Tm1 Module 1
Tm1 Module 1
JEAN C. MACAPAGAL
Trainer: Assessor LEVEL 1
Characteristics of
learners
Language, Average grade in: Average grade in:
literacy and English Math
numeracy a. 95 and above a. 95 and above
(LL&N) b. 90 to 94 b. 90 to 94
c. 85 to 89 c. 85 to 89
d. 80 to 84 d. 80 to 84
a. 75 to 79 e. 75 to 79
Cultural Ethnicity/culture:
and a. Ifugao
language b. Igorot
backgroun c. Ibanag
d d. Gaddang
e. Muslim
f. Ibaloy
g. Others (please specify) Ilocano
Sex a. Male
b. Female
Age Your age: 22
Physical 1. Disabilities (if any) NONE
ability 2. Existing Health Conditions (Existing illness if
any)
a. None
Date Developed: Document No.01
November 2022 Issued by:
Animation NC II
Date Revised:
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b. Asthma
Characteristics of
learners
c. Heart disease
d. Anemia
e. Hypertension
f. Diabetes
g. Others (please specify)
Previous Certificates
experience Number of years as a master artist: 2 years
with the
topic
Previous
learning 1. Producing 3D Traditional Animation
experience
Training
Level National Certificates acquired and NC
completed Level 2D Animation 1
Specia
l 2D Digital Animation and Illustration
course
s
Characteristics of
learners
Date Developed: Document No.01
November 2022 Issued by:
Animation NC II
Date Revised:
Rizal
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f. Theorist - Learns most when ideas are
linked to existing theories and concepts.
g. Pragmatist - Learns most from learning
activities that are directly relevant to their
situation.
Other needs a. Financially challenged
b. Working student
c. Solo parent
d. Others (please specify)
Lester 89 95 Ilocano College Femal 22 None 2 years as a Producing 3D National 2D Digital Visual Working
John Level e master artist Animation Certificates Animation Student
R. acquired and
Agula and NC Illustration
n Level 2D
Animation
1
Prepared by: J E A N C . M A C A P A G A L
BASIC COMPETENCIES
CAN I…? Y N
E O
S
1. PARTICIPATE IN WORKPLACE COMMUNICATION
LO1. Obtain and convey workplace information ✔
LO2. Participate in workplace meetings and discussions ✔
LO3. Complete relevant work-related documents ✔
2. WORK IN TEAM ENVIRONMENT
LO1. Describe team role and scope
✔
LO2. Identify own role and responsibility within team
✔
LO3. Work as a team member
✔
3. PRACTICE CAREER PROFESSIONALISM
LO1. Integrate personal objectives with organizational goals
✔
LO2. Set and meet work priorities ✔
LO3. Maintain professional growth and development
✔
4. PRACTICE OCCUPATIONAL HEALTH AND SAFETY PROCEDURES
LO1. Identify hazards and risks
✔
LO2. Evaluate hazards and risks
✔
LO3. Control hazards and risks
✔
LO4. Maintain OHS awareness
✔
5. CONTRIBUTE TO WORKPLACE INNOVATION
LO1. Identify opportunities to do things better
✔
CORE COMPETENCIES
CAN I…? YES N
O
1. APPLY TRADITIONAL DRAWING TECHNIQUES FOR ANIMATION
LO1. Identify traditional drawing requirements for animation ✔
Basic Competencies
Common Competency
Core Competency
Submitted Authenticated
copy of Certificate of
Employment
Submitted Authenticated
copy of Certificate of
Employment
Submitted Authenticated
copy of Certificate of
Employment
Submitted Authenticated
copy of Certificate of
Employment
Using Form No.1.4, convert the Training Gaps into a Training Needs/
Requirements. Refer to the CBC in identifying the Module Title or Unit of
Competency of the training needs identified.
(Learning Outcomes)
Learning Outcomes ; At the end of this session the student/trainee will be able to:
LO1. Identify requirements for Traditional clean up drawings
LO2. Prepare Traditional Rough Key Drawings
LO3. Produce traditional cleaned-up drawings
LO4. Edit/ revise clean-up key drawings
A. INTRODUCTION :
This This unit covers the knowledge, skills and attitude required to draw, analyze and produce Traditional clean up key drawings
for animation to ensure integrity of movement and character model is maintained.
