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Toon Boom Studio 7.1Art Curriculum - Teacher Guide
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Toon Boom Studio 7 Art Curriculum - Teacher Guide
2 Copyright © 2013 Toon Boom Animation Inc. All rights reserved.
Legal NoticesToon BoomAnimation Inc.4200 Saint-Laurent, Suite 1020Montreal, Quebec, CanadaH2W 2R2
Tel: +1 514 278 8666Fax: +1 514 278 2666
toonboom.com
Disclaimer
The content of this guide is covered by a specific limited warranty and exclusions and limit of liability under the applicableLicense Agreement as supplemented by the special terms and conditions for Adobe®Flash® File Format (SWF). For details,refer to the License Agreement and to those special terms and conditions.
The content of this guide is the property of Toon BoomAnimation Inc. and is copyrighted.
Any reproduction in whole or in part is strictly prohibited.
Trademarks
Toon Boom® and Toon Boom Studio® are trademarks owned by Toon BoomAnimation Inc. All other trademarks are theproperty of their respective owners.
Credits
Technical Writer: Shabana Ali, Marie-Ève Chartrand, Annie Rodrigue, Liven Tam, Anouk WhissellTechnical Editor: Peter Cawthorne, Pamela Grimaud, Liven TamArt Development: Shabana Ali, Marie-Ève Chartrand, Tania Gray, Annie Rodrigue, Anouk WhissellTechnical Reviewer: John Payne
Publication Date
2013-03-14
Copyright © 2013 Toon BoomAnimation Inc. All rights reserved.
PCUR201TBS71EN-T
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Toon Boom Studio 7.1Art Curriculum - Teacher Guide • Contents
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ContentsToon Boom Studio 7.1Art Curriculum - Teacher Guide 1
Legal Notices 2
Contents 3
Chapter 1: About the Teacher Guide 7
About Toon Boom Studio 8
About the Art Curriculum 9
Who is this Curriculum Intended For? 9
What is the Goal? 9
What is the Approach? 9
What Topics are Covered? 9
How is the Curriculum Organized? 10
Teacher Guide 10
Student Guide 10
About the Lessons 11
Activities 14
Sample Material 16
Assets and Sample Material 16
Chapter 2: Evaluation Grids 19
Why Grade? 20
Student Evaluation: Lesson 1, History of Animation 21
Evaluation Criteria 21
Evaluation Key 21
Student Evaluation: Lesson 1, Animation Techniques 22
Evaluation Criteria 22
Evaluation Key 22
Student Evaluation: Lesson 1, Animating Basic Shapes 23
Evaluation Criteria 23
Evaluation Key 24
Student Evaluation: Lesson 1, Timing 25
Evaluation Criteria 25
Evaluation Key 26
Student Evaluation: Lesson 1, Squash and Stretch 27
Evaluation Criteria 27
Evaluation Key 27
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Student Evaluation: Lesson 1, Anticipation, Drag and Overlapping Action 29
Evaluation Criteria 29
Evaluation Key 29
Student Evaluation: Lesson 1, Character Design and Construction Sheet 31
Evaluation Criteria 31
Evaluation Key 32
Student Evaluation: Lesson 1, Animating a Jumping Character 33
Evaluation Criteria 33
Evaluation Key 34
Student Evaluation: Lesson 1, Animating a Walk Cycle 35
Evaluation Criteria 35
Evaluation Key 36
Student Evaluation: Lesson 1, Breaking Down a Character and Animating It 37
Evaluation Criteria 37
Evaluation Key 37
Student Evaluation: Lesson 1, Bone Animation 39
Evaluation Criteria 39
Evaluation Key 40
Student Evaluation: Lesson 1, Stop-Motion Animation 41
Evaluation Criteria 41
Evaluation Key 41
Student Evaluation: Lesson 1, Basic Multiplaning and Sceneplanning 42
Evaluation Criteria 42
Evaluation Key 43
Student Evaluation: Lesson 1, Take 44
Evaluation Criteria 44
Evaluation Key 44
Student Evaluation: Lesson 1, Visual Breakdown and Lip-Sync 46
Evaluation Criteria 46
Evaluation Key 46
Student Evaluation: Lesson 1, Storyboard and Staging 48
Evaluation Criteria 48
Evaluation Key 48
Student Evaluation: Lesson 1, Adding Effects 50
Evaluation Criteria 50
Evaluation Key 50
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Toon Boom Studio 7.1Art Curriculum - Teacher Guide • Contents
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Chapter 2: Exams 51
Exam - History of Animation 52
Correction Grid - History of Animation 56
Exam - Animation Techniques 58
Correction Grid - Animation Techniques 61
Exam - Animation Workflow 62
Correction Grid - Animation Workflow 66
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Toon Boom Studio 7 Art Curriculum - Teacher Guide
8 Copyright © 2013 Toon Boom Animation Inc. All rights reserved.
About Toon Boom StudioToon BoomAnimation Inc. has many years of experience developing tools for animators. Vector technology, a deepunderstanding of the animation process, and a commitment to the needs of animators are the backbone of our products.
Toon Boom Studio represents the culmination of years of research and development to create a desktop tool thatanimators can learn and use with ease to produce broadcast quality animation.
Toon Boom Studio embodies the workflow of the animation studio and provides tools that parallel those used in atraditional environment. Students of animation trained on Toon Boom Studio will feel perfectly confident in transitioning toeither a traditional or digital studio environment.
Here is a shot of the Toon Boom Studio interface. This is the default workspace, where you can draw, paint, animate, setthe timing, create effects, and do your compositing.
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Chapter 1: About the Teacher Guide • About the Art Curriculum
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About the Art Curriculum
Who is this Curriculum Intended For?This curriculum is intended for secondary, or post-secondary school students who wish to get a taste of traditional,tradigital (paperless) and digital cut-out animation.
What is the Goal?The goal of this curriculum is to give students an introduction to animation, at which point they will be able to decide if theywould like to pursue further training towards a career in a professional animation studio.
What is the Approach?Through this curriculum, students will not only learn to use Toon Boom Studio animation software, they will also learn aboutthe animation process. Further, instead of studying technical documents, the student will learn the software in a hands-onmanner by completing the various activities and exercises included in this curriculum.
This courseware introduces all of themost popular animation principles, drawing concepts and production tips. It alsoincludes a brief introduction to the history of animation, and to the various animation techniques and types of animationworkflow.
The idea behind this curriculum is to seamlessly integrate Toon Boom's software into your course plan and to support theeffort of teaching animation at an early age.
