SYLLABUS
FALL
2010
ART
380 (2D
Computer Graphics Animation)
CALIFORNIA
STATE UNIVERSITY LOS ANGELES
Professor
Jim Ovelmen

jim@jimovelmen.com
Jim.Ovelmen@calstatela.edu
LAB HOURS FOR THIS CLASS: PLEASE SEE
SCHEDULE POSTED OUTSIDE THE DOOR FA-225
Office: |
FA 227 |
*Office Hours: |
9:50-10:50am, Mon&Wed; 11:30am-1:30pm |
Phone: |
Ext. 3-4033 |
Class Location |
Rm. FA 225, Art Department |
Term/Year |
FALL 2010 |
Course Length |
10 weeks + finals day |
Meeting Time |
M/W 1:30pm-4:00pm
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*Please make an Appointment in the Art Office
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COURSE
DESCRIPTION |
This course introduces students to basic priciples
of llifelike, exaggerated, stylized, limited and experimental 2D animation
via the use digital animation tools, namely Toom Boom Studio. Through
increasingly challenging class assignments, students will first learn
fundamental concepts and practices in creating basic character through
both drawing and cut-out animation, which will prepare them for future
courses, assignments, or positions requiring this as an expected skill.
The key ingredient in lifelike animation lies
in weight and timing. This concept has many relatives including: exaggeration,
anticipation, overlapping action, etc. These items will be focused upon
throughout all weeks of instruction.
Students will learn how to create animated content
which may be used for the web, broadcast, short subject, or as well
as an introduction to the feature animated pipeline.
Students are also encouraged to experiment in
their final project with different sources of 2D content including importing
scanned flat-art from a variety of sources.
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PREREQUISITES |
Art180, Introduction
to Computer Graphics |
INSTRUCTIONAL
METHODS |
Class lectures,
in-class assignments, and project related demonstrations will be provided
from original or researched content. Supplemental homework assignments,
specific tutorials from published sources may be given. Most of these
assignments are, of course, to be done exclusively outside the hours
of class time.
The expecation is 3 to 6 hours per week working
outside of class on project assignments and homework. Lab hours will
be posted.
There are literally thousands of books and online tutorials on animation.
I have listed recommendations of texts and URLs for specific study into
relavant topics. I will also distribute or web publish, images, and
other reference materials to supplement your studies.
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TEXTBOOK
(s)
Assignments may be given out of these selected
texts
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-Timing
for Animation,
by Harold Whitaker and John Halas, Focal Press ISBN 0-240-51714-8
-The
Illusion of Life,
Disney Animation Walt Disney Productions ISBN 0-7868-6070-7
-The
Animator’s Reference Book
, Les Pardew & Ross WolfleyThompson Course Technology, USBN 1-59200-675-2
-The
Animators Survival Kit, by Richard Williams, Faber, ISBN 0-571-20228-4
-Cartoon
Animation, by Preston Blair, Walter Foster, ISBN 1-56010-084-2
-Understanding
Comics, Scott McCould, ISBN 0-06-097625-X
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OTHER
SOURCES |
click
for text list (Word file) |
EDUCATIONAL
OUTCOMES
upon completing this course the student should
be able to: |
-Demonstrate
knowledge and proficiency at timing, weight, and locomotion of an lifelike
animated content.
-Have a proficiency of the Drawing and Sceneplanning
tools in Toon Boom studio, with the ability to design, create and animated
characters and/or elements in an animated scene(s)
-Create a high-quality, expressive, short animated
film, ready for broadcast, the web or short presentation.
-Obtain an understanding of 2D planning of the
animated production, including the workflow of staging scenes, templates,
and framing the story.
-Have a deep understanding of essential animation
concepts and appreciation of the underpinnings of the craft and artform
through exposure to historical and contemporary examples; which will
broaden their experience, thus, approach to the animated form.
