ANIMATION: T1 - Week 1-9 Flashcards

1
Q

List the best settings for an animation.

A

1920 x 1080
24FPS
Actionscript 3

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2
Q

Explain the steps in the creative design process.

A
  1. Understand the brief and identify the purpose
  2. Researching solutions and inspiration
  3. Using creative thinking techniques
  4. Generate and assess different ideas and consult with relevant personnel
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3
Q

Define target market/audience/users.

A

The specific group of people you want to reach with your marketing message.

  • Age
  • Location (and time zone)
  • Language
  • Interests
  • Stage of life
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4
Q

List and describe some of the Animation Softwares available.

A
  • Adobe Animate
  • Adobe Character Animator
  • Adobe After Effects
  • Clip Studio
  • Toon Boom Harmony
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5
Q

List the types of animation styles.

A
  • Frame by Frame Animation
  • Tween Animation
  • Rotoscoping
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6
Q

Explain frame-by-frame animation.

A
  • Animation style/technique
  • Draw every frame
  • Difficult/time consuming
  • Good for complex animations
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7
Q

Explain tween animation.

A
  • Animation style/technique
  • Animator draws the keyframe computer generates frames in between
  • Quick
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8
Q

Explain rotoscoping.

A
  • Animation style/technique
  • Trace over footage
  • Frame by frame
  • Produce realistic action
  • Looks great but time-consuming
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9
Q

Explain what 2D Animations might be used in /for.

A

BASIC GAMES
Used for website entertainment and advertisements.

BUTTONS
Interactive elements with animation in multimedia projects.

CHARACTERS
Animated figures connect with audiences, often in storytelling.

LOGOS
Graphic symbols for instant recognition in commercial and personal branding.

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10
Q

List the 12 principles of animations.

A
  1. Squash and stretch
  2. Anticipation
  3. Staging
  4. Straight ahead and pose to pose
  5. Follow-through and overlapping action
  6. Slow/ease in and slow/ease out
  7. Arcs
  8. Secondary action
  9. Timing
  10. Exaggeration
  11. Solid drawing
  12. Appeal
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11
Q

Define squash and stretch.

A

Gives objects in an animation weight and volume.

eg. When a ball hits the ground the squash effect gives a more realistic look as if gravity was pulling it to the ground.

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12
Q

Define anticipation.

A

Gives the audience a clue of what happens next, rather than every scene being a shock.

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13
Q

Define staging.

A

How you position elements in a scene, from the placement of the characters to the background and foreground elements, the character’s mood, and how the camera angle is set up.

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14
Q

Define straight ahead and pose to pose.

A

The pose-to-pose technique involves drawing the key poses first and then filling in the transitional poses second.

The straight-ahead technique is crafting one frame after another.

Straight-ahead is better for creating fluid, realistic, and unpredictable actions eg. fire.

Pose to pose is better for most actions as it gives more control and helps avoid problems ahead eg. jumping over a hole.

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15
Q

Define follow-through and overlapping action.

A

Follow-through = loosely connected parts of a body or object will continue moving after the character has stopped.

Overlapping Action = how different parts of a body or object tend to move at different rates.

When a moving object such as a person comes to a stop, their hair might continue to move in the same direction because of the force of forward momentum after completing the action it will come to a stop in the opposite direction.

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16
Q

Define slow/ease in and slow/ease out.

A

Imitates friction and gravity preventing matter from moving freely.

Slow-In: slowing down the speed of an action when reaching a main pose.

Slow-Out: accelerating again upon leaving a main pose.


E.G. a ball bouncing going up slows down (Ease In), and then goes down increasing its speed (Ease Out), until it hits the ground.

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17
Q

Define arcs.

A

Most people and objects move in a circular path this technique helps to imitate the movement by also following a circular path.

E.G. a ball moving and bouncing would follow an arc rather than a triangular shape because then it would look too mechanical.

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18
Q

Define secondary action.

