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Acknowledgement of Country We respectfully acknowledge the Indigenous Elders, custodians, their descendants and kin of this land past and present. The Centre for Aboriginal Studies aspires to contribute to positive social change for Indigenous Australians through higher education and research. Syllabus This unit introduces students to the principles of spatial and temporal design by focusing on animation fundamentals. Students develop conceptual understanding through the completion of two of the most fundamental and classic animation exercises - making a ball bounce and creating a walk cycle using sophisticated animation software tools. A third project introduces students to the narrative potential of animation. Unit study package code: GRDE1011 Mode of study: Area External Credit Value: 25.0 Pre-requisite units: Nil Co-requisite units: Nil Anti-requisite units: Nil Result type: Grade/Mark Approved incidental fees: Information about approved incidental fees can be obtained from our website. Visit fees.curtin.edu.au/incidental_fees.cfm for details. Unit coordinator: Title: Mr Name: Andrew Taylor Phone: +618 9266 1336 Email: [email protected] Location: Building: 202 - Room: 183 Teaching Staff: Administrative contact: Name: Areta Sumana Phone: +61 8 9266 2102 Email: [email protected] Location: Building: Tech Park Learning Management System: Blackboard (lms.curtin.edu.au) Unit Outline GRDE1011 DIG100 Animation Design Introduction OpenUnis SP 1, 2017 DVC Education OUA Programs GRDE1011 DIG100 Animation Design Introduction OUA 17 Feb 2017 OUA Programs, DVC Education Page: 1 of 18 CRICOS Provider Code 00301J The only authoritative version of this Unit Outline is to be found online in OASIS

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Acknowledgement of Country We respectfully acknowledge the Indigenous Elders, custodians, their descendants and kin of this land past and present. The Centre for Aboriginal Studies aspires to contribute to positive social change for Indigenous Australians through higher education and research.

Syllabus This unit introduces students to the principles of spatial and temporal design by focusing on animation fundamentals. Students develop conceptual understanding through the completion of two of the most fundamental and classic animation exercises - making a ball bounce and creating a walk cycle using sophisticated animation software tools. A third project introduces students to the narrative potential of animation.

Unit study package code: GRDE1011

Mode of study: Area External

Credit Value: 25.0

Pre-requisite units: Nil

Co-requisite units: Nil

Anti-requisite units: Nil

Result type: Grade/Mark

Approved incidental fees: Information about approved incidental fees can be obtained from our website. Visit fees.curtin.edu.au/incidental_fees.cfm for details.

Unit coordinator: Title: MrName: Andrew TaylorPhone: +618 9266 1336Email: [email protected]: Building: 202 - Room: 183

Teaching Staff:

Administrative contact: Name: Areta SumanaPhone: +61 8 9266 2102Email: [email protected]: Building: Tech Park

Learning Management System: Blackboard (lms.curtin.edu.au)

Unit Outline

GRDE1011 DIG100 Animation Design Introduction OpenUnis SP 1, 2017

DVC EducationOUA Programs

GRDE1011 DIG100 Animation Design IntroductionOUA 17 Feb 2017 OUA Programs, DVC Education

Page: 1 of 18CRICOS Provider Code 00301J

The only authoritative version of this Unit Outline is to be found online in OASIS

Introduction Animation Design Introduction serves as an overview to the concepts and principles of animation as well as an introduction to Adobe Animate, an industry standard software packaged utilized in the creation of many modern animations.

Please Note: Adobe Flash Professional has recently been developed and re-released as Adobe Animate CC. Throughout the learning materials there may be reference to both Flash Professional and Animate CC. You will be introduced to animation as a medium with a brief look at the history of its evolution. You will then be learning the 12 Principles of Animation which are essential to developing your skills in this medium. These theories will be expanded with an in-depth look into bipedal walk cycles, how and why we move the way we do. We will explore character, in design, animation and acting as well as investigate simple cinematic techniques which will be applied to narrative storytelling. The knowledge you gain through these studies will then be transferred into Adobe Animate. After learning the basics of the program, how to effectively use its tools and the advantages and disadvantages it holds over traditional methods of animation, you will be making animations with a solid technical backing in efforts to create stronger and more appealing work. These skills will then be transferable into other areas of creation, not just limited to animation, allowing you to create stronger and more dynamic content in subsequent units.

These are the key learning resources for this unit:

1. Unit Outline - The unit outline document that you are reading now provides you with an overview of the unit content and introduces the assessment requirements. It also contains a range of other unit-relevant details and should be considered your "first stop" for this unit.

2. Weekly Study Material - The weekly study material can be found in the "Study Area" section of the website. This will be the central learning resource that you come back to each week. Generally, the folder for each week contains the following: 

l Link to an iLecture that covers specific animation concepts for that week. l A weekly exercise document which contains a detailed list of software-training videos that you are required to

review, as well as prescriptions for activities that you will need to complete to stay on track for the unit's assessment points. 

l A resource folder containing example or source files that relate closely to the week's required exercises. 

