General information


Subject type: Basic

Coordinator: Maddalena Fedele

Trimester: Second term

Credits: 6

Teaching staff: 

Victor Daniel García Mena

Skills


Specific skills
  • E2_Idear, design, plan and make 2D animation short films and video games

Description


2D animation currently has multiple applications in various fields such as advertising, film, television, Internet, video games, education ... Knowing and implementing the basic principles of animation will provide greater quality, spontaneity and expressiveness in our work, whether this is a final product of 2D animation or a preparatory phase of other digital techniques, such as 3D animation, motion graphics or video games.
 
The subject of 2D Drawing and Animation aims for the student to acquire the basic skills needed to conceptualize, design and produce a small 2D animation film, using digital techniques and tools. Throughout the course, artistic drawing concepts will also be studied and applied that allow the student to use freehand drawing as a means to express and explain their ideas. Films and key authors that allow us to understand the evolution of the techniques and styles of 2D animation will be analyzed. The basic processes and procedures required for the production of 2D animation will also be studied and applied.

Learning outcomes


At the end of the course the student must be able to:

  • LO01 - Draw characters and scenarios for later animation.
  • LO02 - Animate cartoon characters with realism / credibility.
  • LO03 - Create a small cartoon film with a minimum of two characters.
  • RAC01 - Make sketches based on an idea, description or text.
  • RAC02 - Understand the concepts, procedures and fundamental principles of 2D animation.
  • RAC03 - Know the pre-production, production and post-production phases of a 2D animated film.
  • RAC04 - Select with the correct criteria the creation of the elements of a 2D animation scene.
  • RAC05 - Determine the appropriate style according to the type of animation and technique used.

Working methodology


Master classes for the presentation of theoretical concepts, accompanied by examples and demonstrations.

The subject is structured in 4h / week of theory sessions and 2h / week of practical laboratory sessions.

Sketchbook (SB) activities will generally be carried out in theory sessions, although the student will be able to continue this activity as autonomous learning.

The Practice P02 and Practice P03 activities will be carried out in work groups of two students, in the laboratory sessions.

 

Contents


1. 2D animation. Definition i state-of-the-art.

1.1 Definition. Background, main milestones of 2D animation i state-of-the-art.

1.2 From traditional techniques to digital techniques: Stop-motion, cell animation, cut-out, rotoscopy, pixilation.

1.3 2D animation in the audiovisual industry. Studies, artists and sources of documentation.

1.4 Phases of 2D animation production.

1.5 Tools and equipment for creating 2D animation.

2. Drawing and artistic creation.

2.1 The expressive language of drawing. References and sources of inspiration. Representation styles.

2.2 The line, the plane, the stain. Lace, balance and proportion.

2.3 Morphological analysis of the human figure. Proportions and canon.

2.4 Structural skeleton. Line of action. Figure in motion. you put.

2.5 Character design:

  1. Aesthetics and technique. Graphic family. Structure and construction. Psychological characteristics. Formulas and stereotypes. Appearance.
  2. Model sheets: models of creativity, constructive models, size comparison, color models, facial models, turn-around, silhouettes

2.6 Systems of representation of space. Fundamentals of perspective.

2.7 Light and shadow. Composition and design of scenarios.

2.8 Sketches of inspiration. Concept art. Color scripts.

3. Visual narration. Storyboard.

3.1 The storyboard for 2D animation. Formats. Framing. Continuity. Simplicity and clarity. Spatial concept. Conventional indications and signs. pose. Camera movements. Effects. Atmosphere and lighting. Timing. Dialogues.

4. Principles and techniques of 2D animation.

4.1 Basic concepts of stop-motion: frame-by-frame animation. Timing & spacing.

4.2 Traditional animation, traditional and cut-out. Stop-motion. Full animation. Pose to pose. Keyposes / extreme, breakdown, inbetween.

4.3 Laws of motion and their interpretation using 2D animation techniques.

4.4 Principles of animation.

4.5 Expression of weight and speed. Flexibility.

4.6 Motion analysis

  1. References and inspiration. Sources of documentation. Studies of the natural. Rotoscopy. Realistic animation and compelling animation.
  2. Humanoid animation: talking, walking, jumping ... The action of walking and running in human characters.
  3. The marching action in quadrupeds, birds and insects.
  4. Facial expressiveness i LipSync.

4.7 2D animation special effects: splats, solarization, stagger, water and smoke cycles.

5. 2D animation procedures.

5.1 Introduction to 2D animation software. Demonstration and areas of use.

  1. The interface. Workspace management. Views, tools. Panels. Preferences. Scene settings.
  2. Timeline. Layers. Drawing and empty drawing. Shooting letter

5.2 Drawing tools. Tool properties. Vector editing.

5.3 The color. Pallet management. Techniques ink & paint.

5.4 Design and construction of characters for cut-out animation.

  1. Analysis and import of the model. Breakdown and rigging of the character.
  2. Adjust pivot drawings i layer pivots. Add master peg. Create keyframes. Add extra drawings. Create a templates.