A

Gestures that support the main action add more dimension to the character’s animation. Staging is very important to emphasise the main action rather than take away from it.

E.G. a character is sad (main action) and a tear falls down adding dimension (secondary action).

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19
Q

Define timing.

A

The personality and nature of an animation is greatly affected by the number of frames inserted between each main action.

more drawings = slow
less drawings = fast

You can draw on ones (one drawing per frame) on twos and so on. Most common to draw on twos to avoid jittery movement. Drawing on ones is used for fast movements.

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20
Q

Define exaggeration.

A

Used to push the movement further and add more appeal to an action, pose or expression.

Remain true to reality, just present it in a wilder, more extreme form.

E.G. in Walt Disney’s opening scene with Mickey Mouse his hands are elongated to emphasise the action of steering the ship.

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21
Q

Define solid drawing.

A

Makes the drawing look three-dimensional and believable with Volume, Weight and Balance.

E.G. when drawing a cube avoid parallel lines instead draw it to the vanishing point or else it will look like a flat symbol.

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22
Q

Define appeal.

A

Engages and interests the audience in the character by following a dynamic design of a variety of shapes, proportions, and avoiding overcomplication/detail.

E.G. to create a small and cute character you can use appeal by making the body smaller and shorter and increasing the size of features people commonly find cute such as the head and the eyes.

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23
Q

List the screen principles.

A
  • Editing/transitions
  • Cut
  • Jump cut
  • Fade in/out
  • Dissolve
  • Wipe
  • Framing
  • Lighting
  • Montage
  • Narrative/storytelling
  • Style/genre
  • Motion pacing/timing
  • Point of view
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24
Q

Define editing/transitions.

A

Every animation whether computer-generated or hand-drawn is made up of hundreds of individual shots placed together through editing.

Transitions are techniques used to smoothly switch/join between shots, like cuts, fades, or dissolves.

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25
Q

Define a cut.

A

A cut is the most basic edit to produce. Shot A abruptly ends and Shot B abruptly begins.

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26
Q

Define a jump cut.

A

When a single shot is broken with a cut that makes the subject appear to jump instantly forward in time.

E.G. to emphasise waiting for a long time the camera wont move but the people in the frame will implying that time has past as they try to keep themselves occupied.

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27
Q

Define fade in/out.

A

A fade is when the shot gradually vanishes into a singular colour (most common are black and white) fade ins occur at the start of a shot and fade outs occur at the end of a shot.

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28
Q

Define dissolve.

A

Dissolves are used to link two shots when the visibility of a shot gradually changes until it vanishes into the next shot.

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29
Q

Define wipe.

A

A wipe involves one shot replacing another, travelling from one side of the frame to another.

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30
Q

Define framing.

A

The composition and arrangement of visual elements within the camera frame to create a desired visual impact and convey meaning.

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31
Q

Define lighting.

A

The deliberate use of light to illuminate scenes and subjects in a way that enhances mood, atmosphere, and visibility in a visual production.

32
Q

Define montage.

A

Montage is a technique in film editing in which a series of short shots are edited into a sequence to condense space, time, and information.

33
Q

Define narrative/storytelling.

A

A narrative or story is an account of a series of related events, experiences, or the like, whether true or fictitious.

Storytelling is the conveying of events in words, images, and sounds, often by improvisation or embellishment.

34
Q

Define style/genre.

A

A particular genre will have a similar narrative or structure:
ie Western, Horror, Soap Opera.

A particular style will have similar techniques used to produce it. ie. documentary, sci-fi, arthouse. etc

35
Q

Define motion pacing/timing.

A

The intentional control of the speed and rhythm of movements in a video to create desired emotional or dramatic effects.

36
Q

Define point of view.

A

The perspective from which a scene or story is presented is influenced by the position of the camera and the emotions of the characters, shaping the audience’s understanding of events.

37
Q

List the visual design elements.

A
  • colour
  • line
  • shape
  • form
  • tone
  • texture
38
Q

List the visual design principles.

