West Ranch High School

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Classes/Assignments

Digital Animation Fall 2017-Period 2

Connect To: Google ClassroomGoogle Classroom
Instructor
Dan Doggett
Department
Practical Arts

Upcoming Assignments See all

Due:

Interactive Animation Activities

  • Flash Button Tutorial - Complete the tutorial up to where it says "Menu Based Flash Sites" Use the Rocket-Launcher.fla file found in the common drive to complete the tutorial. When the rocket launcher is finished, you may try any of the other tutorial sections on the page.
  • Ball Buttons - Copy the "ball buttons.fla" file from the common drive. Add buttons in frame 1 (and only frame 1) at the bottom of the stage for Left, Right, Up, and Down. Create appropriate motion sequences for the ball for each button. A left sequence has already been created for you. Each sequence needs to end with the ball back in the center position. Write action script to make the buttons activate each sequence.
  • Keyboard Control - Modify the Ball Buttons project to add keyboard control. Use the following event listener code as a model to make it work. You need a new case statement and break for each key, but only one EventListener, function, and switch.:

stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyboardEvent);

function onKeyboardEvent (event:KeyboardEvent ):void {

switch(event.keyCode) {

case Keyboard.UP:

gotoAndPlay(2);

break;

}

}

 

 

  • Keyboard Control 2 - Create a new flash animation document. In layer 1, frame 1, create an object (for example, a circle) and save it as a symbol. Make the instance on the stage either a button or a movie clip and give it an instance name (for example, "ball1). Create a script layer and enter the following actionscript code in frame 1. Make sure that your instance name is in place of "ball1" in the example. Test the script. Use this as a model for script for all four directions.

 

 

stage.addEventListener (KeyboardEvent.KEY_DOWN,onKeyboardEvent) ;

 

function onKeyboardEvent (event:KeyboardEvent) {

switch(event.keyCode){

case Keyboard.RIGHT:

ball1.x += 10;

break;

}

}

 

  • Airplane Animation - Find a picture of an airplane that is flying left or right and make it a symbol. Create at least 4 specific behaviors for the airplane and assign them to keys to control when they happen. Include a background layer and internal animation for the airplane symbol. The internal animation is some motion that happens all the time while the keys control the external movement animation of the entire airplane.

Due:

Final Examination Study Guide

This study guide will explain what you can expect to see on the final exam. You should use this to make sure that you understand the similar projects from the semester so that you will do well on the final. There is nothing to complete and turn in from this information. You will receive the complete instructions and the Animate files on the day of the Final Exam.

The Final Exam consists of 3 projects and is worth 20% of your final grade. Each project will have a partially completed Animate file that you will need to finish. Each project includes a component from the interactive animation unit.

 Project 1: Anticipation and Follow-through

  • The project will have an object that will need to be used to demonstrate the animation principles of anticipation and follow-through.
  • This project is similar to the Anticipation 1  (dart) and Anticipation 2 projects.
  • The interactive component will consist of a button that starts the animation similar to the rocket launcher project

 Project 2: Internal Animation

  • The project will have an object that will need to have a repeating animation in its internal timeline. The object will need to move in the scene 1 timeline.
  • The similar projects for this final project are the walk cycle and the airplane animation project for internal animation.
  • The interactive component is direct keyboard control to move the object similar to the Keyboard Control 2 project

 Project 3: Character Animation

  • This project will require the creation of facial and body behaviors as symbols for a character.
  • The similar projects for this final project are the Character Creation projects and the Game Character project for the behavior symbols
  • The interactive component will use keyboard controls to start each behavior like the Keyboard Control 1 project.