3. Blackboard Discussion Board - The discussion board provides you with a 'live' feedback platform where you can share your ideas, offer/accept critique and engage in discussions around the unit topics. This iterative feedback development process will be crucial in helping you to hone your animation design approach. The Weekly Study Material provides descriptions of the weekly activities that you'll need to post about on the discussion board. 

 

Unit Learning Outcomes All graduates of Curtin University achieve a set of nine graduate attributes during their course of study. These tell an employer that, through your studies, you have acquired discipline knowledge and a range of other skills and attributes which employers say would be useful in a professional setting. Each unit in your course addresses the graduate attributes through a clearly identified set of learning outcomes. They form a vital part in the process referred to as assurance of learning. The learning outcomes tell you what you are expected to know, understand or be able to do in order to be successful in this unit. Each assessment for this unit is carefully designed to test your achievement of one or more of the unit learning outcomes. On successfully completing all of the assessments you will have achieved all of these learning outcomes.

Your course has been designed so that on graduating we can say you will have achieved all of Curtin's Graduate Attributes through the assurance of learning process in each unit.

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Curtin's Graduate Attributes

Learning Activities Animation Design Introduction has a total of three assessment points. These three assignments will progressively build upon your animation skill set to help teach you the fundamentals of animation terminology and techniques. The assignments start off with a basic introduction to the animation environment, and progressively advance to character-focused animation techniques.

Learning Resources Recommended texts

You do not have to purchase the following textbooks but you may like to refer to them.

l Williams, Richard. 2009. The Animator's Survival Kit, Expanded Edition: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators. Third Edition, Revised edition (December 8, 2009) ed: Faber & Faber. 

(ISBN/ISSN: 978-0571202287) l Hooks, Ed. 2003. Acting for Animators, Revised Edition: A Complete Guide to Performance Animation. Revised Edition,

(September 2, 2003) ed: Heinemann Drama. 

(ISBN/ISSN: 978-0325005805)

Other resources

eBOOKS Although not mandatory in this unit, there are  a number of eBooks relevant to digital design available through Curtin University library’s E-Reserve > databases > Ebook Library - links accessible here, http://catalogue.curtin.edu.au/primo_library/libweb/action/search.do?mode=Basic&vid=CUR&tab=courseresevres&

Assignment Exemplars: You will find good examples of the assignments located under the “Study Area” section of Blackboard. Look inside the folder entitled “Assignment Examples”.

Learning Resources To assist your on-line learning experience, additional technical information and ‘how to’s’ have been developed which can be found in the SoDA Start-up Pack http://sodastartup.org/

On successful completion of this unit students can: Graduate Attributes addressed

1 Create a series of time based graphics

2 Develop the skills to create a coherent animation sequence

3 Build animations that demonstrate understanding of frame by frame techniques for character animation

4 Acquire knowledge of how animation can communicate narrative

5 Develop techniques to evaluate the resource needs for an animation project

Apply discipline knowledge Thinking skills (use analytical skills to solve problems)

Information skills (confidence to investigate new ideas)

Communication skills Technology skillsLearning how to learn (apply principles learnt to new situations) (confidence to tackle unfamiliar problems)

International perspective (value the perspectives of others)

Cultural understanding (value the perspectives of others)

Professional Skills (work independently and as a team) (plan own work)

Find out more about Curtin's Graduate attributes at the Office of Teaching & Learning website: ctl.curtin.edu.au

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As a Curtin University OUA student within the School of Design & Art, you have full access to the premium Lynda.com library for the duration of your enrolment. Lynda.com is a leading online learning company that provides training tutorials to help you learn software, technology and creative skills to achieve personal and professional goals. To start using your Lynda.com account, new students should look for the “Invitation Email” in your Curtin student email account from the Humanities Office of Teaching and Learning. If you wish to activate your account follow the registration instructions. Existing Lynda.com users can continue to access under a current Curtin University OUA Art and Design enrolment.

Assessment Assessment schedule

Detailed information on assessment tasks

1. Assessment 1: Animation Fundamentals: Exploring the Ball BounceAssessment 1: Animation Fundamentals: Exploring the Ball BounceAssessment 1: Animation Fundamentals: Exploring the Ball BounceAssessment 1: Animation Fundamentals: Exploring the Ball Bounce Introduction: This unit introduces you to a wide range of animation principles that are applicable across many platforms, from traditional 2D, to 3D animation and even motion graphics. You will learn fundamental principles, common terminology and methods to bring your visuals to life using different techniques including frame by frame and tween-based animation. Animation principles are useful for many types of medium, from conventional animated entertainment, interactive entertainment such as games, information design and motion graphics. The aim of this project is for you to demonstrate your understanding of the basic animation principles, technical ability to create an animation from scratch and observation skills used to replicate realistic movement. Learning Outcomes: Through the process of creating your animations, you will:

l Observe the principles of animation: Squash and Stretch, Timing, Ease in and Ease Out, Arcs and Staging. l Learn the tools and techniques involved with creating an animation project, including terminology

for communication. l Successfully create 3 animated ball bounces that demonstrate an understanding of animation principles

and techniques. 