B. LEARNING ACTIVITIES
LO1: IDENTIFY REQUIREMENTS FOR TRADITIONAL CLEAN UP DRAWINGS
Learning Content Methods Presentation Practice Feedback Resources Time
➢ Read
➢ Identifying ➢ Lecture Information ➢ Answer ➢ Check ➢ CBLM ➢ 3hrs.
and preparing ➢ Group- Sheet self and refer ➢ Internet
materials, discussion No. 2.1-1 on check to Answer ➢ Training
tools, and ➢ Demonstrati identifying No.2.1-1 key Core regulati
equipment in on and ➢ Answer 2.1-1 on
Clean-up ➢ Self-paced preparing the
drawing instruction materials, trainer’s
tools, and oral
Date Developed: Document No.01
November 2022 Issued by:
Animation NC II
Date Revised:
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equipment question
in ing
Clean-up
drawing
➢ Listen to
trainers
lecture/dem
onstration
and
participate
actively
in the
redemonstra
tion
➢ Read
➢ History of ➢ Lecture Information ➢ Answer ➢ Check ➢ CBLM ➢ 3hrs.
Animation ➢ Group- Sheet No. self and refer ➢ Internet
discussion 2.1-2 on check to Answer ➢ Training
➢ Demonstrati History of No.2.1-2 key Core regulati
on Animation ➢ Answer 2.1-2 on
➢ Self-paced ➢ Listen to the
instruction trainers trainer’s
lecture/dem oral
onstration question
and ing
participate
actively
in the
demonstrati
on
➢ Read
➢ Preparing ➢ Lecture Information ➢ Answer ➢ Check ➢ CBLM ➢ 4hrs.
Model Sheets ➢ Group- Sheet No. self and refer ➢
discussion 2.1-5 on check to Answer Internet
➢ Demonstrati Preparing No.2.1-5 key Core ➢
on model 1.1-5 Training
➢ Self-paced sheets ➢ Answer regulati
instruction ➢ Listen to the on
trainers trainer’s
lecture/dem oral
onstration question
and ing
participate
actively in
the
demonstrati
on
LO2: PREPARE TRADITIONAL ROUGH KEY DRAWINGS
Learning Content Methods Presentation Practice Feedback Resources Time
● Written Test
Date Developed: Document No.01
November 2022 Issued by:
Animation NC II
Date Revised:
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● Practical Exam
● Demonstration
● Performance Test
Students and or trainees must be evaluated through this type of assessment in order to measure analyzation,
comprehension and retention on previous discussion, wherever and whenever the present and future need theories arise the
guarantee is always possible to claim excellence in applying skill-working technicalities.
References/Further Reading
Operation/Task/Job Sheet
Self-Check
Information Sheet
Learning Experiences
Module Content
Module Content
Module
List of Competencies
Content
Module Content
Module Content
Front Page
In our efforts to standardize CBLM, the above
parts are recommended for use in Competency
Based Training (CBT) in Technical Education and
Skills Development Authority (TESDA)
Technology Institutions. The next sections will
show you the components and features of each
part.
List of Competencies
LEARNING OUTCOMES ;
At the end of this module you MUST be able to:
1. Identify requirements for Traditional clean up drawings
2. Prepare Traditional Rough Key Drawings
3. Produce traditional cleaned-up drawings
4. Edit/ revise clean-up key drawings
ASSESSMENT CRITERIA:
1. Traditional animation equipment & materials are identified and
prepared according to the task undertaken.
2. Traditional Clean up Key Drawing requirements are identified from
the given source material.
3. Appropriate model sheets are gathered for reference in the given
scene folder.
4. Incomplete materials and faulty equipment are reported to
appropriate personnel.
5. Rough key animation drawings in a scene folder are counted and
checked if complete and written on the provided exposure sheet.
6. Rough breakdowns are checked if provided by the animator.
7. Timing grid is checked if written legibly and corresponding to the
drawings indicated in the exposure sheet.
8. Special instructions from Animator or animation director are checked
and read if written on the timing grid or in the exposure sheet.
9. Traditional cleaned-up line quality stroke requirement for the final
drawing is checked against the approved model sheets.
10. All rough key drawings are arranged properly and flipped by hand to
see and analyze the animation movements.
11. Rough Key drawings poses and rough expressions are analyzed and
understood as indicated in the storyboard and the exposure sheet.
12. All rough key drawings pose that are off-model are redrawn using the
correct model sheet construction & proportion.
13. Rough body Attitude and facial expressions are maintained and
captured during the redrawing and modeling process.
Date Developed: Document No.01
November 2022 Issued by:
Animation NC II
Date Revised:
Rizal
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Produce Developed by:
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14. Rough breakdowns are analyzed, redrawn and put on model based on
animation flow.
