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1995-04-25
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<[Sysop] J.COLE18> Before we start and go to formal mode, I want to
point out that there will be a short answer period after the lecture. Use
'/rai' to get my attention to ask a question.
<[Sysop] J.COLE18> Ok, lets get this going :-)
<[Ringo.] R.MONFORT1> Ok!
Room is now in listen-only mode.
<[Sysop] J.COLE18> Ok, here we go...
<[Sysop] J.COLE18> Tonight we begin the Lexicor Virtual Cinematography
<[Sysop] J.COLE18> and Graphics arts class. The lecture is about an
<[Sysop] J.COLE18> introduction to animation, and explains many of the
<[Sysop] J.COLE18> concepts involved with animation in general. Homework
<[Sysop] J.COLE18> will be posted along with a full transcript of this
<[Sysop] J.COLE18> conference tonight. The due date for the animation
<[Sysop] J.COLE18> homework is Feb. 18.
<[Sysop] J.COLE18> LECTURE #1
<[Sysop] J.COLE18>
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> An Introduction to Computer Animation
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Animation is not just a series of funny pictures strung
<[Sysop] J.COLE18> together in a film. At its most creative, it is a truly
<[Sysop] J.COLE18> beautiful art form. Yet the techniques used to create
<[Sysop] J.COLE18> computer animations are not widely known outside of a
<[Sysop] J.COLE18> very small circle of professionals in the film
<[Sysop] J.COLE18> industry. While still in its infancy, computer
<[Sysop] J.COLE18> animation has already changed the way traditional
<[Sysop] J.COLE18> animation is performed.
<[Sysop] J.COLE18> Until the advent of the personal computer,
<[Sysop] J.COLE18> animated film-making has traditionally not been
<[Sysop] J.COLE18> the available to the individual artist. For
<[Sysop] J.COLE18> complex animations, it takes a large team of
<[Sysop] J.COLE18> dedicated, talented and cooperative artists to
<[Sysop] J.COLE18> produce even a short animation using paper,
<[Sysop] J.COLE18> pencils, film and paint. The individual artist, no
<[Sysop] J.COLE18> matter how gifted, could not produce the vast
<[Sysop] J.COLE18> quantities of individual drawings required to
<[Sysop] J.COLE18> create the animation by themselves.
<[Sysop] J.COLE18> The objective of this tutorial is to offer the
<[Sysop] J.COLE18> computer animator accepted terminology and
<[Sysop] J.COLE18> methodological approaches that are currently
<[Sysop] J.COLE18> accepted practice in the professional film and
<[Sysop] J.COLE18> computer animation industry.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> At its best, animation is a wonderfully varied
<[Sysop] J.COLE18> form of art that has no potential limitations of
<[Sysop] J.COLE18> imagination or technique. Sadly though, what may
<[Sysop] J.COLE18> be exciting and inspirational ideas are often
<[Sysop] J.COLE18> spoiled by inadequate abilities and/or lack of
<[Sysop] J.COLE18> attention to necessary details. In addition to
<[Sysop] J.COLE18> being an art, animation is a craft; and, as with
<[Sysop] J.COLE18> any craft, it can be taught. The basic
<[Sysop] J.COLE18> requirements needed to become an accomplished
<[Sysop] J.COLE18> animator are patience, commitment and effort.
<[Sysop] J.COLE18> The first step in becoming an animator is to
<[Sysop] J.COLE18> completely understand the processes involved in
<[Sysop] J.COLE18> making an animated film.
<[Sysop] J.COLE18> Animation is the most costly way possible, both in
<[Sysop] J.COLE18> time and money, to produce a moving image on
<[Sysop] J.COLE18> film. If the average viewer knew what was involved
<[Sysop] J.COLE18> in the production of an animation, their respect
<[Sysop] J.COLE18> for the underlying creativity would increase
<[Sysop] J.COLE18> measurably. So, just what is involved in the
<[Sysop] J.COLE18> production of an animation?
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> The Storyboard: After the script has been done,
<[Sysop] J.COLE18> the artist produces a storyboard. A storyboard is
<[Sysop] J.COLE18> a series of images that graphically portray the
<[Sysop] J.COLE18> sequence of action to be shown in the animation.