5.5 Sound and LipSync. Audio track analysis. Breakdown audio. It matters so. Automatic LipSync Detection.

5.6 Composition of the scene.

  1. layouts. Import set, characters and props. Camera settings.

5.7 Cut-out animation.

  1. Encourage layers, animate beats. Add and delete keyframes. Tools Advanced animation.
  2. Stop motion frames and motion keyframes. Speed ​​parameters.
  3. Transform, stop-motion, interpolation, onion skin. flipping parts, swapping drawings, adding new drawings. Flipping. Onion skin. Add drawings. Substitution of drawings. Sort layers.
  4. Copy and paste the movement. Paste cycle, paste reverse. Use of special paste. Adjust the speed.
  5. morphing
  6. Use of symbols.

5.8 Camera movements in 2D animation.

  1. Animate the camera. Camera trajectories.
  2. Zoom in, zoom out, Panoramic, Repeat, Background camera shake, swept, tilt, multiplane.
  3. Panels top view, side view and perspective view.

5.9 Apply, preview and animate effects.

5.10 Preview the scene and export to video. Export frame sequence.

Learning activities


P01. 2D animation basics.

Description

This activity consists of animating actions and movements with a simple shape or character, so that you can assimilate the basic aspects of the cartoon.

This exercise is evidence of learning outcomes RA01, RA02, RAC02, RAC05.

This activity will be done individually.

Deliverable and links to the evaluation

The deliverables planned for this activity are:

  • Principles of 2D animation.

The result of the activity will be included in the evaluation with a value of 10% of the final note of the subject.

Specific objectives

At the end of the activity the student must be able to:

  • Know and apply the concept of frame-by-frame animation in the cartoon.
  • Know and apply the basic principles of 2D animation.
  • Learn the basics of the 2D animation tool.

P02. Creation of characters, scenarios and props.

Description

This activity consists of the creation and production of the necessary elements for the realization of a 2D animation project and its integration with the 2D animation tool.

This exercise is evidence of learning outcomes RA01, RAC01, RAC03, RAC05.

This activity will be done in groups. Each student will define and develop their own design of characters, scenarios and / or props as part of teamwork.

Deliverable and links to the evaluation

The deliverables planned for this activity are:

  • Design and construction of the characters (character1 and character2).
  • Design and construction of sets and props.

The result of the activity will be included in the evaluation with a value of 10% of the final note of the subject.

Specific objectives

At the end of the activity the student must be able to:

  • Know and apply design strategies to create and build characters, scenarios and props viable for animation with 2D techniques.
  • Know and apply criteria of suitability and simplicity in the design and production of the elements of the scenes.

P03. Animation and composition of the scenes.

Description

This activity consists of the production of the animation of the scenes, their composition and their integration with the 2D animation tool.

This exercise is evidence of learning outcomes RA01, RA02, RA03, RAC03, RAC04, RAC05.

This activity will be done in groups. Each student will develop the animation and composition of their own scenes as part of the teamwork.

Deliverable and links to the evaluation

This activity consists of the following deliverables:

  • Animation and composition of the scenes. The statement of the practice will indicate some minimums that the animation of the short must comply with.
  • Creation of the final video.

The result of the activity will be included in the evaluation with a value of 20% of the final note of the subject.

Specific objectives

At the end of the activity the student must be able to:

  • Know and apply the basic 2D animation procedures needed to make a short.
  • Know and apply the procedures for the integration of the scenes and the creation of the final video.
  • Apply the knowledge acquired in other subjects to solve the recording and obtaining the audio

SB. Sketchbook.

Description

It consists of the elaboration of freehand sketches that will be made by the students throughout the sessions of the subject.

It is an individual activity, developed in the large group / theory sessions, as an exercise of application and assimilation of the concepts worked on in class.

Each student must bring to class the drawing material needed to make the sketches.

The deliverables proposed for this activity are:

  • SB_01. Morphological analysis of the human figure.
  • SB_02. Structural skeleton. Lace and line of action.
  • SB_03. Concept art.
  • SB_04. Storyboard. It will be the supporting document for carrying out the P02 and P03 practices.
  • SB_05. Character design. Model sheet.
  • SB_06. Facial expressiveness.
  • SB_07. Drawing of action poses.
  • SB_08. Motion analysis: walking, running, jumping.

This activity is evidence of learning outcomes RA01, RAC01, RAC02.

Deliverable and links to the evaluation

The sketchbook will be done individually.

The drawings will be made on DIN A4 size paper. Recommended materials: blue pencil sharpener or pencil, graphite pencil sharpener or pencil sharpener (HB, 2B ...), eraser, razor, B4 folder, A4 sheets of paper (80 or 90g). Each student must bring to class the drawing material needed to make the sketches.

