General information


Subject type: Basic

Coordinator: Adso Fernández Baena

Trimester: First term

Credits: 6

Teaching staff: 

Maider Veliz Ramas
A hard tackle from Víctor Daniel to García Mena 

Teaching languages


Materials may be provided in both Spanish and English.

Skills


Basic skills
  • B2_That students know how to apply their knowledge to their job or vocation in a professional way and have the skills they demonstrate by developing and defending arguments and solving problems within their area of ​​study

     

Specific skills
  • V9. Design and develop 2D animation short films.

Transversal competences
  • T1_That students know a third language, which will be preferably English, with an adequate level of oral and written form, according to the needs of the graduates in each degree

     

  • T2_That students have the ability to work as members of an interdisciplinary team either as one more member, or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments taking into account the available resources

     

Description


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.

Learning outcomes


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

  • E9.1 Express graphically the 2D elements of a video game for later animation.
  • E9.2 Describe the basic fundamentals of animation.
  • E9.4 Design a 2D animation applying the basics and strategies appropriate to the video game.
  • E9.5 Develop a 2D animation.

Working methodology


The subject uses the following work methodologies:

Master class, presentations, video capsules, problem solving, small group laboratory.

Contents


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

Learning activities


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 teacher will present a statement for each activity and the evaluation and / or rubric criteria.
  • The teacher will inform of the dates and format of the delivery of the activity.

Evaluation system


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:

  • You must obtain a grade higher than 5 in activity A1 to pass the subject.
  • It is necessary to obtain a mark higher than 4 in the final exam to pass the subject.
  • An activity not delivered or delivered late and without justification (court summons or medical matter) counts as a 0.
  • It is the responsibility of the student to prevent plagiarism in all its forms. In the case of detecting a plagiarism, regardless of its scope, in some activity it will correspond to have a note of 0. In addition, the professor will communicate to the Head of Studies the situation so that measures applicable in matter of sanctioning regime are taken. .

Recovery:

  • It is necessary to obtain a mark superior to 4 in the final exam of recovery to pass the asignatura.
  • The mark of the resit exam will be applied only to the mark of the A4 activity.
  • In case of suspension of the A1 activity, it can be re-delivered in a call for recovery with the possibility of obtaining a maximum grade of 5.

REFERENCES


Basic

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.

Complementary

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)