<[Sysop] J.COLE18> Again, these drawings need only be minimal at
<[Sysop] J.COLE18> first. For computer-generated animations, the
<[Sysop] J.COLE18> artist must consider what computer tools are
<[Sysop] J.COLE18> available for this step. If you are using the
<[Sysop] J.COLE18> Phase-4 animation series you have several choices
<[Sysop] J.COLE18> -- a graphics tablet, already created 3D objects
<[Sysop] J.COLE18> or a combination both.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> The Soundtrack: After the scripting and
<[Sysop] J.COLE18> storyboarding is complete, the next step is to
<[Sysop] J.COLE18> record the sounds effects, music and dialogue to
<[Sysop] J.COLE18> be used in the animation. Without these, the
<[Sysop] J.COLE18> animator will have no way of synchronizing the
<[Sysop] J.COLE18> animation with what is on the final soundtrack.
<[Sysop] J.COLE18> This soundtrack is finalized and separated in to
<[Sysop] J.COLE18> its component parts -- a precise breakdown based
<[Sysop] J.COLE18> on the number of frames to be used each second.
<[Sysop] J.COLE18> Such things as lip-synching are always done
<[Sysop] J.COLE18> "phonectically" rather than by spelling. All this
<[Sysop] J.COLE18> information is written on a "bar sheet" designed
<[Sysop] J.COLE18> to correlate every frame of the animation with the
<[Sysop] J.COLE18> audio track.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> The Design: Each object or character in the
<[Sysop] J.COLE18> animation is drawn from many different angles and
<[Sysop] J.COLE18> placed on a single sheet or in a single file on
<[Sysop] J.COLE18> disk. The principal background styling for all the
<[Sysop] J.COLE18> major scenes are produced as picture files and
<[Sysop] J.COLE18> saved in sequentially numbered files.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> The Leica Reel: Using the bar sheets and the other
<[Sysop] J.COLE18> graphic materials already created, the artist
<[Sysop] J.COLE18> produces a Leica reel of the whole animation. The
<[Sysop] J.COLE18> Leica reel is basically a filmed or animated story
<[Sysop] J.COLE18> board, which can be sychronized with the final
<[Sysop] J.COLE18> soundtrack. Adjustments to the number of frames in
<[Sysop] J.COLE18> the animation are done at this time to ensure that
<[Sysop] J.COLE18> the lip movement and sound effects occur at
<[Sysop] J.COLE18> exactly the right time. For the computer artist,
<[Sysop] J.COLE18> this is a matter of creating and saving .SEQ,
<[Sysop] J.COLE18> .FLM, etc. files using stand-ins and draft
<[Sysop] J.COLE18> animations created using Prism Paint and the Prism
<[Sysop] J.COLE18> Graphics Tablet or Chronos 3D objects in draft
<[Sysop] J.COLE18> form.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> The Line Test: When the Leica reel is acceptable,
<[Sysop] J.COLE18> the animator finally moves to blending one scene
<[Sysop] J.COLE18> into another and producing the final versions of
<[Sysop] J.COLE18> the drawings or 3D objects as they will appear in
<[Sysop] J.COLE18> the final action. Overlays of action and objects
<[Sysop] J.COLE18> are also tested, but are not meant to be combined
<[Sysop] J.COLE18> at this time. They exist as sequentially numbered
<[Sysop] J.COLE18> files and saved in folders labeled to match the
<[Sysop] J.COLE18> bar sheets and dope sheets.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> The Clean Up: This is where minor drawing and 3D
<[Sysop] J.COLE18> object corrections are done. For most
<[Sysop] J.COLE18> computer-generated objects, this step is not
<[Sysop] J.COLE18> required unless additions have been added by hand.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Tracing and Painting: When the line tests are
<[Sysop] J.COLE18> finished, the animator moves on to adding the dark
<[Sysop] J.COLE18> outlines to the drawn characters and adding the
<[Sysop] J.COLE18> colors in each cel or for each separate frame in
<[Sysop] J.COLE18> an animation. For the animator using 3D objects,