By the time your students complete this course, they will be comfortable using Toon BoomAnimation's technology, as theywill have worked with it in a practical context to successfully complete all the animation exercises.
This courseware is not meant to be a software learning curriculum; rather it is an animation curriculum assisted by the use ofToon BoomAnimation's technology.
What Topics are Covered?Here are themain topics covered in this curriculum:
Introduction to the History of Animation Digital Cut-out Animation
Introduction to Animation Techniques Bone Animation
Introduction to AnimationWorkflow Stop-Motion Animation
Animating Basic Shapes Digital Scene Setup
Timing Multiplane
Squash and Stretch Acting
Anticipation, Drag and Overlapping Action Take
Character Design Breakdown and Lip-sync
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Character Construction Sheet Animating a Traditional Two-leggedWalk-cycle
Animating a Jump Output and Rendering
Animating a Traditional Four-leggedWalk-cycle Storyboarding and Staging
How is the Curriculum Organized?This curriculum consists of two books, Teacher Guide and Student Guide, and related samplematerial.
Teacher GuideThe Teacher Guide is intended only for the teacher. It contains explanations related to the lessons, activities and outlines, aswell as all the examinations, evaluation grids, and correction grids for the student workbook.
Here is what you will find in the Teacher Guide:
• Activities on page 14
• Evaluation Grids on page 19
• Exams on page 51
Student GuideThe Student Guide contains seventeen lessons and all the theory and activities for the entire course. With this guide, thestudent has all the tools needed to learn and practice his or her animation skills.
Each Student lesson includes the following sections:
Lesson Objectives—This list of objectives outlines the point of each lesson in bullet-point form and guides the student tothe specific areas they should focus on. It is a good idea to have the students review this list again once they have completedthe lesson to see if they have absorbed all the key ideas.
• Total Lesson Time—The number of classes recommended to complete the lesson.
• User Guide References—A list of related topics pertaining to the software are indicated here to providesupplementary technical information for the lesson.
• Recommended Basic Training Videos—If you or your school has purchased the Toon Boom Studio Basic TrainingVideos set, then here is where you will view the videos related to the lesson in that section.
Lecture Notes—Key concepts about animation that relate directly to the lesson students are following. Since thisinformation is common knowledge in the animation world, it is important for students to familiarize themselves with.
• Further Reading—At the end of each section, relevant chapters from various animation books are recommended,fromwhich the students will learnmore about the concepts introduced in that section.
• Further Viewing—If the students have access to animationmovies at home, or a cartoon specialty channel,encourage them to watch themwith an analytical eye to see how each film uses the concepts outlined in the coursematerial. In some lessons, we suggest some notable examples that are easy to acquire, rent, or borrow from alibrary.
Activities—No lesson is complete without a chance for students to apply the new concepts they have just learned. It isalways best to learn by doing in order to gain a good grasp of any new idea or technique. With that inmind, we haveincluded projects in Toon Boom Studio for students to practice on.
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Material Provided for this Lesson— Look for the Toon Boom Studio projects, packaged specifically for use with some ofthe lessons.
About the LessonsTheworkload in this course will vary depending on the number of topics you wish to teach, what the focus of your particularcourse is, and the duration of each class.
The curriculum is split into lessons to make your task easier. These lessons are composed of theory and activities sections.
If your classes are short in duration, consider asking the students to read the theory section of the lesson as homework.Doing so allows students to return ready and able to tackle the lessons featured in the next class.
Themain activities in each lesson are explained in depth and feature detailed, step-by-step instructions that enable bothstudent and teacher to clearly grasp the topic at hand. Once these activities are done, the student can complete the extraactivities as homework. Though less detailed than the class portion of the lesson, these activities permit the student topractice and apply the techniques learned during class time.
Lesson 1 History of Animation The history of animation is rich with innovation, beginning inthe nineteenth century and continuing right through to thepresent day. The earliest animation techniques employedoptical toys, followed by the creation and development of anim-ated film. The great cinematic achievements that we see todayare the result of ongoing artistic and technological exper-imentation and discovery.
Lesson 2 Animation Techniques Animation can be created using very simple tools, such as apencil and paper, by advanced computer systems, or by allmanner in between. Here you will find an introduction to thevarious techniques available when it comes to creating ananimated film.
Lesson 3 AnimationWorkflow Studios follow a meticulously organized system to developtheir movie from script to screen. Here you will see a list of allthe staff members necessary to an animation team, what isrequired of each and also the different types of workflow stu-dios can follow while in production.
Lesson 4 Animating Basic Shapes Start with basic shapes to create characters and objects andthen add the details. Basic shapes include circles, squares,rectangles, and ellipses. Students will use these shapes tocreate objects with volume, such as cylinders, cubes andspheres.
Lesson 5 Timing Timing is an essential element of animation. Storydevelopment, gags, reactions and character development alldepend on a clear sense of timing to be effective.
Lesson 6 Squash and Stretch (The Bouncing Ball) Continuing our analysis of animated motion, wewill examinethe concept of squash and stretch, then apply it by drawing abouncing ball. This is where students will learn how an object'smaterial can affect how it changes inmotion.
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Lesson 7 Anticipation, Drag and OverlappingAction
Anticipation, drag and overlapping actions add life toanimation and are key factors for any student of animation tofamiliarize themselves with. Anticipation helps the viewer tounderstand what is coming next, while overlap and dragdemonstrate the physics of how objects that are linkedtogether, move together.
Lesson 8 Character Design and ConstructionSheet
Learn important concepts about character design, such asexpressing the nature of a character through its physicalcharacteristics. Students will discover how to create acharacter construction sheet, the authoritative reference thatreveals a character from all angles, in a variety of poses, anddisplaying a number of expressions.
Lesson 9 Animating a Jumping Character Deconstruct the elements of motion further by drawing yourcharacter of basic shapes jumping.
Lesson 10 Animating a Walk Cycle Awalk cycle typically consists of two steps that the animatorreuses to create an extended walk. Cycles are animationshortcuts that reduce the amount of required work. The walkcycle is not just about the legs, however; the posturing of therest of the body reveals a lot about the character and is animportant factor that students will learn to consider.
Lesson 11 Breaking Down a Character and Anim-ating It
Breaking a character down into several pieces, students will berigging or one piece to another to animate it.
Lesson 12 Bone Animation The Bones tool lets students create a skeleton over a characterby using the various Bone tools. Students can then animate theskeleton and the bitmap, or vector-based body parts, willmove with it.
Lesson 13 Stop-Motion Animation By taking a series of pictures of toys and figurines in differentposes, students will create a sequence of moving images calledstop motion animation.
