - generates the dialog needed for each scene as to how it
should be displayed as per storyboard.
TEXT EDITOR – ensures that all text must be structurally and grammatically
correct including the documentation part.
COMPUTER GRAPHICS ARTIST – responsible for the graphic elements of the
program such background, buttons, characters, and other graphic elements
needed.
ANIMATOR – responsible for integrating all the multimedia building blocks
(graphics, text, audio, music, video, photos, and animation) by using an authoring
program like FLASH.
PROGRAMMER – responsible for the programming of scripts in the authoring
language.
SELECTING MUSIC AND SOUND
On your animation has been refined, the audio track may then be inserted.
Unless you planning a silent- movie type of animation, adding sound effects
and dialogs.
ADDING INTERACTIVITY
It is now time to program additional interactivity features of your multimedia
project. You may add a “replay” button that will allow your users to navigate
within your multimedia.
TESTING PROJECT OUTPUT
Testing a multimedia is important so that the final version follows the quality
standards and is not filled with bugs, technical snags, inaccurate information, or
grammatical/typographical errors.
TYPES OF EVALUATION
a process of quality review undertaken and evaluating the aspects of the
application. The checklist at this stage is follows:
Application Design
Project goal and objectives
Content Accuracy
Text and narration
Sound
Graphics and navigation
Delivered via the proposed medium
Legal considerations
B. ALPHA TESTING
Testing within a known group of people.
C. BETA TESTING
Testing within potential users.
PROJECT REVISION AND UPDATES
This stage where you check every detail of your animation.
The team should discuss and revise necessary comments and suggestions
gathered.
DEVELOPING DOCUMENTATION
Documentation is also an important feature of high-end multimedia products. The
developer must provide the following information.
Instructions for installing
Information about the files needed for installation
Computer specification requirements
Content acknowledgement
Directions for navigation
Contact details of the developer
DELIVERING MULTIMEDIA PRODUCT
For high-end multimedia applications, it is best delivered on a CD-ROM or
DVD.
The other way to deliver and the one that we will use for book is through
“INTERNET”
DESIGN STANDARDS
DESIGN OUTLINE - a quick discussion of your projected output and target
audience.
PRELIMINARY DESIGN – includes the content of the film.
FINAL DESIGN – a rewritten version of the previous document, only more
detailed as needed by the development.
DESIGN SPECS - focuses on the implementation of the features in the final
design.
GRAPHIC BIBLE – a collection of all the artwork needed like the background
objects, character drafts and character poses.
INTERACTIVE SCREENPLAY - dialogs and other instructional text needed.
DESIGN PRINCIPLES
The manner which interacts with the system.
a. The Structure Principle – clear and consistent for your target audience
b. The Simplicity Principle - user-friendly if you plan to include the interactions
with the audience.
c. The Visibility Principle – the storyline focus can easily be identified by the
audience.
d. The Feedback Principle – changes on the scene should show connection on
previous and preceding.
e. The Tolerance Principle – the design should be flexible on minor changes
required as the need arises.
f. The Reuse Principle – the artwork and other elements should easily be
available for other projects.
THE PROCESS OF ANIMATION
Reporter: BARNIGO, JOSEPHINE
THE TRADITIONAL ANIMATION PROCESS
STORY SKETCH
The first the most important stage. It is also called the film stage script but I
differ from the live-action film as dialog is less important and complicated
dialog should be avoided as much as possible. The story sketch should show
character, attitude, feelings, entertainment, expression, type of actions, as
well as telling the story of what is happening.
The first the most important stage. It is also called the film stage script but I
differ from the live-action film as dialog is less important and complicated
dialog should be avoided as much as possible. The story sketch should show
character, attitude, feelings, entertainment, expression, type of actions, as
well as telling the story of what is happening.
The story sketch staff is usually an artist who has special interest in
illustration, design, appearance and character.
is a series of drawn images that graphically portrays the action described in
the script. When a director works on the storyboard, deficiencies in the
structure and the format of the story are detected and corrected.
RECORDING
Animation relies totally on perfect synchronization of the picture to the
soundtrack; the animator must receive the initial record tract before beginning to
draw. It is very important that the animator be able to see the attitude and
expression when they close their eye and listen to the voice.
