Topic Support Guide 17 Animation
Topic Support Guide 17 Animation
9626
For examination from 2017
Topic 17 Animation
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Introduction ................................................................................................................................... 2
How to use this guide .................................................................................................................. 2
Learning objectives ..................................................................................................................... 2
Prior knowledge and preparation ................................................................................................. 2
1. Key Terms ................................................................................................................................. 3
2. Theory ........................................................................................................................................ 5
Animation .................................................................................................................................... 5
Software ...................................................................................................................................... 6
3. Animation tasks ........................................................................................................................ 7
Theme – A space animation ........................................................................................................ 7
4. Further resources ..................................................................................................................... 8
Animation software ...................................................................................................................... 8
Video tutorials ............................................................................................................................. 8
5. Further study ............................................................................................................................. 9
Introduction
Introduction
Learning objectives
After reading this guide you should be able to teach the following learning objectives:
17. Animation
• create and evaluate an animation that meets the requirements of its intended application
and audience
o place objects
o place an image
o use frames
o set key frames
o use timings
o use layers
o show and hide objects
o resize objects
o use coordinates to move and place objects
o understand the use of tweening and what effect it creates
o use tweening (motion tweening) to create a smooth transition between frames
o use morphing (shape tweening)
o understand the use of morphing and what effect it creates
o use morphing to create a smooth transition between images
o add text
o change the opacity of objects and text.
• Make sure you understand the concepts mentioned in the introduction to the theory section
and particularly the keywords.
• Undertake some further study of the concepts using the resources suggested. This will be
needed to provide depth to your knowledge, and so that you can encourage students to
explore these topics further than the examples provided.
• Tackle all the tasks and develop some extension material or additional tasks.
1. Key Terms
Word/phrase Meaning
Animation The process of taking individual drawings or digital elements to create an illusion
of movement when played back in sequence. Animation in its simplest form could
be thought of as a child’s flipbook. A complex example could be a new animated
feature length film featuring entirely computer animated characters.
Frame One individual drawing within an animation.
Frame rate Animations are made up of a series of frames played back to create the illusion of
movement, the speed of this playback is the frame rate. Frame rate is usually
expressed in terms of the number of frames in a second (fps). This can have a
huge impact on the quality of the animation or the fluidity of movement. Consider
security CCTV cameras which often only record at 2 frames a second to save
digital storage space. Movement of 2 fps will appear very jerky when played back.
In comparison a modern cartoon animation on television would commonly be
around 30 fps which gives a much smoother movement in the animation.
Key Frame A key frame is one individual frame within an animation. However, key frames
have particular significance, they are pivotal points in the animation, and are
defined throughout the animation by the animator. They often signify the two
points between where an element of an animation starts and ends. For example,
a football being kicked. The first key frame would be before it is kicked in its
starting position. The next key frame would be its end position. The animation
software would the produce the frames in-between using tweening.
Morphing The process of taking an object and transforming it to another. Animation software
handles the complexity of the transition by automatically producing all the frames
in-between the first key frame and the last key frame, slowly transforming on
object to another frame by frame. This complex process is dealt with by the
computer and hidden from the animator.
Motion Motion tweening often refers to the movement of an object over a series of
tweening frames. An object can be placed in key frame one and moved to a different
position in key frame two. A motion tween will perform the necessary calculations
and produce the frames in-between. Animation software often allows the
generation of a motion path where the animator can draw a path for the object to
follow.
Onion skinning The term given to showing several of the previous frames when working on a new
frame. This gives the animator a lot of functionality as they can see where the
object has been before without having to actually play the animation. This gives
the animator more control over the changes they want to make to the next frame
in the sequence. Most computerised animation software will have the facility to
onion skin.
Opacity Traditionally described as the amount of light an object can allow to pass through
it. In terms of digital animation, it could be referred to as simply how transparent
an object appears to be. This can be used in animations to create a variety of
different effects such as fading in and out.
Persistence of Is an optical illusion where the human eye is fooled into thinking a series of still
vision images represent one image which is moving.
Rendering Rendering is the process the animation software uses to show an animated scene
with all it components. This is a complex process and requires a lot of computer
processing power to take all the layers, objects and tweens to build one stand-
alone animation into a viewable format.
Rotoscoping Rotoscoping is an animation technique where the animator will trace over footage
of something frame by frame, often a subject of real life which has a complex
movement pattern. For example, a horse galloping or a martial artist performing a
complex aerial kick. It allows real world movements to be imported into animations
which would otherwise be difficult to capture and emulate. Advanced motion
capture techniques are now often used where an actor can perform a movement
with sensors placed on their body. The sensors are used to record their
movement and can then be transferred to a completely digital character.
Shape Similar to motion tweening but applying specifically to shapes. A shape tween will
tweening perform all the calculations required to produce the frames in-between two key
frames. For example, take a shape in key frame one such as a circle. In key frame
two it could be a square. The shape tween will morph from the first shape to the
second producing the tweened frames between each of the key frames.
Stage In animation terms the stage is the area where objects, etc. are placed which can
be seen once the animation is rendered. Similar to a stage in a theatre which also
has wings where actors wait to come on stage, the equivalent in an animation are
the areas around the edge of the animation stage. Objects can be placed there,
but only objects placed on the stage will be seen in the final product.