Lesson 14 BasicMultiplaning and Sceneplanning Here wewill explore a Multiplane space, where one can createa background in several layers, spread the layers out along theZ-axis and thenmove the camera through this environment tocreate an impressive illusion of depth perspective.
Lesson 15 The Take Taking a break from the physics of motion, wewill focus on theacting required to convey what an animated character is think-ing.
Lesson 16 Visual Break-Down and Lip-sync This lesson provides an introduction to the analysis of dialogueand lip-syncing.
Lesson 17 Storyboard and Staging Storyboarding is the scene-by-scene breakdown of each shot,indicating themain position of the character, as well as how theshot changes. Staging is the layout of elements in the scene tocreate the greatest impact while focusing the audience's
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attention onwhat is most important about the shot.the shotchanges. Staging is the layout of elements in the scene tocreate the greatest impact while focusing the audience'sattention onwhat is most important about the shot.
Lesson 18 Adding Effects Students will add the final enhancements to their animationwith effects, such as blur, drop shadow, natural effects (rain,snow), and masking.
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Why Grade?A very important part of this curriculum is the series of Evaluation Grids that accompany each of the activities. The criteria ofthese evaluations covers not only the animation principles included in the activities, but also technical competence, quality ofexecution and other important pedagogical criteria.
Grading is an important way to communicate feedback to students of the Art Curriculum, giving them an indication of theircompetence and serving as a source of motivation. By providing feedback on their learning, students can become aware ofwhat they understand, what they do not understand, and identify areas that need improvement. For teachers, theevaluations serve as a benchmark of your performance in teaching the curriculum. Your success as a teacher turns studentsinto topnotch animators ready to make the leap into the workplace.
In this section you will find an Evaluation Grid corresponding to each lesson.
Note: There is no corresponding evaluation grid for Lesson 3: AnimationWorkflow.
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Chapter 2: Evaluation Grids • Student Evaluation: Lesson 1, History of Animation
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Student Evaluation: Lesson 1, History ofAnimationThis grid is designed to evaluate the student’s work following the completion of the lesson.
Below are the standard criteria based on technical competence, quality of execution and organization, as well as questionsrelating to the activities covered in the guide.
Student Name:
Class:
Grade or Year:
Date:
Evaluation Criteria
Grade Grade
General Class Work Activity Related
Overall organization of work Completes all tasks
Neatness Uses imagination
Follows a logical process Uses design and colour
Asks questions Activity: Build Your Own Thaumatrope
Diligence Understands task
Understands task Understands mechanism
Evaluation Key1 = Exceeds Expectations: Student has consistently demonstrated knowledge and practices, attitude and cooperationwith other students.
2 = Meet Expectations: Students has attained all the necessary knowledge and skills.
3 = Needs Improvement: Student has attained some of the knowledge and skills taught in class, but not others. Somework needs to be done.
4 = Unacceptable: Student's knowledge, work, and attitude is below average; needs additional training.CURRICULU
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Chapter 2: Evaluation Grids • Student Evaluation: Lesson 1, Animating Basic Shapes
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Student Evaluation: Lesson 1, Animating BasicShapesThis grid is designed to evaluate the student’s work following the completion of the lesson.
Below are the standard criteria based on technical competence, quality of execution and organization, as well as questionsrelating to the activities covered in the guide.
Student Name:
Class:
Grade or Year:
Date:
Evaluation Criteria
Grade Grade
General Class Work Uses the Brush tool to create shapes
Overall organization of work Experiments with Brush size
Neatness Delivers project file on time and with initials
Follows a logical process Activity Related
Asks questions Completes the tasks
Diligence Uses imagination
Understands task Uses design and colour
Software CompetenceActivity: Drawing andManipulating BasicShapes
Understands how to open and create scenesfor theWelcome Screen
Produces clean, non-scratchy strokes
Executes commands from the top and quickaccess menus
Draws volumetric shapes
Navigates the Camera view using the SwitchView and View Navigation toolbars
Draws manipulations of volumetric shapes
Understands which toolbar contains the Draw-ing, Sceneplanning, Playback and Timelinetools
Knows how to add, close, dock and undock win-dows and views
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Toon Boom Studio 7.1Art Curriculum - Student Guide • Contents
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ContentsToon Boom Studio 7.1Art Curriculum - Student Guide 1
Legal Notices 2
Contents 3
About the Art Curriculum 17
About Toon Boom Studio 18
The Toon Boom Studio Art Curriculum 19
Lesson Breakdown 20
What is in Each Lesson? 20
What are the Lessons About? 21
What Are the Required Tools? 22
Where Can I Find More Information? 22
Will There Be Homework? 23
Lesson 1: History of Animation 25
Lesson Objectives 26
Total Lesson Time: One Class 26
Lecture Notes 27
History of Animation 27
In the Beginning 27
What is an Optical Toy? 27
What is Persistence of Vision? 27
The Zoetrope 28
The Thaumatrope 28
The Flip Book 29
The Praxinoscope 29
The Movie Camera 29
Winsor McCay and Gertie the Dinosaur 30
The Peg Bar 30
The Rotoscope 31
The Many Innovations of the Walt Disney Studios 31
Activity: Build Your Own Thaumatrope 32
You will need: 32
How to make a Thaumatrope 33
Lesson 2: Animation Techniques 35
Lesson Objectives 36
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Total Lesson Time: One Class 36
Lecture Notes 37
Animation Techniques 37
Traditional Animation 37
Full Animation 38
Limited Animation 38
Rotoscoping 38
Digital Animation 39
Digital Cut-out Animation 39
Paperless Animation 39
3D Animation 40
Motion Capture 40
Stop-Motion Animation 40
Puppet Animation 41
Claymation 41
Cut-out and Silhouette Animation 42
Object Animation 42
Sand Animation 42
Activity: Research a New Animation Technique 43
Lesson 3: Animation Workflow 45