  Animation Project Minimum Requirements: This assignment will be split into three parts: The Looping Ball Bounce, the Trajectory Ball Bounce, and the Material Ball Bounces. You will create 3 separate animations demonstrating your understanding of animation design principles and the technical aspects behind creating an animation in Adobe Animate.  Part One: The Looping Ball Bounce:

l This bounce must loop smoothly and clearly show easing and squash & stretch. Part Two: The Trajectory Ball Bounce:

l This section must clearly demonstrate arcs as well as weight, through timing, easing and squash and stretch.

Task Value % Date DueUnit Learning Outcome(s)

Assessed

1Exercise 1 30 percent Week: 4

Day: Monday Time: 5pm (WST)

1,2

2Exercise 2 30 percent Week: 8

Day: Monday Time: 5pm (WST)

3,4,5

3Exercise 3 40 percent Week: 13

Day: Wednesday Time: 5pm (WST)

2,3,5

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l Must include a minimum of three bounces. Part Three: Material Ball Bounces:

l The material ball bounces are a culmination of the techniques employed in the first two parts of this assignment.  l This section must include two different ball bounces: one of a light air-filled material, such as a beach ball or Ping-

Pong ball and one of a dense heavy material, such as a bowling ball or baseball. l This section must clearly demonstrate arcs as well as weight, through timing, easing and squash and stretch. l Each material ball animation must include a minimum of three bounces.

Some recommendations: l Think of each object in a way which describes its properties – a bowling ball won’t bounce like a tennis ball.

l  Take note of animation principles to leverage in your scene. l Think of ways to make your animation visually stimulating.

  Project Research and Planning: Research and planning is essential to approaching all creative work as it gives you a strong foundation to begin your animation projects. Research may include looking at reference videos or photographs. Planning may involve exploration sketches of your subject, sketching out the scene, planning keyframes and notes on your animation execution, as well as cinematic notes and mark-ups. Planning and research is only required for Part Three: Material Ball Bounce. You’ll need to draw out your scene on paper, with the planned trajectory of the two different ball bounces, keyframes, and timing notes. You will leverage this plan to create your animation. Some recommendations:

l Think about the timing of each ball bounce, how many seconds per bounce and how many frames that translates to when animating at 24 fps

l Where will your ball be in frame, sketch out your intended animation and stage the action appropriately 

Animation video: Learning and understanding how to implement animation technically is an important aspect of demonstrating the theories and principles you have learnt. Understanding how to translate concepts into software is a key aspect in any digital project. Using your pre-planning, create your animation in Adobe Animate CC. You will need to use your learned animation principles, and present a final animation file. Save these in a project folder separate to the pre- planning folder. Requirements:

l Each animation must be at a resolution of 1280x720 pixels l Each animation must be at a minimum of 24 frames per second, no lower. l Each animation must be less than 5 seconds in length. l Each animation must include learned animation and cinematic principles.  l You must create all elements from scratch.  l It is advised that you show your tutor the progress of your animation weekly, as they will provide feedback and

suggestions on how to strengthen the final product. The final animation submission requires the following components:

l Your planning sketches for your ball bounce project  l Your final ball bounce animation video l Your animation source files for assessment.

The aim of this project is for you to demonstrate your understanding of planning for animation, your understanding of basic animation principles, and technical ability to create an animation from scratch. Animation source files: It is essential for the assessor to review your source files to ensure you understand the correct methods of creating animation in a digital environment. This will provide a point of review and improvement to ensure you can utilise the correct method and procedures when animating. Include all your source files in your project folder for submission, including audio and any imagery from external programs (Illustrator, Photoshop, etc).

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Please name all source files appropriately. Some recommendations: l Keep file management clean, have a folder for assets, have a folder for planning. l Try and maintain correct layer naming l Use folders to organise content l Review the assessment rubric prior to hand-in.

Deliverables: Your submission should cover the elements above and include source files and exported movie files for all three sections, as well as any references and planning sketches for the Material Ball Bounces.

l Final animation source files (.FLA) l Final animation movie files (.SWF) l Source files for any assets not created in Animate (Photoshop/After Effects etc)  l Any files not created from scratch must be referenced using the Chicago style referencing in a separate

text document (such as audio files) l Scans or photos of planning sketches in any image format (.jpg/.png/.tif etc)

**Note: If needed, make sure to resize any scans and photographs taken of planning sketches, this will keep file sizes manageable. All files must be compressed and named the following: A1_Surname_StudentNumber.zip Where to Submit: On the Blackboard website, go to the ‘Assignments’ section of the site and scroll down to find the Dropbox for Assignment 1. Upload your .ZIP file to the dropbox by the specified due date. * Late uploads without prior extension approval will be penalized at 10% per calendar day. 

2. Assessment 2: Walk Cycle for a Featureless CharacterAssessment 2: Walk Cycle for a Featureless CharacterAssessment 2: Walk Cycle for a Featureless CharacterAssessment 2: Walk Cycle for a Featureless Character Introduction: In this assessment you will apply your knowledge of animation theory and technique to a feature-less character; either a flour sack or stick figure. You will be utilising frame by frame animation to imbue personality traits and believable movements into this character. Use the animation principles you have learnt to breathe life into this featureless character. Learning Outcomes: Through the process of planning and creating your animation, you will:

l Learn how to create realistic movement using a featureless character.  l Understand the basics behind characterisation. l Learn to animate simplistic characters in a 2D animation environment.