The final delivery of this activity will consist of a single PDF file that will contain all the drawings made. The file must be named following the following pattern: SB_Group_COGNOM1_COGNOM2_Name.pdf

The specific guidelines and conditions of realization and delivery will be provided. The delivery document that does not comply with these guidelines will have a rating of 0.

The result of the activity will be included in the evaluation with a value of 15% of the final note of the subject.

Specific objectives

At the end of the activity the student must be able to:

  • Use the drawing of sketches as a means to express ideas, analyze and study the movement of the human figure and to plan the animation of a scene.
  • Conceptualize and design a character for 2D animation.
  • Know the main types of model sheets employed in the animation industry.
  • Define a graphic style and character design that are consistent with their physical and psychological description.
  • Use freehand drawing as a means to visually tell a story.
  • Know and apply the vocabulary, symbols and conventions of a storyboard for 2D animation.
  • Apply the knowledge of cinematographic language acquired in other subjects.

Control test

Description

Individual test. It consists of a theoretical exam on the contents treated in the subject.

This activity is evidence of learning outcomes. RAC02, RAC03, 

Deliverable and links to the evaluation

Test result.

The test will have a weighting of 10% of the final note of the subject.

This activity is evidence of all learning outcomes.

Final Exam

Description

Individual final exam. It consists of a theoretical exam on all the contents 1, 2, 3, 4, 5 treated in the subject.

This activity is evidence of all learning outcomes.

Deliverable and links to the evaluation

Test result.

The final exam will have a weighting of 35% of the final note of the subject.

 

Rules for carrying out the activities

Laboratory class attendance (small group) is considered mandatory. Any fault must be duly justified.

The activities called "Sketchbook" (SB) will be done individually.

For each activity, the specific guidelines and conditions of realization and delivery will be provided.

Delivery must be made within the period (date and time) indicated in the statement of each exercise, sending the files to the virtual campus. In case of a copy of a delivered internship, the final grade of the internship section will be suspended (NPractice = 0), with no option to recover.

Internships not submitted will have a grade of 0, with respect to the overall calculation of NPractices.

If there are 2 or more practices not submitted, a weighting of NFinal= Not presented.

Internships delivered late or that do not correspond to the delivery conditions will have a grade of 0.

For the purpose of qualification, it will be taken into account a single delivery of each practice.

Evaluation system


The summative and final evaluation of the subject will be obtained from the following weighting:

NFinal = 0,40 NPractice + 0,60NTheory

(NTheory = 0,10 NProvaControl + 0,35 NExamenFinal + 0,15 NSketchbook)

NPractices 40%
P01 10%
P02 10%
P03 20%
Theory 60%
Control test 10%
Final exam 35%
sketch book 15%
NFinal 100%

If a student does not appear on the final exam, the grade NFinal will be Not presented (NP). If a student has Nfinal = NP cannot be submitted to the recovery call. Therefore, the subject will be suspended.

A minimum grade of Final Exam greater than or equal to 5 to be able to do average with the rest of qualifications of the asignatura and approve the asignatura by means of continuous evaluation.

If there are 2 or more practices not submitted, it will be obtained NFinal  = Not presented.

Recovery exam.

In the event that NFinal is less than 5, the student may take a resit exam, taking an additional test on the dates determined by the center. You will not be eligible for recovery if NFinal and Not presented.

This exam only allows you to retake the theoretical block Theory (Control Test, Final Exam and Sketchbook), 60% of the grade. The resit exam only allows you to retake the theoretical part of the course, the continuous assessment (Internships) is not recoverable.

The resit exam will have two parts: theoretical type question block and freehand drawing exercise block.

 

REFERENCES


Basic

White, Tony (1988). The Animator's Workbook. New York: Watson-Guptill Publications.

2D animation tool user manual

http://docs.toonboom.com/help/harmony-12/advanced/Content/book/index.html

Halas, John; Whitaker, Harold; Sito, Tom (2009). Timing for animation. Focal Press

 

Johnston, O .; Thomas, F. (1984). Disney Animation: The Illusion of Life. New York: Abbeville Press.

Williams, Richard (2012). The Animator's Survival Kit: a manual of methods, principles and formulas for classical, computer, games, stop motion and internet animators. 2nd ed. London: Faber and Faber.

Mattesi, Mike (2006). Force: Dynamic Life Drawing for Animators (Force Drawing Series). 2ª Editing. Focal Press.

Cavalier, S. (2011). The World History of Animation. Los Angeles: University of California Press

Complementary

Bancroft, Tom (2012). Character Mentor Focal Press

Muybridge, Eadweard (2000). Human figure in motion. New York: Dover Publications.

Muybridge, Eadweard (2000). Animals in motion. New York: Dover Publications.