What are you looking for?
E2_Idear, design, plan and make 2D animation short films and video games
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.
At the end of the course the student must be able to:
Master classes for the presentation of theoretical concepts, accompanied by examples and demonstrations.
In the theory sessions (large group) some practices delivered by the students and previously selected by the teacher may be publicly exhibited. By means of this sharing of practice, the review and analysis will be carried out.
The Sketchbook (SB) activities will generally be carried out in the theory sessions (large group), although the student may continue this activity as independent learning.
The Practical activities (P) will be carried out in working groups of two students, in the laboratory sessions (small group).
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:
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
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.
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.
5.5 Sound and LipSync. Audio track analysis. Breakdown audio. It matters so. Automatic LipSync Detection.
5.6 Composition of the scene.
5.7 Cut-out animation.
6.8 Camera movements in 2D animation.
6.9 Apply, preview and animate effects.
6.10 Preview the scene and export to video. Export frame sequence.
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.
Deliverable and links to the evaluation
The deliverables planned for this activity are:
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:
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.
Deliverable and links to the evaluation
The deliverables planned for this activity are:
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:
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.
Deliverable and links to the evaluation
This activity consists of the following deliverables:
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:
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:
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:
Control test
Description
Individual test. It consists of a theoretical exam on the contents treated in the subject.
Deliverable and links to the evaluation
Test result.
The test will have a weighting of 10% of the final note of the subject.
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.
Deliverable and links to the evaluation
Test result.
The final exam will have a weighting of 25% 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 carried out individually. They consist of making freehand sketches.
The activities called "Practice" (P) must be done in groups of two students. For each activity, specific performance and delivery guidelines and conditions 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 NPrácticas = 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.
The summative and final evaluation of the subject will be obtained from the following weighting:
NFinal = 0,40 NPractical + 0,50NTheory + 0,10 NAssistance and follow-up
(NTheory = 0,10 NProvaControl + 0,25 NExamenFinal + 0,15 NSketchbook)
NPractices | 40% |
P01 | 10% |
P02 | 10% |
P03 | 20% |
Theory | 50% |
Control test | 10% |
Final exam | 25% |
sketch book | 15% |
Attendance and follow-up | 10% |
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.
If there are 2 or more practices not submitted, it will be obtained NPrácticas = 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 (Final exam and Sketchbook), 50% of the grade.
The resit exam will have two parts: theoretical type question block and freehand drawing exercise block.
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
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.