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ICT 2120 Animation NC II WEEK 11 - 20 BY Francis Isaac
Ugrd-nstp6101-2016s- Nspt 1 (AMA Computer Learning Center)
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BL-ICT-2120-LEC1922S Animation
(NC II) Part 1 by
Francis Isaac Pogi
char 
Week 11 – 20
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All Grade 12 Source Complication including major subject – https://dz4up1.com/qzZ2
This is an element of art that is 3-dimensional – form
This is drawing without looking at the paper. – Blind Contour
These are quickly drawn dynamic lines. – Expressive
A form of sketching that captures form and movement – gesture
This is an element of art that is 3-dimensional – form
This line helps determine the angle and proportion of a form. – center line
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This is drawing without lifting the pencil. – Continues Line
A type of drawing that only uses line (outline in French). – Contour
The lightness or darkness of a line. – line weight
This refers in drawing from “life”. – Observational Drawing
Under principle of design, this is creating the impression of action. – movement
Lightly drawing behind an object portrays a shadow. True.
Moving your pencil in small circles is known as what pencil drawing technique?
Circulism
This pencil technique is known as . cross hatching
Will drawing guide help a novice artist step-by-step? True
When drawing details, does it make the picture better? - True
For realism in pencil drawing, don’t use heavy outlines, use subtle shading to show form. Yes
In pencil drawing, avid shading too heavily at the start. Yes
To convey a round edge, try to always use ___________ shading transitions. smooth
A pencil which is midway between hard and soft, indicated by marking 0. False
In pencil drawing, the H indicates a hard pencil, which is _____________ in value – Light
This pencil technique is known as cross hatching. – No/False
When creating a realistic pencil drawing that is proportional, your initial sketch
should focus on – the entire picture first
In pencil drawing, the B indicates a soft pencil, which is _________________ in
value. Dark
In pencil drawing, you can use the side of the pencil to shade – True
How does an artist make objects seem real and 3-D? - All the given answers are
acceptable.
What is a blending stump used for in drawing - to create smooth transitions
In pencil drawing, this picture is an example of using more than one pencil,
otherwise known as a value scale. - True
This pencil technique is called (Eto yung labi ni jego) contour shading
The artist adds shading to make an object look - 3-D
This drawing is called a: still life
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Squash and stretch is the most used principle. True na hindi kanya mahal
This makes characters seem realistic and interesting. Appeal
This is an action scene that is animated by drawing a few key frames, and filling
in the spaces later - pose to pose ediwow
This makes sure that when a character is in motion, and stops, that all parts of
the character do not stop at the same time. Follow through
This makes sure that when a character is in motion, different parts of the
character move at different rates of speed. – overlapping action
Timing is to create the illusion that the animated action is following the laws of
physics. True
Squash and stretch gives a sense of weight and flexibility to drawn objects True
This makes characters seem realistic and interesting. Appeal
This makes sure that when a character is in motion, and stops, that all parts of
the character do not stop at the same time. follow through
Squash and stretch is the most used principle. True na hindi kanya mahal
The purpose is to direct the audience's attention and make it clear what is the
most important movement in a scene. Staging
This makes sure that when a character is in motion, different parts of the
character move at different rates of speed. overlapping action
More frames of animation exist at the start and end of an action, with fewer
frames of animation in the middle of that action. slow-in, slow-out
Anticipation prepares the audience for an action, and make that action looks
more realistic. True
This is an action scene that is animated by drawing a few key frames, and filling
in the spaces later pose to pose ediwow
Timing is to create the illusion that the animated action is following the laws of
physics. True tama, tama na nakakainis ang oed pahirapan pa sa pag gawa
Animation usually operates in the realm of caricature in which exaggeration
becomes an important factor in order to
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Capture the spirit of the action being depicted. Good strong key poses
emphasize and communicate the intent of an
Action more efficiently than ill-considered ones. Put simply, strong keys lead to
strong animation. It is therefore vital to
Spend time and thought working out the key poses until they do their job as
expressively as possible as it will pay
Dividends as if these work well. “Limited” styles of animation are based on keys
only, and this labor saving technique
Does not necessarily affect the audience’s enjoyment of a piece.
As animators work out the key poses of a particular sequence, they also find it
helpful to consider whether or not the
Action works well if reduced to a silhouette. Staging the action of hands
gesturing immediately in front of the body may
Not be as effective as staging this action in profile where the various shapes and
forms can be seen in a way that does
Not rely on the challenge of drawing complex foreshortening.
Poses should have both function – depicting the physical extreme of an action or
setting up the character for an action to
Follow by loading its ‘muscles’, and impact – an expressive pose with a dynamic
quality that implies what has gone
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Before, what is about to come, and which registers and emphasizes the inner
emotional state of the character.
Animation is an illusion requiring the audience to suspend its disbelief. The
audience can be absolutely engaged within
The stories we tell and the world of characters that we create. However the
illusion is a very delicate one, and alas, it is
All too easy to remind the audience that they are merely looking at a series of
drawings, a puppet, or a moving computer
Model.