TRACK BREAKDOWN
An editor assembles it into the precise working length of the film and then
breaks down the track. A cartoon cutters job is concerned with keeping,
marketing, and storing all of the simplest film with four tracks: two dialogs,
sound effect, and music.
The assistant director takes the selected lines after recording and with the
cutter splices them together so they will play like a radio script. The bar
sheets are charts on paper of everything on the reels on the greys as
discussed in the previews lesson.
DESIGN
During the track break down, the director selects one or more files designers to
produce visual interpretations of all the characters featured in the film. After
approval each character is down from a multitude of angles and placed on a
single sheet of paper, called the model sheet.
STORY REEL
in traditional animation, a Leica reel is produced. A Leica or Animatic is a filmed
storyboard, which can be projected in synchronization with the final soundtrack.
The layout artist carefully draws each scene to the size at which it will eventually
be animated.
LINE TEST
are animation drawings produced in pencil on paper, filmed to the precise timings
of the scene, as indicated on the bar sheet.
CLEAN-UP
They take all the animation drawings and clean them up, to give them a
consistent style. This is important especially when many animators are working
on the same character and there is an inevitable variation in the look of the
character.
TRACE AND PAINT
Each drawing is transferred to a thin sheet of Celluliod (a cel)
and painted on colors of the original design. Artist carefully traced each drawing
required in a varied range of line techniques.
BACKGROUND
are responsible for everything behind or sometimes in front of the moving
characters that do not move. Each background artist must be consistent in
producing his/her drawing task as it needs to be identical to the original film
design.
CHECKING
This will be forwarded to checker who makes sure the everything is correctly
drawn, traced, painted, and prepared for the cameraman who is to finally film it.
The checker must be efficient in examining incomplete or incorrect output
produce.
FINAL SHOOT
This is the final stage in the actual filming produced related to the artwork. It will
passed on the cameraman to shoot the complete scene.
DUBBING
this is the process of combining all the soundtrack onto a single track, which will
be printed on the film along with the picture
ANSWER PAINT
this a final stage where sound and picture are merged in one piece of film. I is
now ready for viewing as this serve as the final product.
RUSHES - viewing for possible errors.
THE TRADITIONAL ANIMATION PROCESS
ENVISION
SKETCH
Carefully plan the camera shot or angles as to which character should it be
focused on
Plan if the camera shot is a long shot or a close-up
Avoid too many scenes and
Change angle when it is possible or applicable on the scene
PERSPECTIVE AND SCALE - be sure that perspective matches the layout
BLOW UP SKETCHES - draw your mini sketches on a film scale for line testing
BE CREATIVE - give life to the action. After the big draft, start focusing on the
individual actions, timing and expressions of each character.
DRAWING CONCEPTS : CONTOUR DRAWING
Reporter: Beran, Mechaela
Drawing is the ability to see shape and relationships between shapes . Take it
step by step and discover the essential drawing skills from how to hold a pencil to
sketching. We may not be able to create a perfect drawing but training your eye,
hand, and mind is the first step in becoming an artist.
HOLDING YOUR PENCIL
The most common way to hold a pencil is the basic tripod grip. This grip is
the same as what you are using for writing. You use your fingers and thumb to
control the pencil and the hand can rest on the page.
Another useful way to hold the pencil is the extended tripod grip. It is the same
as the basic grip where your thumb and forefinger and middle finger forms a
triangle except that you further up the pencil.
The extended tripod grip allows you to make small drawing movements of the
fingers which produce a much larger movement of the pencil tip.
For light sketching, you may also want to try the overhand grip. The pencil is
braced lightly against the fingers on the thumb. This grip allows to shade using
the side of the pencil.
UNDERSTANDING OUTLINE DRAWING
Outline drawing is the simplest form of linear expression. The focus is on the
edges, the outside of an object or the line made by a fold or pattern. In pure
outline drawing, you have to avoid the surface details such as color and shadow.
You can start analyzing outlines by practicing wire drawing. First you need to
know the joints that will make up the gesture.