Lesson Objectives 46
Total Lesson Time: One Class 46
Production Staff and Outsourcing 47
Production Staff Descriptions 47
Animatic Editor 47
Animation Director 47
Animation Supervisor 47
Animator: Cut-out 47
Animator: Tradigital 48
Art Director 48
Assistant Director 48
Background Layout and Posing Artist 48
Background Painting 48
Casting Director 48
Voice Director 49
Character, Prop and Location Designer 49
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Character and Prop Breakdown Artist 49
Clean-Up Artist: Tradigital Animation 49
Colour Editor 49
Colour Stylist 49
Colourist: Ink and Paint 49
Compositor 50
Director 50
Editing Co-ordinator 50
Editing Department Manager 50
Effects Designer: Computer Generated 50
Effects Designer: Hand-drawn 50
Information Technology (IT) Professional 50
Library Manager 51
Line Producer 51
Music Director 51
Music Editor 51
Production Assistant 51
Production Co-ordinator 51
Scene Organization Manager 52
Render Operator 52
Scan Operator 52
Scene Set-up Artist 52
Sound Editor 52
Supervisor 52
Storyboard Artist 52
Storyboard Revision and Clean-Up 52
Story Editor 52
Technical Director 53
Xsheet Technician 53
Production Outsourcing Duties 53
The Recording Studio 53
Post-production Facility 53
Second Unit Production 53
Workflows 54
Traditional Workflow 55
Starting the Project 56
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The Script 56
Pre-Production 56
Designs 56
Dialogue and Nat Pause 56
Storyboard 56
Animatic 56
Colour Styling 57
Production 57
Background Layout and Posing 57
Background Colouring 57
Animation and Line-test 57
Line-test 57
Scan 57
Exposure Sheet 58
Ink and Paint and Compositing 58
Post-Production 58
Cut-out Workflow 59
Starting the Project 60
The Script 60
Pre-Production Variants 60
Designs 60
Dialogue and Nat Pause 60
Storyboard 60
Animatic Reel 60
Colour Styling 61
Production 61
Background Layout 61
Background Painting 61
Character and Prop Breakdown 61
Library Management 61
Scene Set-up 61
Animation 61
Compositing 62
Post-Production 62
Tradigital Workflow 63
Starting the Project 64
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The Script 64
Pre-Production Variants 64
Designs 64
Dialogue and Nat Pause 64
Storyboard 64
Animatic 64
Colour Styling 65
Production 65
Background Layout and Posing 65
Background Painting 65
Animation and Dialogue 65
Inking, Painting and Compositing 65
Post-Production 65
Lesson 4: Animating Basic Shapes 67
Lesson Objectives 68
Total Lesson Time: Two Classes 68
User Guide References 68
Basic Training Video Recommended 69
Lecture Notes 70
Starting Toon Boom Studio 70
Welcome Screen 70
Creating a New Project from the Welcome Screen 71
Opening a Project from the Welcome Screen 72
Discovering the Interface 73
Interface Components 74
Menus 75
Toolbars 76
Views 76
Interface Highlights 77
Camera View 78
View Navigation Toolbar 79
Switch View Toolbar 79
Drawing Tools Toolbar 80
Sceneplanning Tools Toolbar 80
Timeline View 81
Timeline View Toolbar 81
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Interactive Playback Toolbar and Play Menu 82
Playback Controls 82
Play Menu 82
Managing Views 83
Adding a New View 84
Closing a View 84
Undocking and DockingWindows and Views 85
Undocking 85
Docking 86
Moving the FloatingWindow Around the Desktop 86
Swapping Views 87
Managing Toolbars 87
Showing or Hiding Toolbars 87
Moving Toolbars 87
Interface Navigation 88
Drawing Basic Shapes 89
Drawing Basics 90
Drawing in the Drawing or Camera View 90
Drawing View 90
Camera View 90
DrawingWith the Brush or Pencil Tool 91
Brush Tool 91
Pencil Tool 91
Sketching, Tracing and Erasing 92
Sketching 92
Tracing 94
Erasing Part of a Drawing 96
Further Reading 97
Activity: Drawing andManipulating Basic Shapes 98
Material Provided for this Lesson 98
Exercise: Drawing Basic Shapes 98
Lesson 5: Timing 101
Lesson Objectives 102
Total Lesson Time: One Class 102
User Guide References 102
Basic Training Video Recommended 102
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Lecture Notes 103
The Importance of Timing in Animation 103
Arcs and Path of Action 104
Laws of Motion and Easing 105
Keyframes, In-betweens and Timing 106
Onion Skin 107
Further Reading 107
Further Viewing 107
Activity 1: Experimenting with Space and Time 108
Material Provided for this Lesson 108
Exercise: Experiment with Space and Time 108
Activity 2: Drawing the Pendulum 111
Material Provided for this Lesson 111
Exercise: Drawing the Pendulum 111
Extra Activity 1: Animating the Playground 114
Extra Activity 2: Observation and Timing 115
Lesson 6: Squash and Stretch (The Bouncing Ball) 117
Lesson Objectives 118
Total Lesson Time: One Class 118
User Guide References 118
Basic Training Video Recommended 118
Lecture Notes 119
Squash and Stretch 119
Pose-to-pose vs. Straight-ahead Animation 119
Further Reading 120
Further Viewing 120
Activity: Animating a Bouncing Basketball and Bowling Ball 121
Material Provided for this Lesson 121
Exercise: Drawing a Bouncing Basketball and Bowling Ball 121
Lesson 7: Anticipation, Drag and Overlapping Action 125
Lesson Objectives 126
Total Lesson Time: One Class 126
User Guide References 126
Basic Training Video Recommended 126
Lecture Notes 127
Anticipation 127
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Drag and Overlapping Action 128
Further Reading 128
Activity 1: Animating a Bouncing Ball with a Tail 129
Material Provided for this Lesson 129
Exercise: Drawing a Bouncing Ball with a Tail 129
Extra Activity: Waving a Flag 133
Lesson 8: Character Design and Construction Sheet 135
Lesson Objectives 136
Total Lesson Time: Three Classes 136
User Guide References 136
Basic Training Video Recommended 137
Lecture Notes 138
Character Design 138
Character Model Sheets 140
Relative Size of Characters and Props 141
Further Reading 141
Activity 1: Drawing a Character Construction Sheet 142
Material Provided for this Lesson 142
Exercise: Designing a Character 142
Step 1: Imagine a Character 142
Step 2: Drawing a Skeleton Foundation 142
Step 3: Adding Basic Shapes and Volume 143
Step 4: Drawing Different Poses 145
Activity 2: Expanding the Design of the Character 147
Step 1: Sketching the Character 147
Step 2: Tracing the Character 148
Extra Activity: Deconstructing a Character 153
Lesson 9: Animating a Jumping Character 155
Lesson Objectives 156
Total Lesson Time: Two Classes 156
User Guide References 156
Basic Training Video Recommended 156
Lecture Notes 157
Deconstructing a Jump 157
Anticipation 158
Push 158
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Impact 159
Further Reading 159
Activity 1: Making the Character Jump 160
Material Provided for this Lesson 160
Exercise: Making Your Character Jump 160
