Requirements for Final Critique Day: Monday, April 29
BEGINNING OF CLASS CRITIQUE on your Character Animation Project AND hand in of your final portfolio files to the server.
No exeptions. No time to save files. Walk in, on time… be ready or points will be deducted from your final portfolio grade for lack of professionalism. (10 points will be deducted for failure to meet this beginning of class deadline)
Critique will begin promptly at 8:30 a.m.
Final Portfolio Requirements: (This counts as your Final Exam)
Your folder of files should have the following projects saved with all accompanying files – Each project should have a .fla file and a .swf file in the folder.
Please label the folders as follows:
- Commercial Animation Project – logo + banner
- Creative Animation Project
- Character Animation
1-2 page (typed) designer statement answering the following questions in paragraph format: (save as designstatement.docx in your folder)
What did you learn this semester? (Technical + conceptual)
How is your view of animation and Animate different after taking this class?
What aspect of the animation process did you enjoy the most/the least?
Is there anything specific that you would have liked to have gone over?
How can you improve your design skills for the future?
What do you see as the future of animation?
How can I improve http://www.professorhopkins.com? Do you use it?
Anything else you would like to tell me?
FINAL CRITIQUE WILL BE ON Monday, April 29
Also – if you have changed any of your projects, please list what you have done to improve them within your Designer Statement so that I know you made changes.
The bone tool gives you inverse kinematics (IK) capabilities within Animate. IK is a way of animating objects using bones chained into linear or branched armatures in parent-child relationships. When one bone moves, connected bones move in relation to it. Inverse kinematics lets you easily create natural motion. To animate using inverse kinematics, specify the start and end positions of bones on the Timeline. Animate automatically interpolates the positions of the bones in the armature between the starting and ending frames.
- Break up the body into different layers
- Bones can be placed on shapes or movie clips
- To animate: Series of poses
- start and end are the same
- last frame: right click: insert pose
- control points
- armature layer: click on: options: wire, solid, line
- fine tuning: property inspector for speed, pin, (keep in one place) spring, ease (quality of movement)
- Property Inspector: rotation: enable (full range of motion) constrain: set degree of motion
- click on individual bones: spring (force of motion); damping (heaviness of how fast it stops)
- ALSO: when you are working on an embedded bone tool layer, you can’t see the motions until you export them to view!
- Begin building your character in Illustrator or directly in Animate..
- Tutorial on the bone tool
Things to think about:
- What is your visual narrative?
- Are you telling a story? Completely a task?
- Who is your character? Think about character development – personality
- What are the emotions that you are illustrating?
Character development resources:
Obviously, for this project you have to think about your character visually –
What do they look like? Facial features? Hair? Color palette?
What kind of clothes do they wear?
Do they have accessories/props?
How old is your character?
But you should also think about them, mentally..
What do they care about?
What is the one word you would use to define them?
What is their name?