GRID DRAWING
Another popular way to ensure that your drawing is proportioned is by using a
grid. It is useful when accuracy is important.
You need to photograph your subject and draw a grid overt it. Decide on your
grid size. There is no definite rule as for the size of the grid. However, if the grid
is too large, you will have to do too much drawing in between each square. If the
grid is too small, you will find it difficult to erase, and it can get very confusing.
GROUP I
ILLUSTRATION: DRAWING TOOLS AND ANIMATION REPORT
Submitted by:
Almonicar, Shovie
Arias, Hazel Leah Khae
Atil, Moisessa
Baco, Zylle
Banalan, Radsan
Barameda, Frithzie Mae
Barnigo, Josephine
Beran, Mechaela
BTLED ICT – 2-G3 Animation Questionnaire
Name: ________________________ Date: _______________ Score:_______
Test I. Multiple Choice
Directions: Encircle the letter of the correct answer.
1. What accidents are usually caused by improper use of furnishing and
equipment?
a. Falling accidents c. Housekeeping
b. Debris d. Slipping
2. What kind of hazard is the most dread because of its potential to cause a
heavy catastrophic damage?
a. Ergonomic Injuries c. Fire
b. Falling accidents d. Slipping
3. What kind of hazard ranges from allergies, chemical sensitivity to occupational
asthma?
a. Ergonomic Injuries c. Indoor Air Quality
b. Debris d. Slipping
4. What kind of hazard is often ignored?
a. Ergonomic Injuries c. Fire
b. Falling accidents d. Slipping
5. What type of Systems for Controlling Hazards involves in controlling the
hazard right at the source?
a. Administrative Controls c. Medical Programs
b. Emergency Preparation d. Safe Work Practices
6. What type of Design Standards focuses on the implementation of the features
in the final design?
a. Design Outline c. Graphic Bible
b. Design Specs d. Preliminary Design
7. What type of Design Standards includes the content of the film?
a. Design Outline c. Graphic Bible
b. Design Specs d. Preliminary Design
8. What is the process of combining all the soundtrack onto a single track?
a. Answer Paint c. Rushes
b. Dubbing d. Trace and Paint
9. What type of traditional animation process can be projected in synchronization
with the final soundtrack?
a. Design c. Story Reel
b. Story Sketch d. Track Breakdown
10. What is the final stage in the actual filming produced related to the artwork?
a. Design c. Final Shoot
b. Dubbing d. Line Test
II. Identification
Directions: Write the correct answer on the space provided.
____________1. It is the oldest animation discovered.
____________2. This era marks the beginning of theatrical showings of
cartoons.
____________3. It is considered by film historians to be the first animated
cartoon.
____________4. Known as the first animated movie star.
____________5. It is the first animated feature to use hand-drawn animation.
____________6. Yogi Bear debuts on National TV way back in______.
____________7. It is the first Disney animated film to feature marvel comics
characters.
____________8. It is considered the first cartoon to feature an appealing
character.
____________9. What year is considered to be the Golden Age of America?
____________10. It is the first fully CGI-animated film short.
III. Enumeration
Directions: Enumerate the following.
1-2. Give the 2 Types of Animation
3-7. Give at least 5 Types of Tools and Equipment used in Animation
8-10. Enumerate the 3 Types of View
Answer Key:
Test I. Multiple Choice
1. a
2. c
3. c
4. a
5. d
6. b
7. d
8. b
9. c
10. c
Test II. Identification
1. Shahr-e Sukhteh
2. The Silent Era
3. Fantasmagorie
4. Felix the Cat
5. Snow White and the Seven Dwarfs
6. 1961
7. Big Hero 6
8. Gertie the Dinosaur
9. 1930-1950/s
10. The Adventures of Andre and Wally B
Test III. Enumeration
1-2. Traditional Animation, Computer-Generated Animation
3-7. Lightbox, Peg bar, Paper and Cel, Paper and Cel Punch, Graticule, Bar
Sheets and Dope Sheets, Production Folder, Drawing Kit, Art Gum Eraser,
Digital Camera and Video Camera
8-10. Isometric View, Front View, Planometric View