Activity 2: Animating a Four-legged Animal Jumping 163
Extra Activity: Jumping Around 164
Lesson 10: Animating aWalk Cycle 165
Lesson Objectives 166
Total Lesson Time: Two Classes 166
User Guide References 166
Basic Training Video Recommended 166
Lecture Notes 167
Analyzing the Walk 167
Walk Cycles 167
Deconstructing a Walk Cycle 168
Further Reading 169
Further Viewing 169
Activity: Making Your Character Walk 170
Material Provided for this Lesson 170
Exercise: Making Your Character Walk 170
Extra Activity 1: Walking Around 173
Extra Activity 2: How Do These Characters Walk? 174
Lesson 11: Breaking Down a Character and Animating It 175
Lesson Objectives 176
Total Lesson Time: One Class 176
User Guide References 176
Basic Training Video Recommended 177
Lecture Notes 178
About Cut-out Puppets 178
Character Selection 178
About the Breakdown 179
Further Reading 180
Further Viewing 180
Activity 1: Breaking Down a Character 181
Material Provided for this Lesson 181
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Exercise: Breaking Down a Character 181
Activity 2: Reattaching a Character's Parts 184
Activity 3: Animating a Cut-out Character 187
Material Provided for this Lesson 187
Exercise: Animating a Cut-out Character 187
Lesson 12: Bone Animation 189
Lesson Objectives 190
Total Lesson Time: One Class 190
User Guide References 190
Lecture Notes 191
About the Skeleton Effect 191
Character Selection 192
Planning the Breakdown 192
Preparing the Image Layout 193
Activity 1: Rigging the Skeleton 194
Material Provided for this Lesson 194
Breaking Down a Character 194
Building the Skeleton 195
Setting Up the Timeline 195
Adding Bones 196
Assembling the Skeleton 199
Modifying the Bones 199
Setting the Influence Area 200
Modifying the Influence Area 200
Parenting Bone Chains 202
Activity 2: Animating a Skeleton Rig 204
Material Provided for this Lesson 204
Assembling the Character 204
Animating Bones 206
Extra Activity: Experimenting with Bone Animation 209
Lesson 13: Stop-Motion Animation 211
Lesson Objectives 212
Total Lesson Time: Two Classes 212
User Guide References 212
Lecture Notes 213
What is Stop-motion Animation? 213
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Gathering Your Characters 214
Setting Up Your Background 214
Setting Your Image Capture Settings 215
Setting the Image Capture Options 215
Image Capture 217
Capturing Images in an Existing Layer 218
Further Reading 218
Further Viewing 219
Activity: Animating Figurines 220
Material Provided for this Lesson 220
Exercise: Animating a Figurine 220
Lesson 14: Basic Multiplaning and Sceneplanning 223
Lesson Objectives 224
Total Lesson Time: Three Classes 224
User Guide References 224
Basic Training Video Recommended 224
Lecture Notes 225
Creating Motion and Depth Before Computers 225
Multiplaning Digitally 226
Understanding Your Own Multiplane 226
Further Reading 227
Further Viewing 227
Activity 1: Setting Up the Multiplane Space 228
Material Provided for this Lesson 228
Setting Up the Multiplane Scene 228
Activity 2: Moving the Camera 233
Animating the Camera 233
Extra Activity: Moving Your Character in 3D Space 236
Lesson 15: The Take 237
Lesson Objectives 238
Total Lesson Time: One Class 238
User Guide References 238
Basic Training Video Recommended 238
Lecture Notes 239
Acting 239
Understanding the Take 240
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Anticipation 241
Reaction 241
Further Reading 241
Further Viewing 241
Activity 1: Performing Different Takes 242
Activity 2: The Flour Bag's Expressions 243
Activity 3: Animating a "Take" Shot 244
Material Provided for this Lesson 244
Exercise: Animating the Flour Bag Performing a Take 244
Lesson 16: Visual Break-Down and Lip-sync 249
Lesson Objectives 250
Total Lesson Time: One Class 250
User Guide References 250
Basic Training Video Recommended 250
Lecture Notes 251
Visual Breakdown 251
Lip-sync and Phrasing 253
Mouth Charts 254
Understanding the Way We Speak 255
Further Reading 255
Activity 1: Breakdown and Lip-sync 256
Material Provided for this Lesson 256
Importing a Sound 256
Decoding your Sound 257
Assigning the Mouth Shapes 259
How to SwapMouths 259
Playing Back and Exporting 260
Extra Activity: Animating Your Dialogue 262
Lesson 17: Storyboard and Staging 263
Lesson Objectives 264
Total Lesson Time: One Class 264
Lecture Notes 265
Storyboarding 265
Staging 265
Creating a Good Storyboard 265
Bad Storyboarding 266
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Good Storyboarding 268
Further Reading 270
Activity: Storyboard Your Dream Scene 272
Exercise: Storyboard Your Dream Scene 272
Lesson 18: Adding Effects 273
Lesson Objectives 274
Total Lesson Time: Four Classes 274
User Guide References 274
Lecture Notes 275
Creating Drop Shadows 275
Masking Elements 276
Creating Blur Effects 277
Creating Nature Effects 278
Activity 1: Creating Drop Shadows 279
Material Provided for this Lesson 279
Exercise: Creating a Drop Shadow 279
Activity 2: Masking Elements 284
Material Provided for this Lesson 284
Exercise: Making Part of a Scene 284
Activity 3: Creating Blur Effects 287
Material Provided for this Lesson 287
Exercise: Blur 287
Exporting a Movie 291
Activity 4: Creating Nature Effects 292
Material Provided for this Lesson 292
Exercise: Making it Rain 292
Customizing the Rain 294
Glossary and References 297
Glossary 298
References 310
Books 310
Films 310
Television Series 311
Websites 311
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Lesson 1: History of Animation • Lecture Notes
Copyright © 2013 Toon Boom Animation Inc. All rights reserved. 27
Lecture NotesIn this lesson, you will learn about:
• History of Animation below
History of AnimationThe history of animation is rich with innovation, beginning in the nineteenth century and continuing right through to thepresent day. The earliest animation techniques employed optical toys, followed by the creation of animated films. The greatcinematic achievements that we know today are the result of ongoing artistic and technological experimentation anddiscovery.
In the BeginningMany of the nineteenth century inventions designed to animate images were initially created as amusements for children.Most of these were optical toys that in time grew more sophisticated, resulting in a form of entertainment that provedpopular with everyone. These toys are:
• The Zoetrope on the next page
• The Thaumatrope on the next page
• The Flip Book on page 29
• The Praxinoscope on page 29
What is an Optical Toy?An optical toy is an item that uses persistence of vision to fool the eye into perceiving a series of still images, one shownquickly after the other, as a continuous moving image.