  Walk Cycle for a featureless Character Minimum Requirements: You will create an animation walk cycle based on a featureless character with an additional physical movement, demonstrating your understanding of animation design principles and the technical aspects behind creating an animation from scratch. To get to this final outcome, you will also be completing conceptual sketches to plan your project before you get into your final animation. The animation must follow these three basic points:

l This character must enter frame from either stage right or stage left. l Walk to the centre of the stage and perform any kind of physical action.  l You must demonstrate a specific mood or emotional state in your character

The final end goal of this project is to demonstrate your understanding of basic character movement and the relationship between movement and emotion/characterisation. All key frames and poses must be original and based off self-acquired reference material. Project Research and Planning: Research and planning is essential to approaching all creative work as it gives you a strong foundation to begin your animation projects. Research may include looking at reference videos or photographs. Planning may involve exploration sketches of your subject, sketching out the scene, planning keyframes and notes on your animation execution, as well as cinematic notes and mark-ups. Understanding your character both in form and personality is the first step to bringing it to life. You will want to explore the character visually to create a 3-dimensional being. You will be required to draw exploration sketches of this character

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in various poses, both purely physical and demonstrating emotion. Some recommendations:

l The key focus for this assignment must be on quality of the animation (ie. believability and smoothness of movement), rather than elaborate visual character design, hence the requirement to base it on a featureless character.  

l Think of simple shapes when designing your character poses.  l Draw the character from different angles, this will help flesh out the flour sack or stick figure as a 3-Dimensional

object l Draw the character in different poses to express emotion. Consider how posture and movement can be used to

convey emotion. l Think about line of action when designing poses.

Final animation video: Using your character sketches and references, create your animation in Adobe Animate CC. You will need to use your learned animation principles, leverage cinematic techniques, and present a final animation file. Save these in a project folder separate to the pre-planning folder. When animating, focus primarily on the character movement. The environment may provide context for your character’s actions, but it is less important than the character's animation at this stage of the unit. You are NOT permitted to use pre-existing key frames from existing work. You may use animation textbooks to provide you with examples and references, but you must not trace these key frames for your final submission. Doing so will constitute plagiarism and will be reported as per Curtin’s plagiarism policy. Requirements:

l Your animation must be at a resolution of 1280x720 pixels l Your animation must be at a minimum of 24 frames per second, no lower.  l Your animation must be between 3 seconds to 8 seconds in length. Any timing within this range is acceptable.  l Your animation must include learned animation and cinematic principles  l You must create all elements from scratch. l It is advised that you show your tutor the progress of your animation weekly, as they will provide feedback and

suggestions on how to strengthen the final animations 

  Animation source files: It is essential for the assessor to review your source files to ensure you understand the correct methods of creating animation in a digital environment. This will provide a point of review and improvement to ensure you can utilise the correct method and procedures when animating. Include all your source files in your project folder for submission, including audio and any imagery from external programs (Illustrator, Photoshop, etc). Please name all source files appropriately. Some recommendations:

l Keep file management clean, have a folder for assets, have a folder for planning l Try and maintain correct animation layer naming l Use folders to organise content

  Deliverables: Your submission should cover the elements above, and include all source files including files, photo references and planning sketches.

l Final animation source files (.FLA) l Final animation movie files (.SWF) l Source files for any assets not created in Animate (Photoshop/After Effects etc) l Any files not created from scratch must be referenced using the Chicago style referencing in a separate

text document (such as audio files) l Scans or photos of planning sketches in any image format (.jpg/.png/.tif etc)

**Note: If needed, make sure to resize any scans and photographs taken of planning sketches, this will keep file sizes manageable. All files must be compressed and named the following: A2_Surname_StudentNumber.zip Where to Submit: On the Blackboard website, go to the ‘Assignments’ section of the site and scroll down to find the Dropbox for Assignment 2. Upload your .ZIP file to the dropbox by the specified due date. 

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*Late uploads without prior extension approval will be penalized at 10% per calendar day. 

 

3. Assignment 3: Walk cycle and animated scene using a designed characterAssignment 3: Walk cycle and animated scene using a designed characterAssignment 3: Walk cycle and animated scene using a designed characterAssignment 3: Walk cycle and animated scene using a designed character Introduction: This activity sees you applying your knowledge of animation theories and techniques to character design and bringing a complex character to life. Your goal is to construct a unique walk cycle that displays the personality and emotional state of your designed character. You will incorporate this walk cycle into a short narrative and utilise character acting techniques. The act of animating a character is no easy task as there is more to bringing a character to life than just technical movement. In this activity you will develop your understanding of character design, physical movement & acting and mental motivators. You will need to utilise audio, camera movement, timing and interesting visual design to create an entertaining piece and elicit a response from the audience. Learning Outcomes: Through the process of animating a short narrative including a walk cycle, you will:

l Learn how to design a character suitable for animation. l Understand the basics behind characterisation, motivation and character development.  l Learn to animate a complex bipedal character in a 2D digital environment. l Develop your understanding of cinematic narrative communication for animation environments.