To sustain this illusion, in a sense, we also have to infer the physical laws of our
animated world in such a way that they
Are not in conflict with our day-to-day experience of natural laws we observe in
the real world. These laws can be
Represented in an incidental way by how your character moves about its
setting. Your key poses, therefore, should also
Show how the character carries its own weight – is one leg relaxed while the
other supports the entire weight of its
Body? Is the body of the character under some physical strain from carrying,
pushing or pulling a heavy object? Perhaps
You need shift the character’s weight off-centre to co the object it is carrying.
What is its state of balance
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Or indeed unbalance? Consider the ‘line of action’, the main mass of the
character and what happens to these masses
When your character propels itself from a resting position – there must be at
least one firmly locked down a contact
Point with the ground (usually a foot) so that the forces involved in getting your
character moving can be seen to pass
Through its body to this contact point making the action believable. The
slippage of feet upon the ground at
Inappropriate times, is one sure way of shattering this illusion.
Animation usually operates in the realm of caricature in which exaggeration
becomes an important factor in order to
Capture the spirit of the action being depicted. Good strong key poses
emphasize and communicate the intent of an
Action more efficiently than ill-considered ones. Put simply, strong keys lead to
strong animation. It is therefore vital to
Spend time and thought working out the key poses until they do their job as
expressively as possible as it will pay
Dividends as if these work well. “Limited” styles of animation are based on keys
only, and this labor saving technique
Does not necessarily affect the audience’s enjoyment of a piece.
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As animators work out the key poses of a particular sequence, they also find it
helpful to consider whether or not the
Action works well if reduced to a silhouette. Staging the action of hands
gesturing immediately in front of the body may
Not be as effective as staging this action in profile where the various shapes and
forms can be seen in a way that does
Not rely on the challenge of drawing complex foreshortening.
Poses should have both function – depicting the physical extreme of an action or
setting up the character for an action to
Follow by loading its ‘muscles’, and impact – an expressive pose with a dynamic
quality that implies what has gone
Before, what is about to come, and which registers and emphasizes the inner
emotional state of the character.
Animation is an illusion requiring the audience to suspend its disbelief. The
audience can be absolutely engaged within
The stories we tell and the world of characters that we create. However the
illusion is a very delicate one, and alas, it is
All too easy to remind the audience that they are merely looking at a series of
drawings, a puppet, or a moving computer
Model.
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To sustain this illusion, in a sense, we also have to infer the physical laws of our
animated world in such a way that they
Are not in conflict with our day-to-day experience of natural laws we observe in
the real world. These laws can be
Represented in an incidental way by how your character moves about its
setting. Your key poses, therefore, should also
Show how the character carries its own weight – is one leg relaxed while the
other supports the entire weight of its
Body? Is the body of the character under some physical strain from carrying,
pushing or pulling a heavy object? Perhaps
You need shift the character’s weight off-centre to counter-balance the object it
is carrying. What is its state of balance
Or indeed unbalance? Consider the ‘line of action’, the main mass of the
character and what happens to these masses
When your character propels itself from a resting position – there must be at
least one firmly locked down a contact
Point with the ground (usually a foot) so that the forces involved in getting your
character moving can be seen to pass
Through its body to this contact point making the action believable. The
slippage of feet upon the ground at
Inappropriate times, is one sure way of shattering this illusion.
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When learning how toAnswerfor the first time, get up out of your chair and act out
the action you are trying to represent. = animate
To sustain this illusion, in a sense, we also have to infer the = physical laws
StrongAnswer keys
lead to strong animation = keys
Poses should have both function - depicting the physical extreme of an action or
setting up the character for an action to follow by loading its 'muscles', and
impact an expressive pose with a dynamic quality that implies what has gone
before, what is about to come, and which registers and emphasizes the inner
emotional state of the character.
As animators work out the key poses of a particular sequence, they also find it
helpful to consider whether or not the action works well if reduced to a
silhouette yung yellow yung sagot wag tanga sa oed. Kay crush lang dapat
"Limited" styles of animation are based on keys only, and this = labor saving
technique
Does not necessarily affect the audience’s enjoyment of a piece = labor saving
technique
Good strong = Key poses = emphasize and communicate the intent of an action
more efficiently than ill-considered ones. Key poses
Animation usually operates in the realm of caricature in which exaggeration
becomes an important factor in order to capture the spirit of the action being
depicted.
Staging the action of hands gesturing immediately in front of the body may not
be as effective as staging this action in profile where the various shapes and
forms can be seen in a way that does not rely on the challenge of drawing
complex foreshortening
Animation is an illusion requiring the audience to suspend its disbelief
The first step when animating on a computer is called render. False
This is the gray area around
What type of animation is used mainly for TV shows, is simple, and obviously not
real looking? 2D
Animation is the illusion of movement. What does it mean? = Animation makes
unmovable pictures to look like they are moving.