15. Line quality stroke is applied to all redrawn rough key animation
poses and breakdowns.
16. Key drawing & breakdown labels, animator instructions, production
information, timing grid are copied carefully from the original
rough key drawings and written clearly on the clean animation
paper in the appropriate position.
17. All final traditional cleaned-up key drawings and breakdowns are
organized and bundled neatly together inside a folder.
18. Old rough key drawings and rough breakdowns are also organized,
bundled and returned neatly together inside scene folder.
19. Scene folder contents are double checked, signed and submitted to
appropriate personnel.
20. Scene folder with revision calls are read and understood based on the
instructions written by a supervisor.
21. All affected cleaned-up key drawings & breakdowns are redrawn
based on the scope of the revision call.
22. Revised scene folder contents are doubled checked and signed off as
done after all corrections are made.
23. Revised scene folder is submitted to appropriate personnel.
Contents:
2. History of Animation
3. Animation Workflow
Assessment Criteria
Conditions
• Tools
o Light box o Ruler o Light Colored
o Peg bar o Animation Paper Pencils
o 2D software o Samples of o Lead pencil
o Eraser animation model
o Pencil sharpener packs
Assessment Method:
1. Demonstration with oral
questioning.
2. Interview
• Read Information Sheet No. • Make sure that you have read
2.1-1 on Identifying and and fully understand the
Preparing materials, tools, and information sheet before
equipment in Clean-up proceeding with Self-check.
Drawing
• Read Information Sheet No. • Make sure that you have read
2.1-2 on History of Animation and fully understand the
information sheet before
proceeding with Self-check.
Learning Objectives:
After reading this INFORMATION SHEET, YOU MUST be able to:
1. Identify and prepare the materials, tools, and equipment in Clean-up
drawing.
In this lesson, you will learn the materials, tools, and equipment in Clean-up
drawing.
__________1. Animation paper usually comes in field sizes, either 12 x 15. However,
A4 size is commonly used.
__________3. An animation light box is used to see through your drawings clearly.
__________4. Animation disc is placed on a light box and used to work out camera
moves and panning walk cycles
__________5. In smaller studios this task is given to the animator’s assistant, or, in
a more specialized setting, to a clean-up-artist.
1. True
2. False - Clean-up is a part of the workflow in the production of hand-
drawn animation.
3. True
4. True
5. False - In larger studios this task is given to the animator's assistant,
or, in a more specialized setting, to a clean-up-artist.
HISTORY OF ANIMATION
Learning Objectives:
After reading this INFORMATION SHEET, YOU MUST be able to:
1. Discover the history and significance of Animation.
2. Identify the early animation devices.
History of Animation
This history of animation extends far beyond the history of film, as early
animators throughout the centuries found ways to create movies without cameras
or recording technology. Before Oscar-winning CGI Hollywood blockbusters like
Pixar’s Toy Story 3 (2010) and Academy Award-winners like Finding Nemo (2003),
there was the first animated sequence captured on standard picture film—J. Stuart
Blackton’s The Enchanted Drawing (1900)—which used a liveaction actor, props,
and stop-motion techniques to create a two-minute comedic scene.
The earliest age of mainstream animation known to man, lasting from the
early 1900s to the late 1920s with the rise of sound technology. Now, animation
has existed for a very, very long time in some form of another before this era came
about, but this era is obviously when large amounts of people actually started
taking notice of the medium and what it could do. This is owed in part to the rise of
the motion picture to begin with during this time period.
From the mid-1950s to the late 1980s, the world of animation in the United
States experienced a severe quality drought. Television animation was cheaply and
quickly produced and loaded with errors. Feature-length animation experienced
severe budget cuts, and the number of animated movies being released was
drastically reduced. Cartoons that many generations grew up watching were made
with “limited animation” A style that utilized as few frames as possible, which
resulted in choppy, simplified character motions.
Dark Origins
The Renaissance age is usually considered to begin in the the 80s, but it
must be noted that for much of that decade, Western animation was still strangled
by the Ghetto, plagued by a lack of artistic vision and pathetic budgets. Limited
Animation was still the rule on television; Merchandise-Driven shows like He-Man,
Strawberry Shortcake, Care Bears, The Transformers, G.I. Joe, My Little Pony,
Jem, and Thunder Cats (1985) ruled 80s television animation and had parents’
groups up in arms about children watching glorified toy commercials, which were
also strictly separated into shows for boys and shows for girls. That said, these
colorful and often actionpacked shows were nevertheless a major change of pace
from the dull offerings of The Dark Age of Animation and were entertaining to their
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target demographics, which is demonstrated by the fact that several of them
became major pop-culture phenomenon that are fondly remembered to this day.