<[Sysop] J.COLE18> this requires nothing more than selecting the
<[Sysop] J.COLE18> desired rendering mode and re-rendering the
<[Sysop] J.COLE18> necessary objects.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Backgrounds: Everything behind (or sometimes in
<[Sysop] J.COLE18> front of) the moving characters should now be
<[Sysop] J.COLE18> finished. For animators using limited color
<[Sysop] J.COLE18> palettes, care must be taken to ensure that the
<[Sysop] J.COLE18> same palette is used in every frame of the
<[Sysop] J.COLE18> computer animation.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Checking: As the finished cels and backgrounds are
<[Sysop] J.COLE18> completed they are matched up and saved in "Take
<[Sysop] J.COLE18> files." In these files, the colors and action are
<[Sysop] J.COLE18> matched and checked for consistency.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> The Final Shoot: After all the takes have been
<[Sysop] J.COLE18> matched, checked and touched up if required, they
<[Sysop] J.COLE18> are processed for the last time. This may be
<[Sysop] J.COLE18> nothing more than saving the animation as an .FLM
<[Sysop] J.COLE18> or .SEQ file. Or, it may be the layering and
<[Sysop] J.COLE18> rendering out of many separate elements of both
<[Sysop] J.COLE18> animated and still, or background, files.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Dubbing: When the final animation sequences are
<[Sysop] J.COLE18> finished, the animator proceeds to add sound to
<[Sysop] J.COLE18> the animation. This may be done using computer
<[Sysop] J.COLE18> tools such as ST REPLAY or may be done in a film
<[Sysop] J.COLE18> or video tape transfer at a commercial effects
<[Sysop] J.COLE18> company.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Answer Print: This is the final master animation.
<[Sysop] J.COLE18> It may exist as a computer file on floppy disk,
<[Sysop] J.COLE18> hard disk or hard disk cartridge or on video tape
<[Sysop] J.COLE18> or motion picture film.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Animation is an exacting art. To create successful
<[Sysop] J.COLE18> animations, the animator must have the appropriate
<[Sysop] J.COLE18> tools for their creation.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> The first decision for the computer animator is
<[Sysop] J.COLE18> what kind of animation is to be done --
<[Sysop] J.COLE18> traditional cel animation, CAD-3D object
<[Sysop] J.COLE18> animation, or some combination of the two. These
<[Sysop] J.COLE18> two basic methods require very different computer
<[Sysop] J.COLE18> tools.
<[Sysop] J.COLE18> For the cel type of animation, the artist will
<[Sysop] J.COLE18> need a graphics tablet, desktop hole punch, lots
<[Sysop] J.COLE18> of paper and pencils, acetate by the roll, a color
<[Sysop] J.COLE18> monitor and a computer with at least 2 megabytes
<[Sysop] J.COLE18> of RAM. To create commercially acceptable
<[Sysop] J.COLE18> animations, the artist will require, in the Atari
<[Sysop] J.COLE18> arena, at least a 68030 TT computer or Atari Mega
<[Sysop] J.COLE18> ST4 and an ISAC high resolution color board and a
<[Sysop] J.COLE18> Multisync monitor.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> For real time playback, the artist will need one
<[Sysop] J.COLE18> of the 44 megabyte cartridge hard drives and
<[Sysop] J.COLE18> several cartridges, in addition to at least a 60
<[Sysop] J.COLE18> Megabyte fixed hard drive system. In general, the
<[Sysop] J.COLE18> more RAM and the larger the hard drive the better.
<[Sysop] J.COLE18> After this, any speed up tools or hardware
<[Sysop] J.COLE18> upgrades are also desirable.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> For the CAD-3D animator, the tools are much the
<[Sysop] J.COLE18> same, with the exception that the graphics tablet
<[Sysop] J.COLE18> is not required and a full 24-bit color board may
<[Sysop] J.COLE18> be used in place of the ISAC system.