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PHYSICAL
SUPPLIES |
-USB
Flash Drive (1 GIG recommended)
-Large sketchbook, graph paper, Pencils, markers,
and other drawing materials
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CLASS INTRODUCTION and SURVEY
of 2D ANIMATION
- PERSONAL INTROS (Professor
then Students) -instructor demo and student interview
- INTRO TO CLASS, SYLLABUS
and EMBARKING ON @D ANIMATION: Intro
to classic 2D animation logic and its preservation in the Digital
World. Highlight the continuity of technology and cultural use and
purpose of animation.
- HISTORY OF ANIMATION: in
a succinct timeline: click
here:
-EARLY ANIMATION & VICTORIAN
CURIOS:
· Magic Lantern
1671, Zoetrope 1832 , Phenakistascope
1933, flipbook 1868
· Muybridge's Zoopraxisope
1879, and...animals
· Gertie
the Dinosaur 1914, and
more
·1920's Otto Messmer, Felix,
to Steamboat
Willie and out of the Silent Era
·1930's Fleischer Betty
Boop. Koko
(rotoscoping)
-EARLIEST COMMERCIAL FEATURE
LEGNTH ANIMATION
· (full) feature animation, Snow
White 1937, (limited, Japan)
Momotaro's DSW1944
-TV ANIMATION (ECONOMY) INTO
THE 50's
· Waner Bros. Looney Tunes 1930-1969, Chuck
Jones, Tex Avery, and remarkable TV animators.
· limited animation: 1950's (nonrealistic),
UPA Gerald McBoingBoing,
· JAPAN, anime and TV : SR,
SRj, Astroy
boy, Gigantor, C.C.
HISTORY of ABSTRACTION &
EXPERIMENT in 2D ANIMATION
commercial:
·pshychadelic animation: 1960's, TV, Yellow
Submarine G. Dunning '68,
The
Dot and the Line C. Jones '65,
independent:
back to Lotte Reiniger:, Adventures
of Prince Achmed 1926, SPOTLIGHT
on Reiniger
-James/John Whitney Arabesque
1975, Catalogue
1961, Lapis
1966, Permutations
1966, shdkjhf
-Osar Fischinger, Composition
in Blue 1935, Norman McLaren Synchromy
1970, Dots,
1940, Mary Ellen
Butte/McLaren Spook Sport, 1940, Len Lye A
Color Box, 1935; Free Radicals 1958
-Harry Everett Smith, Early
Abstractions 1946-57,
CONTEMPORARY INDEPEDENT ANIMATION:
· jump to contemporary, autuer/independent
animation:
Bill Plympton how
to kiss,
Don Hertzfeldt rejected,
David Shrigley: what
happens..., who
I am...
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· Intro to 2D digital animation
and design concepts
· INTRO TO TOON BOOM
STUDIO 4.0, vector explanation. Navigating
in Drawing View: Z/X zooming, Spacebar tracking.
· Creating basic shapes and manipulating lines,
drawing, and color.
· Practice drawing in the Camera View: Practice
at the Brush Tool/Center-line Tools
· study of basic timing of inanimate objects
· Exporting short movies as QTs (or AVI's) and/or
exporting to Flash (.swf)
· Creating Color Swatches, create and color a
character.
· More explanation of the X-sheeet and managing
keys/exposures
· Learning keyboard
shortcuts
IN-CLASS ASSIGNMENT:
-Squash and Stretch bouncing ball animation:
utilizing two techniques: Straight Ahead Animation & Pose-to-Pose
(or Key-to-Key) Animation
HOMEWORK:
-download the TB Tutorial (below) and read the Introduction:
Intro
Toon Boom Tutorial |
WEEK
2

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BOUNCING BALLS and the
ESSENCE OF TIMING
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INRO to
TOON BOOM DRAWING MODE, drawing tools, x-sheet; copy, moving,
adding removing exposures. working in Elements. Priciples of layering/Exposure,
Auto-Light and Onion-skinning. Exporting Movie, x-sheet.