This is the Age of Animation we live in now, starting from the early 2000s—
with the end of The Renaissance Age of Animation—and continuing to the present
day. The usage of traditional 2-D animation methods that thrived in the previous
eras is now seemingly all but abandoned, at least when it comes to American
works; CGI and Flash Animation are the rule, not the exception— Just as Limited
Animation ruled the Dark Age during the 60’s and 70’s (Especially animation not
coming from the USA or Japan). A lot of these shifts resulted from the constant
deterioration of the global recession, which came to a head in 2008 and resulted in
cheaper production procedures like outsourcing, studios taking safer bets, higher
competition, bankruptcy, and massive layoffs. It did not help that any fan of
content from the Renaissance Age could not get any decent work in the field by the
time they were finally grown up and out of college by 2005. Studios hired unpaid
interns by the hundreds, and veterans from the past eras were either out of work,
doing their own thing, or dead.
1. Magic lantern: The magic lantern was an image projection device developed
in 1603. This device used a mirror in the back of a light source (originally a
candle) that would direct the light through long glass slides, projecting the
slide’s illustrations. Placing the slides together formed movement, making
the magic lantern the first instance of “moving pictures.”
Émile Reynaud’s Pauvre Pierrot (1892) was created by using a longer image
roll for the praxinoscope, allowing for a longer viewing time. Pauvre Pierrot is often
credited as the first animated film because Reynaud’s picture roll was hand-
painted with 500 individual images (rather than using photographs). However, film
historians argue that Émile Cohl’s Fantasmagorie (1908), is the first instance of a
film produced with traditional animation techniques, making it the first true
animated movie.
The first animated feature film is Walt Disney Studios’ Snow White and the
Seven Dwarfs (1937). This film used the traditional animation process of cel
animation, which involved rendering two-dimensional visuals on a transparent
sheet of celluloid. The cell animation process allowed transferring illustrations
between frames, rather than having to redraw from scratch each time, speeding up
the process, saving time and labor.
SIGNIFICANCE OF ANIMATION
Paul Wells states that: “Animation is the most dynamic form of expression
available to creative people.” When one starts to examine the subject in depth, it
becomes clear that animation has a profound effect on the daily lives of many of us.
IDENTIFICATION
DIRECTIONS : Read each sentence carefully and identify what is being asked in
each item. Write the Correct answer on the blanks.
_____________4. Succeeded the zoetrope, replacing the latter’s narrow vertical slits
with an inner circle of angled mirrors instead.
_____________9. A period in animation history that began with the advent of sound
cartoons in Late 1928 and faded out in the late 1950s/ early 1960s.
1. Phenakistoscope
2. Kineograph
3. Thaumatrope
4. Praxinoscope
5. Zoetrope
6. Magic Lantern
7. The Millennial Age of Animation
8. Dark Origins
9. The Golden Age of Animation
10. Paul Wells
ANIMATION WORKFLOW
Learning Objectives:
After reading this INFORMATION SHEET, YOU MUST be able to:
1. Discuss and enumerate the Animation Workflow.
2. Identify the people involved in Animation workflow.
ANIMATION WORKFLOW
It is the steps and the order in which they occur when producing your
movie. No matter which method you choose to create your project, the pipeline to
follow will always be divided in three segments: pre-production, production, and
post-production. Then you will have to choose your animation method.
Stages of Animation
1. Pre-production
• Planning before production
• Focuses on the creation and development of ideas
• Not done by the animation studio
• Importance:
o Helps develop a roadmap to base the production
o Helps reveal a flaw that needs to be worked on before
production
2. Production
• AKA the animation proper
• Characteristics:
o Done entirely by the animation studio
o Longest and busiest stage in the animation workflow
PRE – PRODUCTION
Script
1. SCRIPT
Every project starts with a script or a synopsis. You will also see the term
screenplay. A script is the written version of a project done by a screenwriter. You
will encounter a script in many different types of projects such as movies, television
series, video games and advertisements. It is the source for all the upcoming steps.
A script usually contains the storyline, location descriptions, actions, dialogue,
sound effects, etc. It contains all the information necessary for the artists to
illustrate and animate the movie or series. The script is needed in order to
transform the project into a storyboard. This same script is used as a dialogue for
the audio recording. Finally, characters, props and locations will be designed from
all of the descriptions contained in the script.