<[Sysop] J.COLE18> Paper and Cel
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> For the computer animator, it might seem there
<[Sysop] J.COLE18> would be no need for paper and cel. To some extent
<[Sysop] J.COLE18> this is true, but in reality the computer animator
<[Sysop] J.COLE18> will need to understand how they are used, since
<[Sysop] J.COLE18> both of these items will inevitably be used from
<[Sysop] J.COLE18> time to time.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> In the course of normal animation, these tools are
<[Sysop] J.COLE18> used to keep an assortment of hand-drawn figures
<[Sysop] J.COLE18> in the desired alignment. To do this, the animator
<[Sysop] J.COLE18> uses a "peg bar," which is pre-punched paper and
<[Sysop] J.COLE18> acetate. This allows the artist to draw many
<[Sysop] J.COLE18> sequential versions of a given figure which shows
<[Sysop] J.COLE18> how the movement of the characters will appear.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Peg Bar
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Depending on the kind of computer animation to be
<[Sysop] J.COLE18> done, it may be useful to have a peg bar system
<[Sysop] J.COLE18> set up with a graphics tablet to digitize the
<[Sysop] J.COLE18> individual cels for use in the computer. In this
<[Sysop] J.COLE18> way, the animator can do both traditional and
<[Sysop] J.COLE18> computer animation with the same tools.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Graticule
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> One essential item that the animator should always
<[Sysop] J.COLE18> have is a field-size graticule which, when placed
<[Sysop] J.COLE18> on the pegs or the computer screen, provides a
<[Sysop] J.COLE18> reference guide to the area of the drawing or
<[Sysop] J.COLE18> screen that will be seen in the final version of
<[Sysop] J.COLE18> the animation. The area chosen for the "Camera" to
<[Sysop] J.COLE18> cover in any piece of art is known as the "field"
<[Sysop] J.COLE18> size. There are traditionally two standard field
<[Sysop] J.COLE18> sizes for animations -- 12 inches and 15 inches.
<[Sysop] J.COLE18> Suitable graticules for both sizes are readily
<[Sysop] J.COLE18> available. The computer animator can obtain these
<[Sysop] J.COLE18> and make suitable conversions to suit whatever
<[Sysop] J.COLE18> screen display and graphics tablet they have
<[Sysop] J.COLE18> available.
<[Sysop] J.COLE18> Bar Sheets and Dope Sheets
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Normally, these are provided in a professional
<[Sysop] J.COLE18> animation house for the independent animator.
<[Sysop] J.COLE18> These are necessary to keep track of camera and
<[Sysop] J.COLE18> sound dubbing instructions.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Production Folders
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> It is essential to keep the dope sheet
<[Sysop] J.COLE18> instructions for each scene separate from each
<[Sysop] J.COLE18> other, in order to avoid the disaster of getting
<[Sysop] J.COLE18> this information mixed up. For any production, no
<[Sysop] J.COLE18> matter how simple, the bar sheets and dope sheets
<[Sysop] J.COLE18> are stapled into a folder known as a 'production
<[Sysop] J.COLE18> folder'. On the outside of each production folder,
<[Sysop] J.COLE18> a great deal of information can be written,
<[Sysop] J.COLE18> including the production title, sequence number,
<[Sysop] J.COLE18> scene number, scene title, footage length,
<[Sysop] J.COLE18> animator's name, etc.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> The computer animator should get used to using
<[Sysop] J.COLE18> these tool even if it seems unnecessary. Every
<[Sysop] J.COLE18> professional outside customer will expect the
<[Sysop] J.COLE18> animator to not only understand these terms, they
<[Sysop] J.COLE18> will also expect the animator to use the same
<[Sysop] J.COLE18> formats and tools in presenting ideas to be sold
<[Sysop] J.COLE18> to the client or other animators. In other words,
<[Sysop] J.COLE18> if you wish to be an animator you must speak the
<[Sysop] J.COLE18> language.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Paper/Cel Rack
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> This is an organizing tool for the animator in
<[Sysop] J.COLE18> which the animator stores a number of paper/cels.