What is Persistence of Vision?Persistence of vision is when your eye's retina retains an image for a fraction of a second, before replacing it with a newimage. If the images before you aremoving fast enough, you will have the impression that you are seeing both images at thesame time.
This persistence of vision allows us to "fill in" movement from one image to the next when viewing media on screen, which isusually filmed at 24 frames per second. In animation, it is also typical for an animator to use 24 images for one second ofscreen time.
We recommend that you, as a beginning animator, use 12 frames per second when you are working on the activities in theArt Curriculum.
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The Zoetrope
The zoetrope creates the illusion of a moving picture. The first zoetrope was created in China, while themodern zoetrope,essentially a cylinder with vertical openings around the circumference, was invented in 1834 by EnglishmanWilliamGeorgeHorner. Affixed to the inside edge of the circumference are a series of pictures that, when viewed through the openings ofthe spinning cylinder, appear to form a seamless moving image.
The Thaumatrope
This optical toy was invented by the English physician John A. Paris in 1825. The thaumatrope is a simple disc with twodifferent pictures on each side. Strings are attached to each side of the disc and when pulled, the disc spins and the imagesappear to merge, creating a single illustration.
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Lesson 2: Animation Techniques • Lecture Notes
Copyright © 2013 Toon Boom Animation Inc. All rights reserved. 37
Lecture NotesIn this lesson, you will learn about:
• Animation Techniques below
• Traditional Animation below
• Digital Animation on page 39
• Stop-Motion Animation on page 40
• Sand Animation on page 42
Animation TechniquesThere aremany different animation techniques that an animator can use to bring his ideas to life.
Animation can be created using very simple tools such as a pencil and paper, advanced computer systems, or withmanyoptions in between.
Here is an introduction to the various techniques available when it comes to creating an animated movie.
Traditional Animation
Traditional animation usually refers to animation hand-drawn on paper. It was the process used for most of the productionsthroughout the 20th Century.
An animator would first draw characters, layout and backgrounds on paper. Each drawing in the animation would beslightly different from the one before it and the one following it, creating the illusion of movement when everything is putonto film.
Once all the animation has been drawn on paper, it would then be photocopied or retraced onto transparent acetatesheets, called cels. After the line art is transferred onto the cels, paint would be applied to the images, using a colour chartthat was pre-determined for each character or element of themovie. Cels were essential to drawn animation since it freedup the animator from having to draw every element in the film on one single layer of paper. Instead, by using cels, eachelement had its own layer and could be animated separately.
With today's technology, this traditional animation technique of using cels to colour animation drawings is outdated. It isnow possible to hand-draw animation, then scan the drawings to colour them digitally using computer software such asToon Boomproducts. So, contemporary animation has become a mix of traditional and digital techniques.
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Lesson 5: Timing •
Copyright © 2013 Toon Boom Animation Inc. All rights reserved. 101
Lesson 5: Timing
This lesson includes the following sections:
• LessonObjectives on the next page
• Lecture Notes on page 103
• Activity 1: Experimenting with Space and Time on page 108
• Activity 2: Drawing the Pendulum on page 111
• Extra Activity 1: Animating the Playground on page 114
• Extra Activity 2: Observation and Timing on page 115
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Lesson Objectives
Total Lesson Time: One ClassThis lesson describes the basics of timing.
At the end of this lesson, you should be able to:
• Understand the concept of frames-per-second
• Understand arc and path of action
• Understand the affect of gravity on the action of an animated object
• Know the difference between ease-in and ease-out
• Know how changes in the exposure of a drawing affects the timing of an element
Activity 1: Experimenting with Space and Time on page 108
Activity 2: Drawing the Pendulum on page 111
Extra Activity 1: Animating the Playground on page 114
Extra Activity 2: Observation and Timing on page 115
User Guide References
Chapter Name Topic
Chapter 7: Layers and Timing Understanding the Timeline and Exposure Sheet Views
Layers and Columns
Navigating Between Frames and Columns
Managing Drawings
Chapter 8: Traditional Digital Animation Traditional Animation Tools
Animating Traditionally
Basic Training Video RecommendedIf you own the Basic Training video set, here are the suggested videos for this lesson:
Video Name Section Timing
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Keyframes, In-betweens and TimingKeyframes are the significant poses in a character's action, such as the first and last positions in a jump.
In-betweens are all of the drawings between the keyframes; they progress the action from one keyframe to another.
Themore drawings there are between keyframes, the slower the action will appear. This is becausemore drawings meansthat there is more time to complete the same action.
In animation, space = time. Themore space there is between drawings, the faster the action will appear to progress. Theless space there is between drawings, the slower the action will appear. Basically, when two drawings are far apart, the timeit takes to go between them appears shorter than the time taken to go between two drawings placed close together.CURRIC
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9. In theOnion Skin toolbar, click theOnion Skin button to turn off onion skinning.
10. Click the Play button on the Interactive Playback toolbar to watch how the ball moves.
11. Clear the Experiment01 layer and duplicate the layer three times. Rename your layers so you have the following:Experiment01, Experiment02, Experiment03, Experiment04.
12. Try filling up the following exposures:
‣ Experiment01 (choppy):
‣ Experiment02 (ease-in/acceleration):
‣ Experiment03 (ease-out/deceleration):
‣ Experiment04 (anticipation):
13. After you have completed these experiments, show the rest of the elements in the scene and see how they resembleyour experiments.
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Lesson 7: Anticipation, Drag and Overlapping Action • Lecture Notes
Copyright © 2013 Toon Boom Animation Inc. All rights reserved. 127
Lecture Notes
Anticipation, drag and overlapping actions help give a natural, realistic feel to your animation. Anticipation helps the viewerto understand what is coming next. Overlap and drag add fluidity to your work.
In this lesson, you will learn about:
• Anticipation below
• Drag and Overlapping Action on the next page
• Further Reading on the next page
Anticipation
• Actions in animation happen very fast. For example, throwing a ball can take only two or three drawings tocomplete, which is not enough time for the audience to see and grasp what is happening. However, if the characterwinds-up and then pauses before the pitch, the events taking place become a lot clearer to the audience. Therefore,anticipation is an important element in the timing of any animation.
• Before a character takes any kind of action (unless completely surprised), the character must think and plan. Acharacter that is about to jumpmight first crouch down low and then push off with its feet. Anticipation also givesinsight into the thoughts of a character.