Parts of a Script:
a) Scene – how a script is divided; usually determined by a setting with its type
(INT-Interior ; EXT – exterior), location, and time / time of day.
2. DESIGN
Once the script is completed, the designer can start work. Before any
animation, background or colouration can be done, the overall design needs to be
addressed. The artist has to decide on the production style, the character’s look,
the location’s complexity, and so on. Once these designs are done and approved,
the model pack is produced, containing all of the models for all these aspects. The
designs and models will be used by the colour stylist and layout artist, and finally
by the animator.
3. COLOR STYLING
Once the black and white designs are done, they are sent to colour styling.
The colour stylist chooses the colours and ambiance for the production and
balances the characters, props and effects with the location palettes. This
contributes to a consistency or an emotional contrast, where needed, in the show.
When the colours are approved, colour models are produced and backgrounds are
o The audio recording is also called voice recording. The script is needed
for dialogue and extra sound effects. The actors will read the lines
from the script and record their dialogue. These voices will be used
later on for the animatic, the animation and the final production
compositing.
• People involved: voice actors, director, sound producers
• Focuses on creating or recording the human voices, music, and sound
effects to be used.
• Recorded outside of animation studio
• Needed to create the sound breakdowns and storyboard.
• Recording is done first to sync with the animation later.
• Nat Pause – Video of recording to hear what are how is said; used for
referencing facial expressions with the recorded dialogue.
5. STORYBOARD
The storyboard is often created at the same time as the characters, props,
location design and audio recording. The first storyboard is not always exact, as the
designs are subject to many changes during the beginning of a production. The
storyboard is essential to the layout and posing, and the animatic. This step is not
done with Harmony. Traditionally, the storyboard is created on paper.
6. ANIMATIC
The animatic, also known as leica, comes directly from the storyboard. The
animatic is the first movie of a project and is used to help the animators and
compositors. The storyboard is scanned in and mounted with the sounds and
dialogue. There is no animation yet. It is simply the storyboard frames changing
over time to help evaluate the rhythm and the look of the show. This will help avoid
mistakes that would have been found only at the end of a show.
PRODUCTION
Clean-up for
Coloring Scanning Compositing Rendering
In-betweens
1. EXPOSURE SHEET
a) Sound / Track – Contains the sounds (mostly mouth codes / lip syncs) that
are broken down (per sound); duration of the sound shall have a larger
space to take.
b) Action – Contains instructions on when an action will start and end.
c) Frame Numbers – Where the frame is inserted; would dictate the speed of
the animation (one’s, two’s, and three’s).
d) Levels – Shows the different actions specified for each layer; a layer would
determine whether it is on the foreground or background.
e) Camera – Instructs the cameras on how the scene should be shots; based
from the field guide.
2. KEYFRAME ANIMATION
3. LINE TESTING
5. IN BETWEENING
7. COLORING
9. COMPOSITING
POST – PRODUCTION
1. SOUNDS
2. FINAL RENDER
• Color grading
• Adding of filters
• Dubbing
MULTIPLE CHOICE
DIRECTIONS: Read and analyze the questions. Choose and encircle the letter of
the BEST answer.
4.Which of the following steps involves the initialization of how the characters look
like?
7.Which of the following is used as a basis for creating the facial expressions of the
animations?
8.Which of the following steps collates all drawings to turn it into a video?
9.Which of the following steps helps with the timing of the animation?
1. D
2. B
3. B
4. B
5. D
6. C
7. D
8. D
9. B
10.C
Learning Objectives:
After reading this INFORMATION SHEET, YOU MUST be able to:
1. Identify the 12 Principles of Animation.
2. Differentiate the 12 Principles of Animation
In 1981, legendary Walt Disney Studios animators Frank Thomas and Ollie
Johnston (two of Disney’s “Nine Old Men”) set out some defining principles of the
form in their book The Illusion of Life: Disney Animation (1981). The title alludes to
a central theme in animation education—that if creators using animation desire the
ability to reimagine life, they must first understand the nuances of life itself. The
book describes twelve central principles to link animation to the natural laws of
physics while embodying the idea that the process of animating could contravene
and contradict these laws within reason. This logic would be an unwritten trust
between the animator and his or her audience.