<[Sysop] J.COLE18> This unit is simply a box with closely spaced
<[Sysop] J.COLE18> shelves which can hold the current paper/cels
<[Sysop] J.COLE18> being used in a small space. The average rack
<[Sysop] J.COLE18> measures 20 inches wide, 20 inches deep and stands
<[Sysop] J.COLE18> 30 inches high with shelves spaced every two
<[Sysop] J.COLE18> inches.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Getting Started
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> The process of actually creating an animated sequence
using a
<[Sysop] J.COLE18> computer can be accomplished one of three ways:
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> 1. Through traditional hand-drawn cels, using the
computer alone
<[Sysop] J.COLE18> or the computer and a graphics input system such as a
<[Sysop] J.COLE18> digitizing tablet or image scanning tool.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> 2. Through CAD object creation and motion control.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> 3. A combination of the above.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> To better understand how to use the computer
<[Sysop] J.COLE18> tools (programs) that control object motion, we
<[Sysop] J.COLE18> will cover the fundamentals using the hand-drawn
<[Sysop] J.COLE18> figures found in the more traditional animation
<[Sysop] J.COLE18> world. By learning how this kind of motion is
<[Sysop] J.COLE18> created, you will know how to apply motion to
<[Sysop] J.COLE18> three dimensional objects using computer programs.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Inbetweens
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> An 'inbetween' (or 'tween' for short) is a
<[Sysop] J.COLE18> drawing that is usually exactly between two
<[Sysop] J.COLE18> extremes, or Key drawings. Consider, for example,
<[Sysop] J.COLE18> a ball rolling from A to C. The inbetween of A to
<[Sysop] J.COLE18> C is B.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> If the animator wants more inbetweens between the
<[Sysop] J.COLE18> Key drawings (frames), say 1 to 9, they would
<[Sysop] J.COLE18> appear as:
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> [1] 2 3 4 (5) 6 7 8 [9] ^
<[Sysop] J.COLE18> --------------------- ^ Key
<[Sysop] J.COLE18> Inbetween Key Frame Frames
<[Sysop] J.COLE18> Frame
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> In a studio, an assistant does the inbetweens.
<[Sysop] J.COLE18> For the independent animator, the same system of
<[Sysop] J.COLE18> charting the motion is used. This provides the
<[Sysop] J.COLE18> animator with the same tools as the commercial
<[Sysop] J.COLE18> studio and the same level of perfection in the
<[Sysop] J.COLE18> finished work.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> To plan just how many inbetweens are needed
<[Sysop] J.COLE18> between two keys, the animator draws a chart.
<[Sysop] J.COLE18> Drawing (5) is indicated in parenthesis because it
<[Sysop] J.COLE18> is the first inbetween to be done between [1] and
<[Sysop] J.COLE18> [9] (the brackets are used to indicate the Key
<[Sysop] J.COLE18> drawings/frames). It is called the breakdown
<[Sysop] J.COLE18> drawing.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> When the breakdowns between all Key drawings are
<[Sysop] J.COLE18> completed, the animator then puts in the drawings
<[Sysop] J.COLE18> between the Key frames and the breakdowns. In our
<[Sysop] J.COLE18> above example, these would be the two inbetween
<[Sysop] J.COLE18> drawings in the middle of 1 and (5) and in the
<[Sysop] J.COLE18> middle of (5) and 9 -- drawings 3 and 7,
<[Sysop] J.COLE18> respectively.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> When these are completed, they are then "shot."
<[Sysop] J.COLE18> This will produce an evenly paced movement of the
<[Sysop] J.COLE18> subject, because the amount of movement and the
<[Sysop] J.COLE18> distance traveled is divided equally between each
<[Sysop] J.COLE18> of the frames "shot."
<[Sysop] J.COLE18> Slowing In and Slowing Out
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> When the animator wants to create animations that
<[Sysop] J.COLE18> are more life-like, much thought must be given to
<[Sysop] J.COLE18> the fact that all motion is not even and smooth.
<[Sysop] J.COLE18> This is where "slowing in" and "slowing out" comes
<[Sysop] J.COLE18> in. These techniques are used when the animator
<[Sysop] J.COLE18> wants movement to slow down or speed up between
<[Sysop] J.COLE18> two key frames.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Always remember that the more frames used to
<[Sysop] J.COLE18> produce movement, the slower the movement will
<[Sysop] J.COLE18> appear to be. Conversely, the fewer frames used,
<[Sysop] J.COLE18> the faster the movement. Therefore, if more frames
<[Sysop] J.COLE18> are placed toward the end of movement, it will
<[Sysop] J.COLE18> appear to slow down the motion. This is known as
<[Sysop] J.COLE18> "slow-in," because the action is slowing into the
<[Sysop] J.COLE18> final Key position.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> If, on the other hand, the animator places most
<[Sysop] J.COLE18> of the inbetween frames at the beginning of the
<[Sysop] J.COLE18> movement, it is known as "slow-out."
<[Sysop] J.COLE18>
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Homework Assignments
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Throughout this "class," you will be given
<[Sysop] J.COLE18> homework assignments. Read each assignment
Job 1)<[Sysop] J.COLE18> carefully and follow the instructions.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> IMPORTANT: NEVER, NEVER discard any of the "end
<[Sysop] J.COLE18> result" animations you create for these homework
<[Sysop] J.COLE18> assignments. You never can tell when we might ask
<[Sysop] J.COLE18> you to dig one of them up in a future homework
<[Sysop] J.COLE18> assignment!
