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Fundamentals of animation

Fundamentals of animation
History of animation activity
  
Key terms
 
Panels: singular drawings that are made up of layers
Scene: a sequence that consists of multiple panels 
Storyboard: a rough animation 
Key Frame: a major chance in a sequence 
Extreme frames:
In Between Frames: the frames between key frames 
FPS: Frames Per Second
Animating on the Ones: animating on each frame
Animating on the Twos: animating on every second frame 
Persistence of Vision: looking at individual pictures fast enough to make the brain think the pictures are moving
Optical illusion: tricking the eye
Animation landmarks
 
The Lascaux Cave- Palaeolithic paintings found in a complex of caves in France
Cartoon (William Hogarth)- illustrations  that that make fun of something in society 
Thaumatrope- two drawings on opposite sides of a paper that looks like one drawing if the paper is spun fast enough 
Phenakistoscope- 8 to 24 drawings on a paper that spin to make an animation 
Zoetrope- strips of images in a can that spin to make an animation 
Phantasmagoria- Emile Cohl comes up with the idea of recording a animated sequence 
Rotoscoping- taking live video and drawing over top of it 
Walt Disney-"Mickey Mousing"- Animating characters to music 
Rotoscope activity
Reference video (2:40)
colour swatches
Line test
Final animation clean and coloured
Principles of animation activity 
Timing-the speed of the movements
Slow In/Slow Out- starting slow at the beginning, getting faster in the middle and ending slowly
Arc-used to make actions seem more natural 
Squash stretch- playing with a character’s proportions to add weight and volume 
Pose to Pose- drawing the key frames first then animating in the rest after 
Straight ahead- animating frame by frame right after one another 
Solid Drawing-gives drawings depth 
Appeal-making the art style pleasant to look at 
Staging- presenting a scene clearly so it’s easy to understand 
Follow through- when parts of a character continue to move after the original action has ended 
Secondary action- gestures that support the main action to add more character to the animation 
Anticipation- the preparation for an action  
Exaggeration-making an action bigger than it would be in real life. More convincing>more distorted 
Animating characters and camera activity
Parallax- moving different parts of the background and foreground at different speeds in order to create depth 
X axis- width
Y axis- height
Z axis- depth 
Peg Layers (Harmony)-layers that don’t contain any drawings, but instead are motion paths used to add path articulations
Maintain Size – Animation Toolbar (Harmony)- tool that keeps the outline the same thickness even with camera work 
Pivot Point (Harmony)- the center of rotation 
Node View Library (Harmony)- where different effects are kept 
Animating characters using drawing substitutions 
Parallax activity with multiplane camera 
Compositing activity 
Toon boom notes 

Hot Keys:
1- zoom in
2-zoom out
Command + z- undo 
Command + x- delete
Command + c- copy
Command + p- pasta 
Exposure- how long a frame is held 
Frames- individual drawings 
Layers- individual parts to a frame 
Onion Skin- lets you see the frame in front and frame behind the one you’re working on 
Light table-lowers opacity of frames  you’re not working on to see the one you’re working on clearer 
applying effects to haunted house 
Fundamentals of animation
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