2. ANTICIPATION
When filming a scene, where do you put the camera? Where do the actors
go? What do you have them do? The combination of all these choices is what we
call staging. Staging is one of the most overlooked principles. It directs the
audience’s attention toward the most important elements in a scene in a way that
effectively advances the story. This involves composing elements of the frame to
control the viewers’ experience. So placing characters in particular positions,
lighting them in certain ways, and positioning the camera to record these deliberate
intentions all accentuate the appearance of the subject in its surrounding
environment, contributing to the audience’s understanding and enjoyment of the
piece.
These are two ways of drawing animation. Straight ahead action is where
you draw each frame of an action one after another as you go along. Straight-ahead
action concerns the movements of individual figures in staged scenes, and is best
demonstrated by first imaging a simple action and then drawing each frame of that
action from the start to the finishing point. This creates movements that are highly
detailed and fluent and are described as “full animation.” With pose-to-pose, you
draw the extremes – that is, the beginning and end drawings of action – then you
go on to the middle frame, and start to fill in the frames in-between. Pose-to-pose
drawing is a more economical approach, using fewer frames and resulting in a
more dramatic and immediate effect. Animators often use both straight-ahead
action and pose-to-pose drawing, mixing the two subtly to reflect the focus, pace,
and concentration of the story being animated.
Not all actions happen at a uniform speed, but there are instead periods of
acceleration and deceleration that appear to reflect the subject’s natural reactions
to a movement. To achieve this, a greater number of frames is created at the
beginning and the end of a moving sequence, resulting in more naturalized and
believable movement. When you start your car, you don’t get up to 60 mph right
away. It takes a little while to accelerate and reach a steady speed. In animation
speak, we would call this an Ease Out. Likewise, if you brake, you’re not going to
come to a full stop right away. (Unless you crash into a tree or something.) You step
on the pedal and decelerate over a few seconds until you are at a stand-still.
Animators call this an Ease In. Carefully controlling the changing speeds of objects
creates an animation that has a superior believability.
7. ARCS
Life doesn’t move in straight lines, and neither should animation. Most
living beings – including humans – move in circular paths called arcs. Arcs operate
along a curved trajectory that adds the illusion of life to an animated object in
action. Without arcs, your animation would be stiff and mechanical. Animators use
implied arcs to emulate natural movements to aid believability. Reflecting the speed
of an action, arcs emulating faster movements are stretched over longer distances
with low peaks, while in slower movements the arc is shorter with a higher peak to
reflect a shorter distance. For example, a baseball pitcher throwing a fast ball will
be illustrated by the ball following an invisible stretched arc.
This are gestures that support the main action to add more dimension to
character animation. They can give more personality and insight to what the
character is doing or thinking. This principle recognizes that movements seldom
happen in isolation. The simple act of walking (primary action) might be
complemented by the ability of the figure to chew gum, talk to his girlfriend, and
wave his hand.
9. TIMING
10. EXAGGERATION
11. SOLID DRAWINGThis is all about making sure that animated forms feel like
they’re in three-dimensional space. It is by defining the volume of the character,
described in the character/model sheet. This involves the confident handling of
drawing as a three-dimensional discipline articulated through understanding
anatomy and form. Solid drawing helps to maintain believability.
Date Developed: Document No.01
November 2022 Issued by:
Animation NC II
Date Revised:
Rizal
Technological Page 1 of 100
Produce Developed by:
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12. APPEAL
IDENTIFICATION
DIRECTION: Identify what is being ask. Write your answer on the space provided
before each number.
__________ 4. The action the follows the main actions do not stop the same time.
__________ 5. The basis for almost all natural motion; created using a spline curve.
__________ 10. It directs the audience’s attention toward the most important
elements in a scene.
1. Anticipation
2. Appeal
3. Exaggeration
4. Follow Through and Overlapping Action
5. Arcs
6. Second Action
7. Ease in, Ease out
8. Solid Drawing
9. Squash and Stretch
10. Staging
Learning Objectives:
After reading this INFORMATION SHEET, YOU MUST be able to:
1. Define Model Sheets.
2. Identify the types of model sheets.
In this lesson, you will learn the different types of Model Sheets .
MODEL SHEETS
Character Model Sheets are the templates of the characters used by the
animation staff. They provide the construction, structure, proportion, design, etc.
for each character. Usually, several models sheets are needed for each character to
show the physical and design nuances. Each animator, artist has their own style of
drawing. The model sheet guides the 300 or so artists working on the production
toward making all the characters look “ON MODEL”. “ON MODEL” means the
model sheets have been followed to perfection as if one artist (instead of over 300 )
has drawn the character.