This refers to the beginning or ending of a sequence of frames. Keyframe
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The total amount of time it takes for the animation to play all the way through
one time is called the = duration
Frame-by-frame animation is when the animator -----. Creates each frame
individually
The scene behind the action is called the background. – True
What TYPE of animation requires a CAMERA to take hundreds of PICTURES of
real objects that are moved a little bit before each picture shot? - stop motion
I can figure out the ___________ of my animation by counting the number of
frames placed on the timeline. Length
Why do animators use storyboard? To help them plan
Every animation is organized on the _____________, which is just a frameholder. Timeline
FPS is short for frames per second. – t cute ka yiee
A box with a line that runs through the timeline that allows you to drag back and
forth to see the action. – playhead or illustration magulo ang oed parang ikaw.
Planning out an animation starts with creating a: storyboard
Most authoring packages include effects such as the following except one. - All
the given answers are acceptable.
What type of animation is the common animation used today for full length films
with high quality and life like characters? 3-D
Which one could be another name for a professional animator? graphic artist
The timeline is where the sequence of events is created, and it is made up of: =
frames
The animator inserts a ______________ on a specific frame to show a major
change of movement within the animation. Keyframe
The timeline is a horizontal representation of a scenes elements, timing, etc.
True, oo tama tama na sira ulo ka
Important positions in the action defining the starting and ending point. frame
The _____________ of the animation is determined by counting how many frames
are flipped by in 1 second. = speed
What type of animation does not tell a story, but instead enhances videos by
moving around graphics and text? motion graphics (credits Francis ferrer cute)
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Onion skin is a feature allowing you to see previous and next drawings of a
sequence. In Photoshop, this is accessed through the properties window. False
(Mali na saktan kanya)
Every object, character, or text must be put in a __________ and placed on a
timeline. = frame
Animation is primarily used for = entertainment
Each character must be unique because of their emotions. – True sabi ni
Professor Francis Isaac
Stage is where animation will be drawn. True kase tama
A sequence of static images that are made to look like they are moving.
=animation
What type of animation was mainly drawn by hand and is the earliest type of
animation? = traditional
The ratio between width and height dimensions for any scene, frame, or file
format is called aspect ratio. = True sabi ni Sir Francis Ferrer
Each individual picture in an animation is called a = Frame
Match the term and details to complete each statement.
One means drawing out a scene frame by frame from beginning to end, while
the other involves starting with drawing a few key frames, and then filling in the
intervals later. = straight-ahead versus pose to pose
Which method did we use when we created our stop-motion projects on
PowerPoint = Straight Ahead
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. –
secondary action
Principle with more drawings near the beginning and end of an action,
emphasizing the extreme poses, and fewer in the middle. Most objects need
time to accelerate and slow down, thi
The most used principle. = Squash and stretch
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This principle makes objects appear to obey the laws of physics; for instance, an
object's weight determines how it reacts to an action, like a push. Critical for
establishing a character's mood, emotion, and reaction. – timing
This principle means taking into account forms in three-dimensional space, or
giving them volume and weight. The animator needs to be a skilled artist and
has to understand the basics of 3D shapes, anatomy, weight, balance, light and
shadow, etc. – Solid Drawing
Corresponds to what would be called charisma in an actor. A character who is
not necessarily sympathetic – villains or monsters can also fall under this
principle – the important thing is that the viewer feels the character is real and
interesting. – appeal
Gives the illusion of weight and volume to a character as it moves. It is used in
all forms of character animation from a bouncing ball to the body weight of a
person walking. – Squash and stretch
This principle describes an action that remains true to reality, just presenting it
in a wilder, more extreme form. – exaggeration
Most actions follow a slightly circular path. This is especially true of the human
figure and the action of animals. Give animation a more natural action and
better flow. Examples are a pendulum swinging, arm movement, head turns and
even eye movements. – arcs
The action that follows the main action; actions do not stop at the same time. –
follow through and overlap (maliit na letter ito)
A ______________ is a single image in an animated production. = frame
The technical limitation you are likely to encounter in creating animation is the
ability to accurately calculate physical actions. – True sabi ni Idol Boss Francis
Isaac Ferrer
Opposite of anticipation. – Follow Through and Overlap (malaki dapat mga first
letter loko yung oed kase)
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Credits : Francis Isaac  Godbless kaya mo yan Goodluck bata bata.
CPAR 2122 grd12 WEEK 11=12
https://dz4up1.com/dV8n
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https://dz4up1.com/dV8n
Visual Graphics Design Week 11-20
https://rshrt.com/VZrVSp7D �
https://dz4up1.com/qzYW �
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ABM all source Complications
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STEm All Source Complications
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Gas All Source Complications
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TVL ICT ALL SOURCES
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TVL HE ALL SOURCE
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Pag nakita niyo wag niyo pag sabi sa iba ha. Welcome hehehe
All Grade 12 Source Complication
including major subject –
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lang, madali langyan okaya freedownload
ganon..
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