<[Sysop] J.COLE18>
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> ASSIGNMENT #1: Creating Inbetweens
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Tools Needed: Prism Paint or other drawing
<[Sysop] J.COLE18> package with animation capabilities.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Download: HW1.LZH
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> Using the Key drawings in files HW_WALK.FLM,
<[Sysop] J.COLE18> create inbetweens for each action. Then save this
<[Sysop] J.COLE18> as a sequential animation using .DLT, .SEQ, .FLM,
<[Sysop] J.COLE18> etc. file format (or as individual picture files
<[Sysop] J.COLE18> usable by a "slide show" program). Play the
<[Sysop] J.COLE18> animation and look for jumps, kicks or other
<[Sysop] J.COLE18> problems that disrupt smooth movement of the
<[Sysop] J.COLE18> action.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> (NOTE: This assignment is due to be turned in no
<[Sysop] J.COLE18> later than February 18th for grading.)
<[Sysop] J.COLE18>
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> NEXT CLASS: Tuesday, February 11th. Same Bat
<[Sysop] J.COLE18> Time, Same Bat Place.
<[Sysop] J.COLE18>
<[Sysop] J.COLE18> And now for any questions. Remember, you can use the
'/rai' to raise your hand to get my attention.
<L.SEILER> thanks
<L.SEILER> So any questions
<[Ringo.] R.MONFORT1> John. Thank you. I will let Lee first.
<[Sysop] J.COLE18> Bill Wheler has a question. Bill...
<[Ringo.] R.MONFORT1> Lee, the Cycle in Chronos can be use for the
between effects?
<[Bill] B.WEHLER> For those of us who do not have Prism
<L.SEILER> yes that is correct.
<[Bill] B.WEHLER> Paint yet, is there a conversion to .SEQ
<L.SEILER> But a bit different in that when doing cad
<[Sysop] J.COLE18> Bill, there will be a .SEQ file included with the
HW1.LZH
<L.SEILER> animations the compyter will do all the frames including the
<L.SEILER> key frames. We will get to that in up comming classes.
<[Bill] B.WEHLER> Great!
<L.SEILER> OK
<[Sysop] J.COLE18> Bob Sims is next...
<[BOB] B.SIMS3> LEE, will the HW1 file be available in mono?
<L.SEILER> I am not sure? if not we will make one that is. won't we John
C!
<[BOB] B.SIMS3> How about it John?
<[Sysop] J.COLE18> Yes, I will make a PI3 file for you. There will be
.PI1 files that can be converted with picswitch to use in your favorite paint
program.
<L.SEILER> Next!
<[Sysop] J.COLE18> Bill Wheler again ;-)
<[Bill] B.WEHLER> When will we be able to DL the homework assignment?
<L.SEILER> John?
<[Sysop] J.COLE18> Bill, that depends on how soon GEnie puts them up,
they are ready except for the SEQ file, and I will add that right after the
class and then up it goes!
<[Sysop] J.COLE18> Ringo is up...
<[Ringo.] R.MONFORT1> Will be have GIF files?
<L.SEILER> For what?
<[Ringo.] R.MONFORT1> for the single frames.
<L.SEILER> Why do you need gif files of the home work?
<[Sysop] J.COLE18> Ringo, there will be GIF, PNT, PI1, IFF, NEO, and PI3
along with .SEQ and .FLM animation files.
<[Ringo.] R.MONFORT1> Thanks John C.
<L.SEILER> RUMble Rumble...
<[Sysop] J.COLE18> They will be all LZH'ed together so one stop will get
them all (about 60K all told)
<[Sysop] J.COLE18> Are there any more questions?
<[Sysop] J.COLE18> Bill has another one!
<[Bill] B.WEHLER> One more. Is there any recommended reading to go
along with the tutorials.
<[Sysop] J.COLE18> Lee, that one is for you :-)
<L.SEILER> Yes there is. Go to your local library and gead everything you
<L.SEILER> can on traditional animation, Disney, what ever. I can't
stress
<L.SEILER> enough how important this is. I know it seems unimportant
<L.SEILER> for computer animations but take my word for it that if
<[Ringo.] R.MONFORT1> I would say this and Lee is going to kill me but
here it goes. He has an animation book.