Notice how the character is draw in the front, profile (side), 3/4 and back
views. This is called a turn around drawing.
For this lesson we use a simple shaped character. A simple shaped character
uses one basic shape or form the main body of character.
Below are three options you should consider for your character design. They
are: a ball, a triangle (or cone) and a combination - a ball and a cone. Please keep
in mind the dimensional aspects of your drawing - in other words what appear to
be shapes are really 3D forms.
Once the basic forms are drawn - the details are drawn over top the forms.
This can give animators a better idea of the structure that exist under all that hair.
Or even spots!
The majority of Rough Model Sheets are created from the best studies or
keys from the most successful scenes that have been animated of the character up
to that point. They often show action, expressions and attitudes that best display
the character’s personality:
A Rough Dialog Model Sheet shows various mouth shapes that are created
when the character is speaking. This one has the added benefit of also showing a
range of emotions:
FINAL LINE
A Final Line or Clean Up Construction Model Sheet helps animators to see volume
as well as structure for even the most ―cartoony‖ of characters:
When completed, flip this character face down on a light box (use a lighted
window if you don’t have a lightbox) and trace the outline. Flip it back around and
detail in the back view, referencing the front view as you go. Once both are
Date Developed: Document No.01
November 2022 Issued by:
Animation NC II
Date Revised:
Rizal
Technological Page 1 of 100
Produce Developed by:
Traditional Jean C. University
Cleaned-up Key Macapagal Revision #
Drawings
completed, line them up and use a ruler to map out corresponding points on their
head and body. Use these to rough out a side view and 3/4 view of your character.
You can do each on a separate piece of paper and Photoshop them together once
you have the character fully mapped out:
If you don’t have much experience with doing turnaround drawings this
process might take awhile and the drawings may get messy in the process. Do a
second rough on a fresh sheet of paper over the first if it gets too overworked. Once
you are happy with your turnarounds, proceed to a Final Line Turn Around Model
Sheet:
It’s often helpful to other artists working on the project if your pose includes
one bent arm and one that’s straighter opposite one bent leg and one that’s
straight. This gives other artists more information when handling the limbs in
different situations. Another example from the same film:
You’ll note that Meg’s Turn Around Model Sheet shows three poses while
Herc’s shows six. The average is in the middle; four. Front, back, side, and a three
quarter view. Not all turnaround model sheets are done with the character
standing still and facing forward, but most are. Some, like this final line
turnaround model sheet of Kenai as a bear from ―Brother Bear‖, are more
ambitious and show a character caught in the middle of an action. If you can easily
build a 3D model of a character in your mind then something like this might not be
too difficult, but most artists doing their first turn around model sheets would be
wise to avoid this much of a twist in the body the first time out.
IDENTIFICATION
DIRECTION: Identify what is being ask. Write your answer on the space provided
before each number.
__________1. A type of model sheets that’s often generated early in the final design
process.
__________ 2. The templates of the characters used by the animation staff.
__________ 3. Shows various mouth shapes that are created when the character is
speaking.
_________ 4. Helps animators to see volume as well as structure for even the most
―cartoony‖ of characters.
__________ 5. This can give animators a better idea of the structure that exist under
all that hair.
Steps/Procedure:
1. Prepare your working area, tools and equipment.
2. Draw the initial and final poses of the ball.
3. Add the Key frames and In-betweens.
4. Make sure to keep the mass of the ball the same.
5. Clean-up your rough drawing.
6. Add color to your ball.
Assessment Method:
Demonstration with oral questioning
and Interview
YES NO
CRITERIA
✔
1. The transition of bouncing ball is smooth.
Comments/Suggestions:
________________________________________________________________
________________________________________________________________
________________________________________________________________
________________________________________________________________
________________________________________________________________
________________________________________________________________
________________________________________________________________
Steps/Procedure:
1. Prepare your working area, tools and equipment.
2. Using basic shapes and forms, create/design your own
character.
3. Draw the front view, side view, and back view of the
character.
4. Make sure that the elements of the character are
symmetrical.