· Learning keyboard
shortcuts
Essential Properties and Tools of Animation:
· two approaches to drawn animation:
STRAIGHT-AHEAD and POSE-to-POSE
field size,
x-sheet, ball-bounce
full, Bowling ball
down, ball-bounce
Part1, ball-bounce
Part2, ball compare,
inanimate object nature,
anything a ball,
parabolas,
water balloon, weight
and force, fast action
antic
Apply these concepts in TOON BOOM:
· Creating elements: drawing, image. make a background,
understand exposure, layering, navigation and TB's x-sheet
HOMEWORK:
1) animate a ball bouncing; one with the "straight
ahead" method, and then one with the "pose-to-pose" method
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· introduce concept of pegs for attaching camera
and for elements, and the upcoming choice between pose-to-pose animation
(individual drawings, and tweened animation via animated pegs.
· Creating a SQUASH-and-STRETCH animation (Bouncing
Ball)
· can also copy and paste
same ball into exposures, but must PASTE OBJECT if
you want to see placement change. (you must also click once again in
the Drawing View)
· convenient hotkeys: a=PrevExp, s=NextExp, r=AddExp,
e=RemExp, R=AddBlank, E=RemBlank....to see more: keyboard
shortcuts
HOMEWORK:
1) making drawings in the X-SHEET, creating
animation with a variety of weights: BOWLING BALL, BALLOON, SOCCER BALL,
and/or WATER BALLOON.
2) Finish Drawing/Painting Assignment "Character
and Background"
3) Read ToonBoom tutorial:"Drawing and
Painting. (click on link below)
Drawing
& Painting in Toon Boom Tutorial
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CUT-OUT ANIMATION versus POSE to POSE
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both historical and contemporary cut-out animated
films:
Anthony Lucas: Holding
Your Breath, The
Mysterious Geographic Explorations of Jasper Morello
Lotte Reiniger, the Little
Chimney Sweep, Secret
of the Marquise, Hansel
and Gretel, Prince
Achmed,
Walter Ruttman
American
History South Park,
back to Toon Boom: Sceneplanning Mode:
· Show sceneplanning and the timeline
· Show pegs, explain and create peg animation
HOMEWORK:
1) Using your painted "Character and Background"
from last week, put the background on one Motion Path, and your character
on another animated peg. Add some flair to the peg's motion path (you
can go back in space to make it look like the character's coming from
the distance to the foreground)
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· Understanding layering, and different Play>Previews:
use a character and BG for tests.
· In X-Sheet: L is Top, R is bottom; in Timeline:
Top to Bottom. Ctrl-clickDrag to change postion of Element. This is
the same as changing layer order in Timeline. Doing one effects the
other as well.
· Animating drawings/Animating Pegs
· Different Steps for attaching a figure to a
Peg, "zero out", and instant parent-peg.
· Add new cameras, and study natures of each,
how to render differents cams. (the black dot)
· studying a cut-out character and peg hierachies
· tricky differences between drawing and sceneplanning
modes (esp. timeline)
· Sceneplanning Tools: select, transform, rotate,
scale and motion. Pegs can only be seen in Sceneplanning mode.
· description and understanding of pegs and moving/animating/attaching
pegs, reminder about adding exposures R and E, adding blank cells shift+R,
shift+E,
· discuss creating of Final Project (short)
· building pegs and hierachies.
FIRST PROJECT [15 points]
jumping character that uses pegs. ASSIGNED today, DUE: 2nd class of
WEEK 4
1) Create/prepare a simple character
for animation. Make sure your character has a sense of volume and dimentionality
(no flat/cartoony for this assignment)
2) Animation your character doing a
simple JUMP. limbs and head can overlap animate to fling in the air,
then settle, landing back on the ground, some sense of wieght, overlap,
anticipation and timing shound be displayed.
