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Animation is the rapid display of a sequence of images 2-D or 3-D artwork or model
positions in order to create an illusion of movement. It is optical illusion of motion due to
the phenomenon of persistence of vision, and can be created and demonstrated in a
number of ways.
TYPES OF ANIMATION
Full Animation – movies created using traditional animation are the movies Beauty and
the Beast, Iron Giant, Aladdin and Lion King.
Limited Animation – is a technique that uses less sophisticated and detailed drawings
for animation; the most popular example is SpongeBob Squarepants.
Live-action and Animation – is a technique used in the movie Space Jam and
Spongebob Squarepants Movie which combines the elements of live-action and cartoon
animation.
Stop Motion – is an animation technique wherein objects are photographed one frame
at a time by changing their location or action close to the previous one or small increments
and then played sequentially to create the illusion of motion.
Photo Realistic Animation – is a term used for computer animation that tries to resemble
life skin, plants, animals, sceneries and others such as those used in the movies Kung
Fu Panda and Ice Age.
Cel-shaded Animation – is used to emulate the classic cel technique using computers
for 3D environment and action for characters. The method was used to create the movies
like The Legend of Zelda: Wind Waker.
ADOBE FLASH PROFESSIONAL CS6
Flash animations are created using Adobe Flash in .SWF Formats. Multimedia is
a combination of text, animated graphics, video, and sound delivered to you via some
electronic means.
Adobe Flash Professional CS6 is an authoring tool that you can use to create
games, applications, and other content that responds to user interaction. Flash projects
can include simple animations, video content, complex user interfaces, applications, and
everything in between. In general, individual projects created with Flash Professional are
called applications (or SWF applications), even though they might only contain basic
animation. You can make media-rich applications by including pictures, sound, video, and
special effects.
SWF is a file extension for a Shockwave Flash file format created by Macromedia
and now owned by Adobe. SWF stands for Small Web Format. SWF files can contain
video and vector based animations and sound and are designed for efficient delivery over
the web.
LIBRARY PANEL
Individual items in the library are stored as symbols. What makes symbols powerful
is that you can reuse them as many times as necessary. Simply drag and drop a copy
(an instance) from the Library panel onto the stage anywhere in your movie. Most
importantly, each instance remains linked to the original in your library. Any changes
made to the original (or master) symbol automatically update any instances of the same
symbol used throughout the movie.
Symbols are broken down into three main categories: graphics, buttons, and movie
clips.
The Library panel is the main storage location for all your symbols, and much like
any library, it has essential organizational tools that make managing your symbols easy.
FLASH TWEENS
A tween in Flash Professional is basically an animation command. It allows the
animator to animate an object without drawing all of the individual frames of a traditional
animation. There are three types of tweens in Flash CS6; Motion Tween, Shape Tween
and Motion Tween.
Classic Tween – is used when making objects fade-in and out; or move across a
scene. Classic tweens are also used to change the size of an object.
Shape Tween – is used when a color needs to slowly transition to another or when a
shape turns into another shape. Shape tweening can also create some interesting effects
when a drawing is turned into a shape, text, or another drawing.
Motion Tween – allow for motion of an object by controlling where an object is in on the
stage at a particular frame. Motion tweens can be used to create motion over a curved
line as well.
12 PRINCIPLES OF ANIMATION
Developed by Frank Thomas and Ollie Johnston based on the work of Disney
Studio animators from the 1930s.
The most important principle is “squash and stretch,” the purpose of which is to
give a sense of weight and flexibility to drawn objects. It can be applied to simple objects,
like a bouncing ball, or more complex constructions, like the musculature of a human face.
2. Anticipation
Anticipation is used to prepare the audience for an action, and to make the action
appear more realistic, eg. dancer jumping off the floor has to bend his knees first; a golfer
making a swing has to swing the club back first.
3. Staging
4. Pose to Pose
“Pose to Pose” is planned out and charted with key drawings done at intervals
throughout the scene. Size, volumes, and proportions are controlled this way, as is the
action. (“Straight ahead animation” starts at the first drawing and works drawing to
drawing to the end of a scene -- does not have the same spontaneity and freshness.
5. Follow Through and Overlapping Action
When the main body of the character stops all other parts continue to catch up to
the main mass of the character, such as arms, long hair, clothing, coat tails or a dress,
floppy ears or a long tail (these follow the path of action). Nothing stops all at once.
As action starts, we have more drawings near the starting pose, one or two in the
middle, and more drawings near the next pose. Fewer drawings make the action faster
and more drawings make the action slower.
7. Arcs
All actions, with few exceptions (such as the animation of a mechanical device),
follow an arc or slightly circular path. This is especially true of the human figure and the
action of animals. Arcs give animation a more natural action and better flow.
8. Secondary Action
This action adds to and enriches the main action and adds more dimension to the
character animation, supplementing and/or re-enforcing the main action. Example: A
character is angrily walking toward another character. The walk is forceful, aggressive,
and forward leaning.
9. Timing
10. Exaggeration
The basic principles of drawing form, weight, volume solidity and the illusion of 3D
apply to animation as it does to art drawings. One draws in the classical sense, using
pencil sketches and drawings for reproduction of life. These are then transformed into
color and movement giving the characters the illusion of 3D and 4D life; 3D being
perspective and staging in space. 4D dimension is movement in time.
12. Appeal
ActionScript File AS
MP3 MP3
Video File Formats Flash Pro CS6 Can Import