<L.SEILER> any one wanting to do this kind of work on computers does
<L.SEILER> any commerical work you must understand the terms and
functions
<L.SEILER> of the traditional approach. not to mention that in learning
<L.SEILER> these techniques you will also create better animations
<L.SEILER> and more exciting action in computer generated animations.
<L.SEILER> OK
<[Bill] B.WEHLER> Let's have it Ringo. Thanks Lee :-)
<[Ringo.] R.MONFORT1> The book is one that he created. It recommended
reading.
<[Sysop] J.COLE18> Ok, Great! I now end the formal portion of the first
class and return you to frenzy mode...
Room is now in the talk mode.
<L.SEILER> FrenZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZy
<[Bill] B.WEHLER> Lee, you created a book? Or is Ringo dead?
<[Sysop] J.COLE18> and what was that rumble stuff? :-)
<[Ringo.] R.MONFORT1> Lee talk about animation work has always help me.
<L.SEILER> Riingo may or may not be dead? who can really say, but yes
<[John] J.CROMWELL2> I would say that given what I just read, I do have
a lot more respect for the amount of work that goes into a full length
animation.
<L.SEILER> I wrote a book some years back dealing with stop motion
<L.SEILER> animation.
<[BOB] B.SIMS3> LEE, Will you discuss the professional side of
individual animators, ie.,
<[Bill] B.WEHLER> I would love to get a copy if one is available.
<[BOB] B.SIMS3> pricing of services, avenues for obtaining clients, etc.?
<[Ringo.] R.MONFORT1> Bill, he even tell you how to create creatures.
<[Sysop] J.COLE18> Thanks to everyone for attending tonights RTC, if
anyone has questions on the homework after tonight, leave Email to J.Cole18 or
drop by next week for a 'tween' RTC where we will be available for help. See
everyone in two weeks. Thanks again.
<L.SEILER> BOB sure I can talk about that: first and formost the artist
<[Bill] B.WEHLER> Cool.
<L.SEILER> must have some knid of demonstration of their skill.
<L.SEILER> By john!
<[Ringo.] R.MONFORT1> John Cole. Very good work tonight! Nice going.
<[Bill] B.WEHLER> Bye John.
<[John] J.CROMWELL2> yes, thanks fior the info
<L.SEILER> This does not need to be the greatest animation ever done.
<[Sysop] J.COLE18> Thanks Ringo, oh yea, I'm not going anywhere at the
moment, just a closing remeark for the transcirpt :-)
<L.SEILER> it really needs to be good solid work which demonstrates know-
<L.SEILER> ledge of animation. it can even be a animated wire frame.
<L.SEILER> Next the artist needs to send their work to any one who will
<L.SEILER> take the time to view it. it helps to get involved in any
<L.SEILER> local UHF or VHF tevelision station. This leads to meeting
<L.SEILER> people who are in the industry.
<[BOB] B.SIMS3> Lee, Understood - you will have some indication of skill
by virtue of the class-work turned in. Hopefully you will give feedback as to
possible future based ondemonstrated skill in the assignments completed.
<L.SEILER> Read everything you can on animation, all kinds and see
<L.SEILER> and or collect as much animations as you are able. You can not
<L.SEILER> see to many or have to many animations in you libary.
<[Ringo.] R.MONFORT1> Lee, the Video tape that you send me is very good.
I did not see any bad pixel lines. The 24bit images are great. How did you
create them?!>
<L.SEILER> get a still frame VCR (4) head ...very common these days
<L.SEILER> and tape animations. watch them one frame at a time.
<L.SEILER> make some sketches of motion, try to understand why things
<L.SEILER> work.
<[BOB] B.SIMS3> Lee, I have 2 4-head VCR's and the still frame tears.
Could be that I need a newer unit or possibly a 5 head unit.
<L.SEILER> try adjusting the tracking while in pause, you may get a
<L.SEILER> lousy play but you are interested in stills.
** <V.HUTZ> is here.
<[Ringo.] R.MONFORT1> WElcome back V.Hutz!
<V.HUTZ> Genie is screwie tonight, must be Pres. Speach?
<[Ringo.] R.MONFORT1> Animation room is open.