3)Put this jumping character also on
a PEG which is animated (ie: West to East), so that the figure appears
to jump in a parabolic arc.
4) animate the camera following the
jump. Put the camera on a PEG and animate.
5) create a simple background/environment
your character is jumping within.
EXPORT THE RESULT TO A MOVIE (VGA 640x480
at 24fps) and turn in to the DROPBOX
DUE: the SECOND CLASS of next week (WED)
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WEEK
4

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BODY MECHANICS and CHARACTER DESIGN
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TIMING PRICIPLES:
anticipation
explained, antic grab,
antic cartoon, follow
through, flag_cycle,
stick_and_string, force,
body mechanics and anatomy:
Human
Anatomy, joints, pelvis,
rib cage, arcs,
arcs_movie, spine,
shoulders,
skull and jaw,
CHARACTER CONCEPTS:
character
design concepts,
Character Exercise (lift)
animating
a lift,
WALK CYCLE CONCEPTS:
walk
description, walk
description_2, walk
mechanics,
WALK CYCLES:
basic walk,
even more walks,
more walks, overlap,vibration,
walk moods, norman
walk,
STYLIZED WALK CYCLES:
hick
cycle, pirate
simple,
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· FIRST PROJECT DUE
(jumping Character) at the beginning of class, review student work.
-Human Locomotion Animations:
dive, lift_2D,
lift_3D, pull,
push,
-Walk Cycle Animation:
basic
walk, angry
walk, cool walk,
depressed walk,
dreamy walk,
happy walk,
macho walk,
run, run_away,
run_toward,
skip, sneak,
tip toe
-Animal Locomotion Animations:
dog_canter,
cartoon_dog,
dog_gallop,
dog_trot, horse_gallop,
horse_trot,
horse_walk,
panto_horse,
cat_walk, cow_walk
IN CLASS ASSIGNMENT:
-Create Another cut out character, this time draw it
in a SIDE VIEW.
-animate your character lifting a heavy object, see:
animating a lift
if you finish this, with-in class time, then move on
to...
-animate your character in a basic walk cycle, see:
basic walk
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WEEK
5

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MUTI-PLANE & DEPTH
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-look over "animated lift" (in-class assignment)
Demo on Motion Paths, creating a later, creating a simple
Mulit-Plane (putting the camera on the peg)
· ToonBoom MOTION POINTS in Motion Paths: adding
a CONTROL POINT (green), (shift-click), as apposed to an KEYFRAME (red)
(alt/Option-click) on your Motion Path.
-turn a CONTROL POINT into a KEYFRAME (click "Lock
in Time" in Properties)
-you can make a character flip or "turn a corner"
by adding a "-1" in scale on the Key.-show FUNCTION EDITOR:
(can drag blue line in function editor to move): you can change the
shape of a motion path (Motion), and you can teak the velocity down
the path (Velocity). In Velocity, you can't move the first and last
points, and each point has a limitatio: (only up-and-down, and limited
in height, always sum to100)
-ADD a function point, by moving the blue line in Function
Editor, or Subtract. This will NOT add or subtract Keys from the timeline.
It will only puts points on the Function Curve.
-Look at the FRAME MARKS, as Velocity INCREASES, there
are LESS marks. · More on Locomotion and Timing: Anticipation,
Overlapping Animation,
· Walk Cycle, drawing man, woman, or animal walking,
and animating background· Observation of Nature, weight and locomotion
everywhere: motivation and acting
MIDTERM PROJECT [25 Points] "Walk
Cycle in a MultiPlane" Assigned today; DUE: beginning of 2d class
of Week 6
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· discuss story ideas and storyboarding process
for Midterm and Final Projects.
