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E9. Design and develop 2D animation short films.
G1. Demonstrate having and understanding advanced knowledge of their area of study that includes the theoretical, practical and methodological aspects, with a level of depth that reaches the forefront of knowledge.
G4. Communicate information, ideas, problems and solutions to a specialized and non-specialized audience.
G5. Develop the learning skills needed to undertake further studies with a high degree of autonomy.
T2. Work as a member of an interdisciplinary team either as an additional member or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments and taking into account available resources.
2D animation currently has multiple applications in various fields such as film, television, Internet, video games, advertising, 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 Artistic expression and 2D animation aims for the student to acquire the skills needed to conceptualize, design and develop 2D animation pieces. Throughout the course, concepts of artistic drawing will also be studied and applied that allow the student to use freehand drawing as a means to analyze and express the movement of the human figure. Key works and authors will be analyzed to understand the evolution of the techniques and styles of 2D animation. The basic processes and procedures required for the production of 2D animation will also be studied and applied, applying the fundamentals and strategies of video games.
Artistic expression and 2D animation is part of the subject of Artistic Creation and is related to the subjects ofIntroduction to artistic expression, graphic design and 3D animation. The subject Artistic expression and 2D animation, in dealing with the production of graphic elements to be animated - defined in the design phase - and integrated into the development phase of the game, is also related to the subject of Design and creation of video games and the matter of Development.
This subject has methodological and digital resources to make possible its continuity in non-contact mode in the case of being necessary for reasons related to the Covid-19. In this way, the achievement of the same knowledge and skills that are specified in this teaching plan will be ensured.
The Tecnocampus will make available to teachers and students the digital tools needed to carry out the course, as well as guides and recommendations that facilitate adaptation to the non-contact mode.
At the end of the course students must be able to:
The subject uses the following work methodologies:
Master class, presentations, video capsules, problem solving, small group laboratory.
1. 2D animation. Definition i state-of-the-art
1.1. History and main milestones of 2D animation.
1.2. Animation techniques. Areas of application. Phases of production. Tools and equipment.
1.3. Studies, artists, references and sources of documentation.
1.4. 2D animation and video games.
2. Principles of animation
2.1. Laws of motion.
2.2. Principles of animation.
2.3. Expression of weight and speed.
2.4. Timing, spacing & flexibility.
2.5. Keyposes / extreme, breakdown, Inbetween.
2.6. Full animation and limited animation. Interpolation and morphing. Cutout animation.
3. Motion analysis
3.1. Simulation, representation and interpretation.
3.2. The four years of animation: activity, action, animation, acting.
3.3. Hierarchy of an animated action.
3.4. References and inspiration. Sources of documentation. Studies of the natural. Rotoscopy. Realistic animation and compelling animation.
3.5. Balance. Line of action. Pose and silhouette.
3.6. Bipedal characters. Idle. Walk, run, fast run, jump, hold / moving hold.
3.7. Quadrupeds, birds and insects.
4. Character design and construction
4.1. Model sheets. (Creativity, comparative, constructive, turnaround, expressiveness, color, props).
4.2. Character construction. Model analysis and import.
4.3. Color bookcases.
4.4. Breakdown and rigging.
5. 2D animation tools and procedures
5.1. Transform and morphing, stop-motion, keyframing, interpolation, onion skin
5.2. Creating cycles.
5.3. Audio. LipSync & Acting.
5.4. 2D animation effects: take, waves, vibration, stagger, splats, solarization, water, rain, fire.
5.5. Camera.
5.6. Export of animation.
5.7. Frame by frame export.
5.8. Sprites and rigging.
5.9. Animation tree and states
With the aim of collecting evidence of the achievement of the expected learning outcomes, the following activities of an evaluative nature will be carried out (related to all the common competences):
A1. Exercise in class and at home: sketch book (Evidence of E9.1 and E9.2 learning outcomes)
It consists of the elaboration of freehand sketches, as a means to express ideas, analyze and study the movement and plan the animation that will be made by the students throughout the sessions of the subject.
A2. Laboratory practice - Individual: Character animation (Evidence of learning outcomes E9.2, E9.4 and E9.5)
Creating an animation of a geometric character in a static background using the necessary and corresponding principles of animation to carry it out.
A3. Laboratory practice - Couples: Game animation reel (Evidence of learning outcomes E9.1, E9.4 and E9.5)
The practice consists of the creation, design and construction of characters for a video game and its subsequent 2D animation within a graphics engine.
A4. Final exam (Evidence of all learning outcomes)
General criteria of the activities:
The grade of each student will be calculated following the following percentages:
A1. Exercise in class and at home: sketch book 20%
A2. Laboratory practice - Individual: Character animation 15%
A3. Laboratory practice - Couples: Game animation reel 35%
A4. Final exam 30%
Final note = A1 0.2 + A2 0.15 + A3 0.35 + A4 0.3
Considerations:
Recovery:
Cavalier, S. (2011). The World History of Animation. Los Angeles: University of California 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. London: Faber and Faber.
Johnston, O .; Thomas, F (1997). Disney Animation: The Illusion of Life. New York: Hyperion.
Webster, C. (2012). Action Analysis for Animators. New York: Focal Press
Mattesi, Mike (2006). Force: Dynamic Life Drawing for Animators (Force Drawing Series) 2º Ed. New York: Focal Press.
Bancroft, Tom (2012). Character Mentor New York: Focal Press.
Muybridge, Eadweard (2000). Human figure in motion. New York: Dover Publications.
Halas, John; Whitaker, Harold; Sito, Tom (2009). Timing for animation. New York: Focal Press.
Muybridge, Eadweard (2000). Animals in motion. New York: Dover Publications.
White, Tony (1988). The Animator's Workbook. Step-By-Step Techniques of Drawn Animation. New York: Billboard Books (Watson-Guptill)