A
  • balance
  • composition
  • emphasis
  • scale
  • proportion
  • pattern
  • unity
  • perspective
  • movement
  • focal point
39
Q

Define design elements.

A

Design elements are the basic units of any visual design which form its structure and convey visual messages.

40
Q

Define design principles.

A

Principles applied to the elements of design that bring them together into one design. How one applies these principles determines how successful a design may be.


41
Q

Define colour.

A

Colour should be considered in conjunction with other elements. If used well it can add interest, and evoke emotion and excitement to a piece of visual communication. Colour may be used to specify areas, distinguish form, and highlight compositional aspects.

42
Q

Define line.

A

Essentially line represents a single dimension, length. It can be straight, curved or irregular and combine with other elements. It can create shape, tone, form, and texture. The weight (how thick) and quality of the line may vary depending on its intended use.


43
Q

Define shape.

A

A two-dimensional enclosed area defined by lines, which can be geometric (e.g., circles, squares) or organic (naturally occurring shapes).

44
Q

Define form.

A

The three-dimensional aspect of an object, created by the combination of various visual elements such as lines, shapes, colour and shadows.

45
Q

Define tone.

A

Tone may be used to describe form in its terms of shadow and highlights and to create the effect of volume.

46
Q

Define texture.

A

The tactile quality or visual appearance of a surface in a design, often simulated through patterns or visual effects to add depth and interest. Texture may be achieved by the combination of elements such as point of line.

47
Q

Define balance.

A

This may be a symmetrical balance where elements are mirrored on opposite sides of a visual axis to create a stable and formal composition. It may be asymmetrical where balanced elements are not mirrored creating a dynamic informal composition.

48
Q

Define composition.

A

Composition refers to the interaction and relationship of design elements and principles.

It refers to the way different components are arranged on the page.


49
Q

Define emphasis.

A

Emphasis can be created by size, weight, position, colour, shape, and style. Emphasis is a strategy that aims to draw the viewer’s attention to a specific design element.

50
Q

Define scale.

A

This generally refers to the size of the figure on the ground. The relative size of elements in a design in relation to each other or to the overall composition, can create visual interest and hierarchy.

51
Q

Define proportion.

A

The harmonious relationship between the sizes of different elements in a design contributes to a balanced and visually pleasing composition.

52
Q

Define pattern.

A

This refers to the repetition of one or more elements to create a unit. Repetition can be used to create a sense of order in a piece.

53
Q

Define unity.

A

The cohesive and consistent arrangement of visual elements in a design creates a sense of harmony and completeness.

54
Q

Define perspective.

A

The illusion of depth and three-dimensionality in a two-dimensional design is achieved through techniques like vanishing points and diminishing size.

55
Q

Define movement.

A

Creating the illusion of motion or direction by arranging visual elements in a way that guides the viewer’s eyes through the design.

56
Q

Define focal point.

A

The primary point of interest in a design, often achieved through contrast, placement, or size, captures the viewer’s attention and conveys the main message.

57
Q

List the communication principles.

A
  • Communicating the message
  • Conveying meaning
  • Meeting audience requirement
  • Encourages feedback and interaction
  • Promotes two-way conversation
58
Q

Define communicating the message.

A

The message includes any and all information provided from the sender to the recipient and can be delivered via any type of medium. It can also be verbal or nonverbal.

59
Q

Define conveying meaning.

A

The deeper understanding and feeling connected to the content are often expressed through nonverbal cues.

60
Q

Define meeting audience requirment.

A

The work uses the language and imagery appropriate for the audience.

61
Q

Define encourages feedback and interaction.

A

The work enables users to interact and give their feedback for you to use or build on.

62
Q

Define promotes two-way conversation.

A

Engages your audience in a discussion about your project.

63
Q

List the design specifications.

A
  • Characters and objects
  • Keyframes
  • References
  • Sample
  • Script
  • Storyboard
64
Q

Explain characters and objects.

A

You may want to clarify if the client has any particular characters and objects and objects that they want to be used in their animation.