Walk cycle and animated scene using a designed character Minimum Requirements: You will construct a simple narrative or story based around your designed character which must include a walk cycle. This project will include scene and setting development, character action, environment action, and further developed cinematic narrative storytelling techniques. The final animation requires the following components:

l A character of your own original creation, including a personality profile l A coherent narrative that incorporates a walk cycle. l Development of character action, motivation and events. l At least 3 different shots  l Audio design

The final end goal of this project is to demonstrate your understanding of simple narrative construction, shot development and cinematic techniques, as well as to demonstrate all the animation principles you have learned throughout your studies in this unit. Additionally, you will demonstrate developed character animation. It is essential that you create all assets yourself for this project. Project Research and Planning: Research and planning is essential to approaching all creative work as it gives you a strong foundation to begin your animation projects. Research may include looking at reference videos or photographs. Planning may involve exploration sketches of your subject, sketching out the scene, planning keyframes and notes on your animation execution, as well as cinematic notes and mark-ups. Character design: Understanding your character is the first step to bringing it to life. You will design one character, including their personal back-story, which is relevant to a final animated narrative. It may be a good idea to design your character in a style to suit the overall tone of the narrative. You’ll need to draw out your character designs, as well as notes on their personality profiles and motivations. This will help you bring your character to life. Your characters MUST be original (ie. designed by you), but you may want to draw on other designs for inspiration. Your character must be an original creation. You cannot redesign or adapt an existing character. The use of pre-existing character design constitutes visual plagiarism, and will be reported according to the Curtin plagiarism policy. Some recommendations:

l Research pre-existing character designs for inspiration. Look at history, cultures, eras and styles to help develop your character designs.

l Think of simple forms when designing your character. The more detail you allocate to your design, the more difficult it will be to animate.

l Think about the character’s back-story, emotional state, and motivations. Ed Hook’s book Acting for Animators will

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give you a strong idea of what you can plan to strengthen your animations. Character Sheet Requirements:

l Your character design must be delivered in the format of a Character Sheet (examples will be provided) l You will draw your character from 3 different angles, front, side and 3⁄4. This will help you check to see if your

character is too complicated to animate as well as to flesh the character out as a 3-demensional form. l Must include a short personality profile, that gives a brief background about who the character is.  l Sketch your character in various poses to explore personality and emotion appropriate for your narrative

Walk Cycle Research Requirements: The best way to understand a walk cycle is to act it. A required component of research for this assignment is to film yourself (or a friend) acting out your intended walk cycle. This will be very useful as reference when completing your animation. It is also recommended to act out any other movements you intend to animate. These video files need not be submitted with the other deliverables for this assignment due to file size limits. You should upload it to a video-sharing service like YouTube for your tutor to view.  Final animation: Understanding what makes an entertaining narrative is essential to creating successful animation projects, as Pixar says, ‘story is king’. Your goal for this project is to expand on character animation, and construct a short but interesting narrative or story.  You’ll need to seek feedback and responses to your proposed narratives from your peers and tutor. Multiple shots must be used to help create an interesting narrative. Some recommendations:

l Your animation should have a clear introduction, conflict and conclusion. l Your narrative or story must be engaging and effectively communicated through visual storytelling techniques

and conventions.  l You may wish to leverage an additional object to assist in providing motivation for your characters. l Spend time on audio design and development to support your narrative or story communication.  l Environment and visual style must match and complement the narrative.

Narrative Development: Provide your character some incentive and motivation to drive the narrative or story. This may include visual cues, acting style, motivation, personality traits, or objectives they complete in the duration of the narrative. Think carefully about the actions of your character and what they communicate. Some suggestions:

l Think about internal conflicts, challenges of thought. How will this affect their movement? l Use objects to prompt a reaction from your character – this will help stimulate purpose in your animation. l Think about environmental responses and experiences – put yourself in the character’s shoes, act it out and recreate

it.  l Don’t forget cinematic techniques. You can get away with narrative building without excessive illustration/

animation just by using clever framing. Requirements

l A storyboard of your intended final animation (examples will be provided) l There is no minimum or maximum number of drawings, plan out your animation as thoroughly as possible taking

technical execution into account. l Make notes of the how you plan to execute any complicated shots or movements l Do not worry if your final animation changes from your original storyboard, this is a normal part of the creative

process. Final animation video: Using your walk cycle, narrative planning and ideas, create your animation in Adobe Animate CC. You will need to use your learned animation principles, leverage cinematic techniques and present a final animation file. Save these in a project folder separate to the pre-planning folder. When animating, focus on character motivation in the overarching narrative. The environment will provide context for the character’s actions as well, so don’t neglect the environment in your project construction. Make use of ALL cinematic storytelling techniques, including camera, framing, timing, audio and visual design communication – all of this will be assessed and will strengthen your final project. Consider the following when creating your narrative:

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l Appropriate environmental development. l Introduction shots to your narrative.  l Conclusion shots to your narrative.  l Additional character action, either object integration or other narrative development. l It must leverage audio design, cinematic/camera design to communicate.

