Class 27 - Thursday Dec 7

Schedule:

  • Project Process Review & Work
  • In-Progress Critique
  • Project Work Session

Assignments:

Announcements:

  • Crossman Gallery: BFA Exhibition, Dec 4-9
  • Annual Ceramics Sale: CA Atrium, 9am-8pm, Dec 11 & 12

Time Wasters:


Project 4 Demonstrations and Work Session

General project development should be organized as follows:

  • Title Composition (appx. 5 seconds)
    • Assets from Project 3
    • Title of Game, Interface Elements, Background
    • Layers organized and animated
    • could include precompositions for project organization purposes
  • Gameplay Composition (appx. 10-15 seconds)
    • Assets from Project 1 & Project 2
    • Size/Scale 'Environment' elements prior to putting in project
    • Animate 'Environment' elements in layers
    • 'Character' between layers and animated as necessary
  • Final Composition (total 30 seconds or less)
    • Title
    • Transition
    • Gameplay

 


 

Character Animation Process Options

stegostan stegostan

Characters movements can be animated a number of different ways.

  1. Simple keyframing of the position property over time. Although not the most 'active' animation, this process is functional and relatively easy to manage. Consider also that keyframe interpolation for space can be adjusted to have linear or curve movements.
  2. Animated using "frames" exported from reformatted character sprites from Project 1.
    1. Images should be formatted with filenames that have squential number order.
    2. The still images should be imported with "footage" and "image squence" selected.
    3. Image sequence can be placed in any composition.
    4. Image sequence can be repeated to create a loop.
    5. Image sequence can be looped with "Time Remapping" and Expression: loopOut("cycle");
  3. Character can be reformated with moving parts on separate top-level layers.
    1. Character composition should be imported with "composition".
    2. Composition can be keyframed with position or other properties for moving parts
    3. Charater composition can be repeated to create a loop.
    4. Image sequence can be looped with "Time Remapping" and Expression: loopOut("cycle");

Character Animation Process Options

robot robot

Characters can move within the environment a number of different ways.

  1. Position of object moves across the composition space.
  2. Position of object is stationary and environment moves in front/behind.
  3. Combination of environment and object moving.
  4. Layers moving at different rates can create parallax effect.

 


 

In Progress Critique

This critique opportunity will begin after some time to work on your project. Each student will have their workfile open to a composition of their choosing, with the timeline work area selected to what they wish to show. The preview of your composition will be started so that others can see some example of your animation work. Each work station will have a sheet blank paper for notes and feedback. Walk around the room, review other projects, leave feedback for each artist/designer/developer. Remember - comments and feedback should be constructive in nature - give the type of feedback that you would also appreciate receiving as a creator.

 


 

Work Session

The rest of the class session is yours to continue working on the project. The in-class work time available should be used for working on Project 4 or Assignments. We can work together on the project and you can get feedback or suggestions while you are working. You may need to continue your work outside of class in order get everything done in schedule. The more time you have developing your sequences, the more details and refiniments that can be added in. You are expected to have something to work on during class.