Assessment Method:
Demonstration with oral questioning
and Interview
YES NO
CRITERIA
Comments/Suggestions:
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
____________________________________________________
Name of Competency
RIZAL TECHNOLOGICAL UNIVERSITY
Assessment Center
Date of Assessment NOVEMBER 2022
CANDIDATES NAME SIGNATURE ASSESSMENT
NO. RESULTS
1 AGULAN, LESTER JOHN R. COMPETENT
2
3
4
5
Assessor/s:
TESDA Representative:
______JEAN C. MACAPAGAL______
Signature over Printed Name
__________________________________
Signature over Printed Name
Accreditation Number:
________________
Competency
ANIMATION NC II
standard:
Portfolio
Written
The evidence must show that the trainee…
Identifying and 5
Preparing
3 2 (16.67
materials, tools,
%)
and equipment in
Clean-up Drawing
History of Animation 5
2 2 1 (16.67
%)
Animation Workflow 4 1 5
(16.67
%)
Principles and 3 3 2 8
concept of
(26.67
Animation
%)
Preparing Model 4 1 2 7
Sheets
(23.33
%)
TOTAL 16 8 6 30
(100%)
Qualification ANIMATION NC II
COC 1 Produce Traditional Cleaned-up Key Drawings
Unit of Competency PRODUCE TRADITIONAL CLEANED-UP KEY
DRAWINGS
Instruction:
Read each question and check the appropriate box to indicate your answer.
Can I? YES NO
. Identify requirements for traditional cleaned-up drawings
• Traditional animation equipment & materials are identified
and prepared according to the task undertaken
• Traditional Clean up Key Drawing requirements are
identified from the given source material.
• Appropriate model sheets are gathered for reference in the
given scene folder
• Incomplete materials and faulty equipment are reported to
appropriate personnel
Prepare Traditional Rough Key Drawings
• Rough key animation drawings in a scene folder are counted
and checked if complete and written on the provided
exposure sheet.
• Rough breakdowns are checked if provided by the animator
• Timing grid is checked if written legibly and corresponding
to the drawings indicated in the exposure sheet
• Special instructions from Animator or animation director are
checked and read if written on the Timing grid or in the
exposure sheet
• Traditional cleaned-up line quality stroke requirement for
the final drawing is checked against the approved model
sheets.
Produce Traditional cleaned-up key drawings
• All rough key drawings are arranged properly and flipped by
hand to see and analyze the animation movements
• Rough Key drawings poses and rough expressions are
analyzed and understood as indicated in the storyboard and
the exposure sheet.
• All rough key drawings pose that are off-model are redrawn
__________1. A period in animation history that began with the advent of sound
cartoons in late 1928 and faded out in the late 1950s/ early 1960s.
a. Millennial Age
b. Golden Age
c. Dark Age
__________2. It is needed for clean drawings, while colored pencil is used for
roughing out the animation.
a. HB Pencil
b. Colored Pencil
c. Mechanical Pencil
__________3. Final stage which involves final video and audio editing.
a. Pre-Production
b. Production
c. Post-Production
__________5. Are the templates of the characters used by the animation staff.
a. Model Sheets
b. Animatics
c. Animation Paper
a. Dark Age
Date Developed: Document No.01
November 2022 Issued by:
Animation NC II
Date Revised:
Rizal
Technological Page 1 of 100
Produce Developed by:
Traditional Jean C. University
Cleaned-up Key Macapagal Revision #
Drawings
b. Silent Age
c. Golden Age
__________10. Shows various mouth shapes that are created when the
character is speaking.
a. Turn Around Model Sheet
b. Rough Dialogue Model Sheet
c. Final Line
ANSWER KEY
1. B 1. T 1. Paul Wells
2.Praxinoscope
2. A 2. T 3.Arcs
4.Light Box
3. C 3. F 5.Thaumatrope
6.Nat Pause
4. B 4. F
7.Follow Through and
5. A 5. T Overlapping Action
8.Turn Around Model
6. A 6. T Sheet
9. Anticipation
7. C 7. F 10.Anatomical Study
Model Sheet
8. B 8. F
9. A 9. F
10. B 10. T
Steps/Procedure:
YES NO
CRITERIA
Comments/Suggestions:
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
____________________________________________________
2. What will you do if you are having a hard time coping up with the ✔
lessons and feeling left behind in creating clean up animations?
5. What will you do when you find out that your equipment is not ✔
working properly?
8. What is Plagiarism?
Date Developed: Document No.01
November 2022 Issued by:
Animation NC II
Date Revised:
Rizal
Technological Page 1 of 100
Produce Developed by:
Traditional Jean C. University
Cleaned-up Key Macapagal Revision #
Drawings
The candidate’s underpinning ✔ Satisfactory ❑ Not Satisfactory
knowledge was:
Pegbar 21 21 Complete
2d Softwares 21 21 Complete
Projector 1 1 Complete
Speaker 1 pc 1 pc Complete