Requirements:

l Your animation must be at a resolution of 1280x720 pixels l Your animation must be at a minimum of 24 frames per second, no lower. l Your animation must be between 10 to 30 seconds in length. Any timing within this range is acceptable.  l Your animation must include learned animation and cinematic principles. l You must create all elements from scratch.  l It is advised that you show your tutor progress of your animation weekly, as they will provide feedback and

suggestions on how to strengthen the final animation. l Consider doing rapid blocking of ideas for consultation, rather than submitting thoroughly developed ideas – this

could include very basic illustration from key frames/just linework. Animation source files: It is essential for the assessor to review your source files, to ensure you understand the correct methods of creating animation in an animation environment. This will provide a point of review and improvement to ensure you can utilise the correct method and procedures when animating. Include all your source files in your project folder for submission, including audio and any imagery from external programs (illustrator, Photoshop, Animate CC etc). Some suggestions:

l Keep file management clean, have a folder for assets, have a folder for planning l Try and maintain correct animation layer naming l Use folders to organise content l Review the assessment rubric prior to hand-in.

Deliverables: Your submission should cover the elements above, and include all source files including photo references and planning drawing.

l Final animation source files (.FLA) l Final animation movie files (.SWF)  l Source files for any assets not created in Animate (Photoshop/After Effects etc)  l Any files not created from scratch must be referenced using the Chicago style referencing in a separate

text document (such as audio files)  l Scans or photos of planning sketches in any image format (.jpg/.png/.tif etc) l Character Sheet in any image format (.jpg/.png/.tif etc)  l Scans or photos of your storyboard in any image format (.jpg/.png/.tif etc)

**Note: If needed, make sure to resize any scans and photographs taken of planning sketches, this will keep file sizes manageable. All files must be compressed and named the following: A3_Surname_StudentNumber.zip Where to Submit: On the Blackboard website, go to the ‘Assignments’ section of the site and scroll down to find the Dropbox for Assignment 3. Upload your .ZIP file to the dropbox by the specified due date.  *Late uploads without prior extension approval will be penalized at 10% per calendar day. 

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The only authoritative version of this Unit Outline is to be found online in OASIS

Pass requirements

There are three assessment submissions required in this unit. You must submit all three assignments and achieve a final grade of 50% or more to pass the unit.

Curtin University Grading Scale 80-100 (8, 9) High Distinction 70-79 (7) Distinction 60-69 (6) Credit 50-59 (5) Pass Below 50 (F) Fail Fair assessment through moderation

Moderation describes a quality assurance process to ensure that assessments are appropriate to the learning outcomes, and that student work is evaluated consistently by assessors. Minimum standards for the moderation of assessment are described in the Assessment and Student Progression Manual, available from policies.curtin.edu.au/policies/teachingandlearning.cfm

Late assessment policy

This ensures that the requirements for submission of assignments and other work to be assessed are fair, transparent, equitable, and that penalties are consistently applied.

1. All assessments students are required to submit will have a due date and time specified on this Unit Outline. 2. Students will be penalised by a deduction of ten percent per calendar day for a late assessment submission

(e.g. a mark equivalent to 10% of the total allocated for the assessment will be deducted from the marked value for every day that the assessment is late). This means that an assessment worth 20 marks will have two marks deducted per calendar day late. Hence if it was handed in three calendar days late and given a mark of 16/20, the student would receive 10/20. An assessment more than seven calendar days overdue will not be marked and will receive a mark of 0.

Assessment extension

A student unable to complete an assessment task by/on the original published date/time (e.g. examinations, tests) or due date/time (e.g. assignments) must apply for an assessment extension using the Assessment Extension form (available from the Forms page at students.curtin.edu.au/administration/) as prescribed by the Academic Registrar. It is the responsibility of the student to demonstrate and provide evidence for exceptional circumstances beyond the student's control that prevent them from completing/submitting the assessment task.

The student will be expected to lodge the form and supporting documentation with the unit coordinator before the assessment date/time or due date/time. An application may be accepted up to five working days after the date or due date of the assessment task where the student is able to provide an acceptable explanation as to why he or she was not able to submit the application prior to the assessment date. An application for an assessment extension will not be accepted after the date of the Board of Examiners' meeting.

Exceptions to the Above To apply for an assessment extension for this unit you are required to complete an application form that can be found at the following link: http://students.curtin.edu.au/administration/documents/Application_forAssessmentExtension.pdf You need to attach supporting documentation to your application (see page 1 of the application form above for further information) and forward the completed forms to [email protected]. You will receive notification, via an Official Curtin Communication (OCC) and via an email to your student account, letting you know the outcome of your application. Please read the notification carefully and follow all required instructions. If you do not complete your forms in full or supply appropriate supporting documents the processing of the application may

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be delayed and/or your application denied.

Deferred assessments

Supplementary assessments

Supplementary assessments are not available in this unit.

Reasonable adjustments for students with disabilities/health circumstances likely to impact on studies

A Curtin Access Plan (CAP) is a document that outlines the type and level of support required by a student with a disability or health condition to have equitable access to their studies at Curtin.  This support can include alternative exam or test arrangements, study materials in accessible formats, access to Curtin’s facilities and services or other support as discussed with an advisor from Disability Services (disability.curtin.edu.au).  Documentation is required from your treating Health Professional to confirm your health circumstances.