· multi-planing, and controling scene and composition
·Creating multiplane Scenery, recyling imagery
using "clone element"
· Creating multiple Scenes, (Window>Scene
Manager)
-Creating cycles in Drawing, Drawn in Exposure Sheet,
select drawing>Elements>Cell>Cycle (this cycles "drawings"
bitmaps only)
-Creating Cycles on Cutout Characters: slelect ALL layers
of elements in TIMELINE, copy, then go to the last/next open frame,
and paste. The animation/elements are duplicated.
·Create a timeline for Final Project with weekly
deadlines
·Working with the Library
-Creating a template, pick element or layer in timeline>drag
to Library
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WEEK
6

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ACTING & OBSERVING
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Lecture on Acting:
BillieJean,
FandB, see Pixar
examples saved to Intructor HD.
Secondary and Tertiary Animation, Getting in and out
of Poses.
(go over specific question and solutions for assigned
projects)
CLASS TIME WOKRING ON MIDTERM PROJECT, Q & A of
any technical or conceptual problemns
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-FIELD OBSERVATION! if
its not raining, go outside (out on campus) find a corner or comfortable
spot where you can observe people walking, or if not easy or appropriate,
other kinds of nature (birds, wind moving leaves). BUT look
for CYCLICAL movements and rhythms...
Take notes while making sketches of the rhythms at which
living things move in cycles. You can easily count to yourself: "ONEonethousand,
TWOonethousand" Make inferences about the timing of a walk. ie:How
long does it take to take from stride pose to stride pose?
how different is that from person to person. Make rough sketches of
key poses that you think you might use if you needed to animate them.
Make at least SIX observations on the rythmic cycles
of living these and report you findings in you notebook back in class.
· MIDTERM PROJECT is DUE (beginning
of 2d class of Week 6)
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FINAL PROJECT COMMENCEMENT & SOUND
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BELOW IS THE CRITERIA FOR THE
Final Project (film)
1)The standard and
quality of animation must be very high (matching the most rigorous evaluation
grading cirteria (in blue below)
2)The film should
reflect a SINCERE ATTEMP BY THE STUDENT TO COMMUNICATE something of
personal, or social importance. It does not have to be heavy or hit
the viewer over the head with import. It also can use humor to lead
the viewer to the message, or can be poetic or deep as well.
3)The piece MUST
have something to say to specific audience, group, or general audience.
4)The film must
be AT LEAST ONE MINUTE LONG, without title.
4b) Project FRAME RATE of the Exported
Movie should have 30fps (or the same rate you play back), and have a
resolution of 640x480 (set in Animation Properties) check
this rendersize chart for reference
5)The must have
TITLE and CREDITS.
6)The film must
show a DEFINATE STYLE, a graphic or aesthetic strategy used by the artist.
(see previous examples in week 1 for just a few historical examples)
7)The
film must attempt to master a technique or use: ie :cut-out animation,
pose-to-pose, scanned drawings, etc; and have a unique
aethetic (drawing style or look)
8)The
film must should have some element of sound. The sound may come from
a sound library or be recorded by you. It does NOT have to
be lipsynch or synched sound. This is optional.
9)The film should
contain camera moves. If the style dictates fewer camera moves, then
this must be supported in you storyboard.
10)The film may
contain multiple scenes, or contain just one scene, depending again
on style and desgin of the story and animation.
11)You must turn
in your 640x480 rendered video as a Quicktime or AVI, and also turn
in the original ToonBoom file, in the same folder with your name, ie:
YourName_Final
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SOUND & LIPSYNCHING
in ToonBoom
ROUGH STORYBOARDS for the FINAL
PROJECT due beginning of class
· introduction to sound and how lipsych is used
in Toon Boom, (phonemes)
· lipsyching tutorial
· importing your own sound and lipsynch in ToonBoom
· using the automatic lipsynch tool in Toon Boom
Final Project Production
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WEEK
8

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Staging and Storyboarding
FINAL STORYBOARDS for the FINAL PROJECT due beginning
of class
Final Project Production
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Final Project Produciton
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WEEK
10
Special Topics Visited
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Completion and Presentation of Final Project
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