TGJ1O
ANIMATION
ANIMATION
Lesson:
Concept of 12 frames per second or 24 frames per second in animation
Make a 24 sticky note flipbook of a stick figure doing a squat and standing up.
Purpose of animation: motion exaggeration.
draw a flipbook of a ball with exaggerated motion as it bounces
Rough history:
Concept of key framing
Blank keyframes, filled keyframes, static frames
Move to animate and draw stickframe animation frame-by-frame in flash
First off, switch to ANIMATOR workspace in the top right.
Below we see some basic tools of flash that can help you to make your animations successful. On the toolbar - #1 is the select tool, it treats the object you select as a series of pixels (a RASTERIZED) object. This has its benefits. #2 refers to the sub-select (or, as I call it the VECTOR select tool) It allows you to select the lines around fills or pencil lines. The vector tool allows you to alter the shape of an object to a high degree of accuracy. #3 is the brush tool, the difference between the brush tool and the pencil tool (#4) is that the brush tool places a vector around a fill, while the pencil tool essentially makes a line (a singular dimensioned vector).
The timeline (above) has certain features that will help you to do basic animations. #1 refers to the layer name (which can be adjusted by either right-clicking on the layer and renaming it, or by simply double-clicking the layername). When making multiple layers (#4) the layer that is at the top of the timeline is the layer that appears 'furthest forward' on the stage (the area you see when you draw things). In addition to making drawings on the stage, you also can make drawings over time. Pressing F5 (or right clicking and inserting FRAME) you extend out static frames. By pressing F6 (which copies the previous keyframe) or F7 (creates a blank new keyframe) you advance your animation by 1 frame (typically 1/30th of a second, depending on what your framerate is [#6 - can be adjusted]). In keyframe animation (where you draw cel by cel) it is often useful to click on #6 (onion skinning) which by default shows you the previous 3 keyframes. This allows you to see where your objects have been on the stage (in faded outlines) and thus allows you to plan out where they are going over time.
Activity: redo stickman in Animate
In any amination a KEYFRAME is a point in time when something can change. It could be something being added, or something being removed or many other things, but wihtout having a keyframe that change cannot happen.
1) is a blank (empty) keyframe. There would be nothing on the stage at that point
2) is a filled keyframe. If the blue playhead is at frame 2 you'd see the content that exists in that keyframe.
3) is a 'static' frame (technically called a span) where nothing would happen. The content from Frame 3 would continue through frame 4 because there's no keyframe at that position.
To insert the various types of timeline frames you can right click on the frame of interest and choose:
a) FRAME : F5: just extends the current content without any changes
b) KEYFRAME : F6: copies the current frame's contents and moves the content to a new frame
c) BLANK KEYFRAME: F7: creates a new key frame that is blank
d) REMOVING FRAMES: Shift+F5: deletes the selected frame
e) CLEAR KEYFRAME: Shift+F6: will turn a keyframe into a regular 'static' frame
When you want to create frame-by-frame content which is complex you have to resort to drawing it in each frame. To do so you'll probably want to turn on onion skinning which allows you to look backwards (and forwards) frames.
You can draw content with a brush, or line (or pen) tool. Drawing with a brush means you have a fill with an outer series of points, whereas drawing with a pen or line tool creates a line with points you can manipulate using the subselect tool (A)
On the left is the object draw with a brush. It functionally has to be redrawn each new frame
On the right is an object drawn with the line (and circle) tool. The points can be manipulated over time (but if a line crosses another one it will create a point of intersection). It is easiest on the right side if arms and legs are separated out to different layers.
Tweens are used to automate simple movement. In cases where an object just slides across the screen, changes colour (but not shape), or gets larger or smaller and/or rotates a motion tween can speed up the process of automation. To make a tween select the keyframe of interest and choose CREATE MOTION TWEEN.
Move the playhead to the beginning of the tween and position your object where you want.
Move the playhead to the point you want it someplace else, then position your object where you want (below left, with onionskinning on to see the keyframing)
Notice the path of the object. You can alter that by using the move/position tool and hovering your cursor over the line to bend it
You can alter the length of time the tween happens over by hovering your cursor over the right side of the tween and dragging it right/farther out in time (slower tween) or left/shortening the length of time the action occurs at.
Assignment: Create a Animator vs. Animation or stick-death like animation
Choose Full HD as an aspect ratio
Include a minimum of 1 graphic symbol background
Must include at least 1 scrolling/moving element (movie symbol)
Include a minimum of 20 seconds (@ 30 frames per second) of animation. 20 seconds x 30fps = 600 frames
If your home machines can't run the Adobe products, or you want to explore 3D you can do your stickman using Blender instead. Blender is 3D modeling and animation software that is open-source. It has a learning curve like a rocket taking off into space, but for basic animation like we're doing, you'll want to follow a couple short videos.
Here is a link to the model you'll be using. Carefully follow what he describes with forward kinematics vs. inverse kinematics (IK). If you want you go fully IK you can rig his arms using the previous tutorial he mentions. You set keyframes by inserting loc/rot/scale (3:29 into the video). To continue animating he turns on auto-record (he mentions it around 3:33).