Part 1 - using the Walk Cycle 1 document from the common drive, explore the movement of a character that has arms and legs.
Explore these example animations and then create a walk cycle for your character.
Use this website showing the positions of the walk cycle as a guide to creating your walk cycle.
The walk animation should exist in the Internal Timeline of the char symbol. The contact, plant, pass, and stride positions should be clearly defined as keyframes. The cycle needs to include two steps so that it ends in the same position as it started.
You may use the bone tool in this assignment, but it is not required
Use the thin green lines in scene 1 as a reference to the position of the character. The head should stay between the vertical lines and the feet should "walk" on the horizontal line.
Simple Char- using the Simple Char flash document from the common drive, create the following frame sequences in the internal timeline of the character
Frames 1, 40, and 79 must be identical.
Frames 20, 80, and 99 must be identical.
Frames 60, 100, and 120 must be identical.
Combine the actions in a single video in scene 1 showing the character pacing by using the graphic object looping control to select the appropriate frames. Insert a keyframe and then click on the symbol on the stage. Go to the properties panel and look at the Looping section. Set options to "Play Once" and then enter the frame number from the internal animation in the "First" section. For example, enter 80 if the character is going to walk left. Use Classic Tweens to move the character left and right while it is walking. Make sure that you allow enough frames in the main timeline to complete the animation sequence from the internal timeline.
Use the procedure from Part 2 and create additional character variations for each of the following types. All of the symbols need to be in the same flash file. Make sure that each of these variations start and end in the base character position with the specified look in a keyframe in the middle. Make each behavior symbol 30-40 frames in length.
Story Animation 2 Writing Task: Write a narrative describing the events occurring in your story animation. Use details and sensory language to convey a vivid picture of the events. (Common Core Standard W.9-10.3: 5 points)
Upload to Google Classroom
Classic and Motion Tweening -Create the following animations involving moving shapes and tweening.
1. Write a detailed description of a bouncing ball. What does it look like before it starts to fall? What does it look like as it is falling? Describe in detail what happens to the ball as it hits the ground before it starts to go up. What does it look like as it goes back up into the air? Submit the written description in Google Classroom
2. Use the Keyframe Planning Sheet to draw pictures of the main keyframes in the bounce.
3. Create the following three Bouncing Ball projects. Use your description and drawings to guide your animation.
Bouncing Ball 1 - Demonstrate an understanding of motion tweening and cartoon physics by creating a bouncing ball that starts at a point, falls to the bottom of the stage and returns to the starting point. Save as ball1.fla (5)
Bouncing Ball 2 - Create a second bouncing ball that bounces 5 times. Each bounce should bring the ball up to a point that is lower than the previous bounce and show appropriate changes in physics with each bounce. Save as ball2.fla (5)
Bouncing Ball 3 - Create a bouncing ball that enters the screen on the left, bounces in the center and exits the screen on the right. Save as ball3.fla (5)