• Anticipation allows the audience to clearly see what a character is doing and understand what the character isplanning, so that each action does not come as an abrupt surprise.
Youmight consider getting someone to demonstrate anticipation and resulting actions, or get into the habit of acting out,in front of a mirror, the action you want to draw.
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Lesson 7: Anticipation, Drag and Overlapping Action • Activity 1: Animating a Bouncing Ball with a Tail
Copyright © 2013 Toon Boom Animation Inc. All rights reserved. 129
Activity 1: Animating a Bouncing Ball with a TailIn this exercise, you will add life to a bouncing ball. Turn your ball into a character by adding an appendage that will dragand overlap during the course of the animation. It could be a tail, ears, a cape...you choose!
Material Provided for this LessonThe Lesson 7 samplematerial contains two elements.
• Path: The path of action.
• Jumpball: A series of drawings animating the action of the ball-with-tail, anticipating the jump, jumping, landing, andwith the tail behaving appropriately along the way.
Exercise: Drawing a Bouncing Ball with a Tail1. Start Toon Boom Studio.
2. In theWelcome Screen, name your project Ball_with_a_tail followed by your initials.
3. In the Timeline view, click the Add New Elements button and select Drawing from themenu. For a refresher on
theWelcome Screen, refer to Animating Basic Shapes on page 67, Creating a New Project from theWelcome Screenon page 71.
4. Rename both layers. The first layer should be named Ball, and the second layer should be named Path.
5. Using the Brush tool located in your Drawing Tools toolbar, draw the path of action for your character, including
the timing in the Path element.
You now need to extend the exposure of the path drawing you just did.
6. In the Timeline view, click on the drawing cell, then right-click and select Extend Exposure.
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7. In the Extend to Frame field, type 24. This is the number of frames you want to extend the cell to.
8. Using the Brush tool located in the Drawing Tools toolbar, draw the key poses for your character in the Ball
element. Start by drawing the ball, then draw the tail. Remember, because of the overlapping action, the tail will bedragged along by the ball and should be animated to show this.
9. To draw the in-betweens, click Onion Skin button on theOnion Skin toolbar to see the previous and next frames
of your animation.
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Activity 2: Reattaching a Character's Parts
In this activity, you will reattach the character's pieces to animate it. To do so, you will connect your layers one toanother in the Timeline view. Reattach the character's limbs to the body by creating hierarchies in the Timeline viewwindow. For example, attach the forearm to the arm and the arm to the body.
To attach a layer to another one, simply drag the layers one onto the other in the Timeline view.
To attach one layer to another one:
1. In the Timeline view, select the layer you want to attach to another one. For example, select the forearm layer toattach it to the upper arm.
2. Drag the selected layer ONTO the layer to which you want it attached.
3. Once the layer is attached to another one, it is pushed to the right and a Collapsing arrow appears.
4. If the piece you connected should be in front of the layer to which it is attached, you can bring it to the front usingkeyboard shortcuts.CURRIC
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‣ In the Tools toolbar, select the Transform tool.
‣ In the Camera view, select the part you want to bring to the front.
‣ Hold down the [Alt] key and press the [DownArrow] key to nudge the drawing forward. Doing so moves thedrawing very slightly forward. If you press the key several times, the drawing will move forward evenmore. Youcan also use the [Up Arrow] key to push the drawing back.
‣ Repeat the whole process until every piece is connected.
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Lesson 13: Stop-Motion Animation • Lecture Notes
Copyright © 2013 Toon Boom Animation Inc. All rights reserved. 213
Lecture NotesIn this lesson, you will learn about:
What is Stop-motion Animation? below
Gathering Your Characters on the next page
Setting Up Your Background on the next page
Setting Your Image Capture Settings on page 215
Image Capture Image Capture on page 217
Capturing Images in an Existing Layer on page 218
Further Reading on page 218
Further Viewing on page 219
What is Stop-motion Animation?No drawing is required for stop-motion animation. With this technique, you need only gather various objects to be featuredin a series of pictures. You position the object, snap a picture, thenmove the object slightly and take a new picture,continuing the process until the object has reached its final destination. Once you view the pictures in sequence, the objectwill appear to bemoving, or animated.
Some people also refer to stop-motion animation as Claymation.
Stop-motion animation can be achieved with almost any object. Some of themost popular materials used are:
• Clay
• Figurines
• Pinscreen
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Some of the key animators and companies that helped develop the stop-motion animation technique are:
• Eliot Noyes, Jr. (Clay or theOrigin of Species (1965), HeMan and She Bar (1972)
• NormanMcLaren (Pioneer in stop-motion animation exploration)
• Jacques Drouin (Pinscreen Animation)
• Industrial Light & Magic (Special Effects andModels such as Star Wars,1977 to 1983, and Indiana Jones, 1981 to1989).
• Nick Park (Wallace and Gromit Series)
Gathering Your Characters
When deciding on characters, it is best to look for or create figures that have ball and socket joints for full rotarymovement.Just like a cut-out puppet, you want to be able to move your principle character at the shoulders, legs, knees and elbows ifpossible. If you choose to create or use characters that have less mobility, your animationmight look a little stiff, which isnot necessarily a bad thing if this is the look you wish to achieve.
Setting Up Your Background
Do you prefer a 2D or a 3D background? Either way, you will have to plan accordingly. If you would like a 3D background,then build one from scrap material and found objects. If you would like a 2D background (cartoon, video footage, etc.), thenyouwill need to set up what is known as either a blue or green screen.
A blue or green screen is a piece of solid coloured material, that when used as a backdrop, can easily be selected and colourkeyed out in Toon Boom Studio. Once the screen colour has been keyed out, it will appear as if your toys and figurines werefilmed against a transparent background. On a new layer in the software, you can create an animated 2D background orimport a piece of video footage.
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Activity 1: Setting Up the Multiplane Space
In this activity, you will learn how to set up a multiplane scene in preparation for camera moves.
Material Provided for this LessonThe Lesson 14 samplematerial contains:
• Multiplane Flat: The drawings of a background are separated on several layers, but are still on the same plane. Youwill use this background to experiment withmultiplaning.
• Multiplane No CameraMovement: The drawings of a background separated on several layers have beenstaggered in depth. You will use this background to experiment with camera movements.
• Completed Scene: A completed multiplane scene that you can compare your work with once it is finished.
You should not look at the last two projects until you have finished your experiments.