If you think you may be eligible for a CAP, please contact Disability Services. If you already have a CAP please provide it to the Unit Coordinator at the beginning of each study period.

Referencing style

The referencing style for this unit is Chicago.

More information can be found on this style from the Library web site: http://libguides.library.curtin.edu.au/referencing.

Copyright © Curtin University. The course material for this unit is provided to you for your own research and study only. It is subject to copyright. It is a copyright infringement to make this material available on third party websites.

Academic Integrity (including plagiarism and cheating) Any conduct by a student that is dishonest or unfair in connection with any academic work is considered to be academic misconduct. Plagiarism and cheating are serious offences that will be investigated and may result in penalties such as reduced or zero grades, annulled units or even termination from the course. Assessments under investigation will not be given a mark until the matter is concluded. This may result in the unit grade being withheld or a grade of Fail Incomplete (F-IN) until a decision has been made by the Student Disciplinary Panel. This may impact on enrolment in further units/study periods.

Plagiarism occurs when work or property of another person is presented as one's own, without appropriate acknowledgement or referencing. Submitting work which has been produced by someone else (e.g. allowing or contracting another person to do the work for which you claim authorship) is also plagiarism. Submitted work is subjected to a plagiarism detection process, which may include the use of text matching systems or interviews with students to determine authorship.

Cheating includes (but is not limited to) asking or paying someone to complete an assessment task for you or any use of unauthorised materials or assistance during an examination or test.

From Semester 1, 2016, all incoming coursework students are required to complete Curtin’s Academic Integrity Program (AIP). If a student does not pass the program by the end of their first study period of enrolment at Curtin, their marks will be withheld until they pass. More information about the AIP can be found at: https://academicintegrity.curtin.edu.au/students/AIP.cfm

Refer to the Academic Integrity tab in Blackboard or academicintegrity.curtin.edu.au for more information, including student guidelines for avoiding plagiarism.

If your results show that you have been granted a deferred assessment you should immediately check OASIS for details.

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Information and Communications Technology (ICT) Expectations Curtin students are expected to have reliable internet access in order to connect to OASIS email and learning systems such as Blackboard and Library Services.

You may also require a computer or mobile device for preparing and submitting your work.

The computer should be capable of running the following software: - Adobe Animate CC / Adobe Flash Professional (Required) - Bitmap image editor (Optional) - Audio editor (Optional)

For further details of the software required in this unit, please refer to the Week 1 Study Materials located in the "Study Area" of the unit's Blackboard website.

For general ICT assistance, in the first instance please contact OASIS Student Support: oasisapps.curtin.edu.au/help/general/support.cfm

For specific assistance with any of the items listed below, please contact The Learning Centre: life.curtin.edu.au/learning-support/learning_centre.htm

l Using Blackboard, the I Drive and Back-Up files l Introduction to PowerPoint, Word and Excel

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Additional information

About Your On-Line Community One of the most important aspects of studying in a formal way, through an established Design and Art School, is that you are exposed to other people who are like-minded.  Your peers are one of the most important sources of information, advice and support that you have available to you.

While the physical proximity afforded by being ‘on-campus’ cannot be exactly replicated in a ‘virtual’ environment, the discussions, responses, ideas, challenges, and technical advice that you can give and receive by being an active participant in the Discussion Boards in Blackboard can at least approximate this experience.

Such interactions are an important part of your on-line learning experience, but these can only be maintained effectively if all students take an active part.  You are encouraged to participate in on-line discussions and to engage with your peers in your learning. While your engagement in discussion is not part of your assessment, the benefits inadvertently enhance your knowledge and understanding of the subject.  More importantly, these interactions will help you develop ideas, provide feedback and receive information and support. By actively taking part in online discussions, learning will be enhanced by gaining further knowledge and understanding of design, and will ultimately assist with your successful completion of the unit.

Research In this unit you will need to look at the animations that you encounter in a new way. Previously, you may have only given cursory thought to the aesthetic style, visual effect or narrative structure of an animation. Now you should pay close analytical attention to these elements. How are these characteristics manipulated to leave an impression on the viewer? How can you leverage these observations in your own animation work?

Feedback What is Feedback? It is information designed to help you determine how much you have learned, whether you are learning the right things and the quality or depth of your learning. Feedback can take a number of forms including: marks given for assessment, comments on your assessed work, marks on a scoring rubric, generic feedback provided by the tutor to the group following assessment, tutor communication with the group in the discussion room, tutor communication directly to you via email, references and examples of good/appropriate models of practice provided by your tutor to assist your research and development (including websites, readings, etc). Feedback is designed to make you think about your learning and help you find ways to improve you work.

All links were active at the time of writing, but the nature of the Internet is such that their status can change. If you discover a non-functioning link, please alert your tutor.