Symbol Used in some pieces of animation software. Symbols are a feature of many
Adobe animation packages such as Flash and Animate CC. A symbol can take
many forms such as a graphic, movie clip, drawing object, etc. One of the benefits
of symbols is they can be stored in a library and then reused in the animation. A
symbol can be easily deployed to the stage several times then have its attributes
such as colour and size changed very easily. For example a symbol could be a
tree which is then reused multiple times to create a forest with the benefit of
drawing or importing the tree only once.
Timeline Time is an important element of all animations. Animations work by the play back
of frames over a set period of time. Virtually all animation software will contain a
timeline where the animator can see what is on the stage at different time points
within the animation.
Tweening Tween is short for in-between. Tweening therefore, refers to the frames the
animation software automatically creates between two key frames. In the key
frame example above the tween frames would be the ones in-between the
footballs starting position and end position. If this sequence took place over 50
frames, two would be key frames created by the animator and 48 would be
generated by the software using its tween functionality.
2. Theory
Animation
The term animation refers to the process of linking together a series of still images to create the
illusion of movement. This uses the concept of “persistence of vision” which fools the human brain
into an illusion that the images are moving. The human brain retains a visual image for a fraction of
a second after is it removed which makes objects appear to move.
One of the simplest forms of animation is a flip book. Most small children have drawn a stickman
on a page of a flip book, then on the following page copied the drawing except for a small change
to the position of a limb, and then repeated the process multiple times across pages. The flipping
of the pages then creates the illusion that the stickman is moving, when in actual fact we are
seeing a series of still images and the illusion of movement.
Animation has now become common place in the multimedia and entertainment industry. This
technique is often seen in cartoons, and as technology has developed it has allowed the
production of highly complex animations and feature length films.
There are several different types of animation and the following four are the most important:
• Traditional 2D hand drawn animation. The oldest form of animation used until the
development of Information Technology. This is where the animator draws each frame
separately and then they are photographed and played back to the viewer in sequence at
higher speed.
• Stop motion Animation. This is where physical objects are photographed one frame at a
time. The object is then moved and the next frame is recorded. The earliest origins of this
method can be traced back to the use of puppets. Stop motion has been made very famous
via a number of feature length films which contain tens of thousands of separate frames to
produce a feature length film. A variation on this is known as “Claymation” which involves
the use of objects made from modelling clay or similar.
• Key frame animation. The term tween is actually used to describe the creation of
animations where the computer creates a lot of the frames for the animator. Tween refers
to “in-between”. The animator will set two key frames and the software will generate all the
frames in between the two key frames over period of time designated by the animator. This
is advantageous over the traditional 2D hand drawn method where all frames must be
created by the animator. Shape tweening and motion tweening are common methods used
within this type of animation.
• 3D animation. 3D animation can be seen as the cutting edge of animation. In this type of
animation powerful computers are used to create objects that can be easily manipulated in
a 3D environment. Motion capture is now often used to record the movement of real people
or objects. This real life movement is then processed and applied to a digital version where
it can be manipulated and rendered with different attributes. This has been used in many
new films and computer games where the characters are completely computer generated.
3D animation and motion capture have now replaced, in many cases, the traditional method
of rotoscoping.
Software
For the purpose of the practical tasks provided with this guide and set for this qualification, virtually
all animation software, whether commercial or open source, would be sufficient.
One example of open source software is Synfig Studio. Synfig Studio is compatible with Windows,
Apple and Linux operating systems and is free to download from various sources on the internet.
There are also many commercial software packages that provide different levels of sophistication.
Examples of these are Adobe Animate and Serif Draw Plus. Cambridge doesn’t endorse any
particular brand of software, and virtually all animation software will contain the same basic tools
and capabilities, although they may be located in different menus and toolbars within the software.
In addition to the production of an animation we need to consider the settings for saving and
publication. Once your animation is complete it must be exported so it can be viewed or shared
with others who do not have the same software you used to create it. Once exported in you chosen
format, animations can be viewed either stand alone or in many instances as part of a web page.
Most software will allow you export your animation in a variety of different formats. The most
common being Flash SWF (small web format) which is the most commonly used format used for
animations on web sites, although it should be noted that animations can also be exported in a
variety of video formats. The choice of which format is dependent on the intended hardware used
to display it and also the intended audience.
3. Animation tasks
Often there is more than one way to satisfy the requirements of the task. At first, the exercises
should be about exploring a variety of options and not about determining the most efficient
methods. Learners should be encouraged to use the guides but undertake their own research into
the software techniques they are using.
If the animation software allows, it is better to undertake and save these tasks as a complete
project rather than individual tasks. This will enable learners to revise and polish their work. The
animation for each can still be saved for publication as required.
Task overview
In each guide you will learn to:
Task 1: Working with layers, images, Task 2: Shape tweening / morphing and
objects, text and frames using key frames
4. Further resources
Animation software
Adobe Software. www.adobe.com . Adobe offer a free 7-day trail of Animate CC.
Video tutorials
General searches of YouTube, or other video sharing websites, using the name of your animation
software, plus the technique you are using, are extremely useful for consolidation of knowledge
and independent learning. For example, “Animate CC create a shape tween” or “Synfig add a new
layer”. Both produce a range of suitable tutorials.
Some useful tutorials (on YouTube) to use in conjunction with this task are:
5. Further study
It is recommended that learners are encouraged to research the following questions or complete
the following tasks independently.