Characters and objects will need time to be developed.

65
Q

Explain keyframes.

A

A keyframe defines the starting and ending points of any animated sequence.

66
Q

Explain references.

A

The relevant personnel may have reference images, animations, etc for you to draw from.

67
Q

Explain samples.

A

The relevant personnel may have sample images, animations, etc for you to draw from.

68
Q

Explain script.

A

If there is a script, you may want to make sure that the content is correct.

69
Q

Explain storyboard.

A

Storyboards are graphic organisers in the form of illustrations or images displayed in sequence for the purpose of pre-visualising an animation.

Producing a storyboard for your project and showing it to relevant personnel will help clarify what the project is about.

In animation, the storyboarding stage may be followed by simplified mock-ups called “animatics” to give a better idea of how the scene will look and feel with motion and timing.

This allows the animators and directors to work out any screenplay, camera positioning, shot list and timing issues that may exist with the current storyboard.

70
Q

List the technical specifications.

A
  • Output file format
  • Output file size
  • Operating system
  • Delivery platform
  • Output dimension size
  • Bandwidth
  • Hardware specifications including memory size, ram
71
Q

List the areas of relevant personnel.

A
  • Art director
  • Audio asset creator
  • Animation director
  • Graphic artist/designer
72
Q

List the creative thinking techniques.

A
  • Mindmaps
  • Big sky thinking
  • Edward De Bono’s six thinking hats
73
Q

Explain mindmaps.

A

A mind map is a diagram used to visually outline information.

A mind map is often created around a single word or text, placed in the centre, to which associated ideas, words and concepts are added.

74
Q

Explain big sky thinking.

A
  1. Relax
  2. Doodle
  3. Stretch

b) Take a break – step away from the exercise

75
Q

Explain Edward De Bono’s six thinking hats.

A

The six hats represent six modes of thinking and are directions to think rather than labels for thinking.

That is, the hats are used proactively rather than reactively.

76
Q

Explain the purpose of copyright in Australia.

A
  • Copyright protection automatic when created.
  • Copyright for published work lasts for the authors life plus 70 years.
  • Copyright symbols not required for protection but serve as reminders.
  • No copyright registration system in Australia.
  • Copyright protects computer programs, art, music, films, etc.
  • Copyright doesn’t protect ideas, information, styles, or techniques.
  • Copyright doesn’t cover names, titles, or slogans.
  • Copyright owner permission needed to use work.
  • Best practice = obtain written permission.
  • Can’t use material until given permission.
  • Copyright owners can take legal action for infringement within 6 years.
  • Legal remedies = damages based on what the owner could have charged.
  • Work made for hire is owned by the employer unless agreed otherwise in writing.
  • Slogans or catchphrases protected by trademarks.
77
Q

Explain the purpose of defamation laws in Australia.

A
  • Defamation is the publication to a third party of a statement that damages the reputation of the complainant.
  • This involves hurting someone’s reputation by spreading false information about them.
  • The relevant act in Victoria, Australia is the Defamation Act 2005.
  • Traditionally, defamation took two forms: libel (permanent) and slander (spoken, non-permanent).
  • In Victoria, the distinction between libel and slander was abolished; any form of defamatory matter is actionable.
  • Repeating or quoting defamatory statements made by others can also lead to defamation claims.
  • Claiming that you were only quoting someone else is not a defense.
  • Printing or broadcasting defamatory content can lead to legal action against you, your colleagues, and the original speaker.
  • Defenses against defamation include truth, a duty to provide information, expressing an opinion, and the defence of triviality (unlikely to cause substantial harm).
  • Corporations and government bodies, except non-profit corporations and small, unrelated corporations, cannot sue for defamation.
  • Defamation lawsuits must be initiated within twelve months from the date of publication.
  • Defamation cases are heard in court and can be lengthy and expensive.
  • If the plaintiff wins, the court may award damages in the form of monetary compensation to be paid by the defendant.