Plagiarism Plagiarism is taken very seriously at Curtin University. When submitting an assignment in this unit you are declaring that you have created all work, and that it has not been previously submitted for assessment for another unit or at another institution. When including images or text not created by you /or not entirely created by you (as research or to provide context) you must;

· Reference these images or texts using Chicago referencing. · Include in-text references. · Include a reference list at the end of the file/document.

Referencing is relevant to all forms of assessment including essays, process files/journals, art or design portfolios and/or reports. It is a requirement of your enrolment that you refer to the Curtin University Academic Integrity website prior to submitting your work. http://academicintegrity.curtin.edu.au/students/ Failure to follow these guidelines and being found to be in breach of Curtin University’s Management of Plagiarism Policy will result in a penalty being applied to your assignment and/or your academic status.

Enrolment

It is your responsibility to ensure that your enrolment is correct - you can check your enrolment through the eStudent option on OASIS, where you can also print an Enrolment Advice.

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Student Rights and Responsibilities It is the responsibility of every student to be aware of all relevant legislation, policies and procedures relating to their rights and responsibilities as a student. These include:

l the Student Charter l Values and Signature Behaviours l the University's policy and statements on plagiarism and academic integrity l copyright principles and responsibilities l the University's policies on appropriate use of software and computer facilities

Information on all these things is available through the University's "Student Rights and Responsibilities" website at: students.curtin.edu.au/rights.

Student Equity There are a number of factors that might disadvantage some students from participating in their studies or assessments to the best of their ability, under standard conditions. These factors may include a disability or medical condition (e.g. mental illness, chronic illness, physical or sensory disability, learning disability), significant family responsibilities, pregnancy, religious practices, living in a remote location or another reason. If you believe you may be unfairly disadvantaged on these or other grounds please contact Student Equity at [email protected] or go to http://eesj.curtin.edu.au/student_equity/index.cfm for more information

You can also contact Counselling and Disability services: http://www.disability.curtin.edu.au or the Multi-faith services: http://life.curtin.edu.au/health-and-wellbeing/about_multifaith_services.htm for further information.

It is important to note that the staff of the university may not be able to meet your needs if they are not informed of your individual circumstances so please get in touch with the appropriate service if you require assistance. For general wellbeing concerns or advice please contact Curtin's Student Wellbeing Advisory Service at: http://life.curtin.edu.au/health-and-wellbeing/student_wellbeing_service.htm

Recent unit changes Students are encouraged to provide unit feedback through eVALUate, Curtin's online student feedback system. For more information about eVALUate, please refer to evaluate.curtin.edu.au/info/.

Recent changes to this unit include:

All new iLectures and study material launched in SP3, 2016 in response to student feedback via eVALUate and tutor recommedations for greater scaffolding of concepts and techniques. 

To view previous student feedback about this unit, search for the Unit Summary Report at https://evaluate.curtin.edu.au/student/unit_search.cfm. See https://evaluate.curtin.edu.au/info/dates.cfm to find out when you can eVALUate this unit.

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Program calendar  

Week Begin Date

iLectures & Activities Submissions Due

Orientation 20 Feb Familiarise yourself with all the unit materials in Blackboard, paying special special attention to the "Unit Outline" document for this unit.

1. SP Begins 27 Feb

Animation Lecture:

− Introduction to animation as a medium− 12 Principles of Animation: Squash & Stretch, Timing, Ease in and Ease out

Animation in Practice:

− Introduction to Adobe Animate − Creating a looping ball bounce

 

 

2. 6 Mar Animation Lecture:

− 12 Principles of Animation: Arcs, Staging, Secondary Action

Animation in Practice:

− Content creation− Background recreation − Trajectory ball bounce

 

 

3. 13 Mar Animation Lecture:

− 12 Principles of Animation: Follow Through and Overlapping Action, Exaggeration, Anticipation

Animation in Practice:

− Importing and exporting − Material ball bounces

 

 

4. 20 Mar Animation Lecture:

− 12 Principles of Animation:Solid Drawing, Appeal, Straight Ahead and Pose to Pose

Animation in Practice:

− The standard walk cycle

 

Assignment 1 Due on Monday by

5pm WST

5. 27 Mar Animation Lecture:  

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− Consistency− Show, Don't tell − Line of Action − Visual Theory

Animation in Practice:

− Transitioning from a loop to frame-by-frame

 

6. 3 Apr Animation Lecture:

− Symbol Animation

Animation in Practice:

− Advanced symbol use− Symbol based characters/symbol nesting

 

 

7. 10 Apr Animation Lecture:

− Character design introduction

Animation in Practice:

− Character analysis & design

 

 

8. 17 Apr Animation Lecture:

− Visual storytelling

Animation in Practice:

− Simulated camera movements

 

Assignment 2 Due on Monday by

5pm WST

9. 24 Apr Animation Lecture:

− Walk cycle theory expanded

 

 

10. 1 May Animation Lecture:

− Intro to Character Acting

Animation in Practice:

− Reactions

 

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11. 8 May Animation Lecture:

− Lip Sync Theory

Animation in Practice:

− Lip Sync Practice

 

12. 15 May Animation Lecture:

− Animation Polish

 

 

13. 22 May   Assignment 3 Due on Wednesday by

5pm WST

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