West Ranch High School

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Classes/Assignments

Digital Animation Spring 2018-Period 7

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

Upcoming Assignments See all

Due:

Flash Symbols Tutorial - Read Part 1 and Part 2 of the tutorial then complete the 7 exercises in the Flash Symbol 101 Series found at the-flying-animator.com
 
Some of the skills in the exercises should be familiar. Pay particular attention to Distribute to Layers in Exercise 3, Color effects in Exercise 4 and Editing Symbols in Exercise 6.  Make sure that the "Sun" animation from exercise 6 is in its own file. Save exercise 6 as "sun.fla"

Due:

Character Emotions-
Complete the assignments in Google Classroom analyzing images representing Anger and Surprise.

Due:

Character Creation Part 1
  • Use simple shapes to draw a character head saving each part as a separate symbol. Common parts for a character head include an oval head shape, mouth, left eye, left pupil, right eye, right pupil, and eyebrows. Additional parts could include hair, nose, left ear, right ear, etc.
  • Select the entire head and convert it to a symbol.
  • Double-click on the symbol to edit it and then select the entire symbol, right-click and select "Distribute to Layers" to create a separate layer for each part of the character.
  • Save as Character Creation.fla

Due:

Character Creation
Part 2
  • Duplicate the base character symbol from Part 1 and name it as a talking character.
  • Double click on the new symbol to edit the symbol.
  • Use classic (or motion) tweening and/or shape tweening to create internal animation that makes the character look like he is talking. The first and last keyframes of the internal animation should be the same. The animation should be approximately 30-40 frames in length. Return to the main scene and add the talking character with enough frames to see the animation and test the movie.
 

Part 3

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.

  •    Look left (or right) - a character that looks off to the side. This one should look like the head is turning, not just the eyes shifting.
  •   Jumping character - the character might only be a head, but that doesn't mean he can't move. Think squash and stretch
    Complete the Character Emotions assignment before you do the next two behaviors
  •    Surprised character - think about what the eyes might do on a suprised character
  •    Angry character - what does he look like when he gets mad.