Setting Up the Multiplane SceneTo setup the multiplane scene:
1. Open the undone samplematerial in Toon Boom Studio.
2. From the File menu, choose Save As and resave the project, adding your own initials at the end.CURRICULU
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Lesson 14: Basic Multiplaning and Sceneplanning • Activity 1: Setting Up the Multiplane Space
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3. If you are not already there, click the Camera view icon, located at the top-right corner of the Drawing view.
4. Examine the background that appears in the Camera view.
All the elements appear jumbled and it is difficult to see what the scene should look like. This is because the Timelinelayers stacking order is being taken into consideration, instead of the Z-axis position of any of the drawings. Becauseof this, drawings on layers situated at the top of the Timeline stack appear in front of those drawings that are onlayers situated further down the Timeline stack.
5. In the Timeline view, take a look at the existing layers and what they represent in the Camera view. You can hide alayer to see what it is in the Camera view.
Here is what is contained on some of the layers:CURRICULU
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Lesson 17: Storyboard and Staging • Lecture Notes
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Lecture NotesIn this lesson, you will learn about:
• Storyboarding below
• Staging below
• Creating a Good Storyboard below
• Bad Storyboarding on the next page
• Good Storyboarding on page 268
• Further Reading on page 270
Storyboarding and staging are related concepts. Look at various animation stills and analyze the staging. How are theprops and characters arranged? Is it effective? Then watch an animated sequence and work out how it would bestoryboarded.
Storyboarding• Storyboarding is the planning of each shot, themain position of the character as well as how the shot changes.
• When you are working in an animation team, detailed storyboarding is essential so that everybody knows how a shotdevelops, what is taking place, and how the characters will act.
• It is important to keep scene directions clear.
• Consider the pacing of a scene and the number of shots that it will require. Quick cuts between shots creates a fasterpace. Longer shots with less cuts results in a slower pace. What is going on in your scene that determines orinfluences the timing of the action/shots?
Staging• Staging is the layout of elements in the scene, arranged in such a way as to create the greatest impact and focus theaudience's attention onwhat is most important about the shot.
• Pictures pass the audience's eyes very quickly, often too quickly to register all the details. Keep it simple in order tohelp viewers focus on the important elements.
• Elements in your scenemust work together: background, scenery, and characters. Styling the scene is another taskthat requires considerable thought to create a coherent scene andmovie.
Creating a Good StoryboardTake a look at these examples of storyboarding. First, we show an example of poor storyboarding, followed by an exampleof a good, well-considered storyboard.CURRIC
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Bad StoryboardingThis set of examples demonstrates the wrong way to draw a storyboard, the reasons why it is wrong, and somesuggestions on how to improve it.
Shot 1a: This opening shot is a profile shot. Notice how flat everything seems. It is always best to use shots that revealvolume, like 3/4 angle.
Shot 1b: This shot is even worse. Notice the composition. The character and the box are both way over to the left, while therest of the frame is empty. Youmust be aware of empty space, and try to arrange the scene in interesting ways.
Shots 2a and 2b:Well, at least we have changed the camera angles. However, this shot is still flat. Notice how noperspective is used, and how the character's feet sit directly on top of the floor. And is there a reason why we are still so faraway?
Most importantly, when did she pick up the box?Was it in shot 2a or 1b?
Storyboards primarily serve a technical function by letting you know what hapens and when. Never leave out importantactions like "picking up the box" from your storyboards.
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Lesson 18: Adding Effects • Lecture Notes
Copyright © 2013 Toon Boom Animation Inc. All rights reserved. 275
Lecture NotesIn this lesson, you will learn about:
• Creating Drop Shadows below
• Lecture Notes above
• Creating Blur Effects on page 277
• Creating Nature Effects on page 278
Adding effects to your animation is the crowning touch to all your work! It lets you enhance your animation by giving theillusion of movement, shadows, and natural phenomena, such as rain or hail.
Creating Drop Shadows
Adrop shadow is a visual element that you can add to elements in your scene to give it more contrast, depth and realism.Themost convincing drop shadows closely follow the shape of the element on which you applying it and are usually grey incolour. However, you can always change the colour and shape of the shadow based on the kind of effect you have inmind.
Also, it helps if the scene has a light source, such as the sun or a lamp, that makes it obvious that there should a dropshadow. Once created, the drop shadow will follow your animation even if youmodify it.CURRIC
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Masking Elements
Hiding part of your animation, calledmasking, is a great way to manipulate your scene, making elements appear in front ofor behind certain objects. To do this, you will be using the Clipping effect, or mask effect. For example, if your backgroundis a picture of the seabed with seaweed in front of it, youmay want your animation to move between the seaweed and therest of the images instead of passing in front. To do this, you will need to create a drawing of the zone in which you wantyour animation to appear and connect it to a Clipping effect. This drawing is called amask.
The Clipping effect will hide any portion of your animation outside of themask drawing that you create. Keep inmind,though, that it will hide it, not delete it. Your animation remains intact.
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GlossaryAlpha channel
The image's channel carrying the transparency information. An image already has three channels: red, green, blue (RGB).The alpha channel is the fourth channel (RGBA). Thematte, or the transparency information, is stored in this fourth channel.An imagewithout an alpha channel is always opaque.
Animatic
An animatic is a movie with sound that is developed from the storyboard. The storyboard panel is exposed for the durationof the scene and at times, the characters are placed on a trajectory to indicatemotion. The camera moves are alsoanimated. The animatic is used to determine the rhythm of a project and provides a good overview of the project beforebeginning production.
Animation
A simulation of movement created by displaying a series of pictures or frames.
Anime
An animation style known for its sinister and dark feel; popular in Japan.
Arc
Action rarely occurs in a straight-forward manner; rather it typically unfolds in what storytellers refer to as an arc. Thepurpose of a story arc is to move a character or a situation from one state or scenario to the next.
Aspect ratio
The aspect ratio is the relationship between the width and height dimensions for any scene, frame or film format. Thetelevision ratio is 4:3 and the widescreen ratio is 16:9.
Auto-feed
Automated method of feeding drawings to a scanner in whichmultiple drawings are stacked into a sheet feeder. When theuser activates the scanner, the drawings are scanned consecutively, without further user intervention.
Automatic Lip-sync Detection
Toon BoomAnimate can automatically map drawings in an element to themouth chart you have generated for a sound.This can save timewhen you are lip-synching a voice track.
Axis
An axis is an imaginary line around which an object rotates.
For 2D graphics, there are two axes:
• X which is horizontal
• Y which is vertical
For 3D graphics there are three axes:
• X which is horizontal
• Y which is vertical
• Z which is for the depth
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