Monday, February 4, 2013

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Week 5
Dialogue.

Working with sound is a great way to help you time out your actions in animation.
After thumb-nailing out your action, place the sound so you can animate to it.

If you are working in Flash, you can import your sound to the stage or library by using the shortcut CTRL R on PC or CMND R on Mac.
Once you have placed your sound you can begin to rough out your animation.

It is a good rule of thumb when working with sound in Flash to start your animation and your sound both on frame 2 so if there is any loading time it will not off set your animation.

When you animate with dialogue it is also a good rule of thumb to animate the action first before going in and animating the mouths--that is detail work usually reserved for the end.

For this project--it will be an in-class assignment, however you may also work on it at home as well.

Working with "Symbols" create the standard Phonemes mouth shapes.
You can create the symbol by either using the menu command, right clicking the art intended to be in the symbol or pressing F8 when the art is selected.
Make sure your symbol is a graphic and set your looping to single image.
A reminder that symbols have their own timeline embedded in them and is just a container holding information.
Start with the closed mouth and use "Onion Skin" when making your mouth shapes.
Thought for students while making mouth shapes when you talk do your top teeth move up and down or does your jaw distend as it rotates from a fixed hinge?
This order is what we used on ARCHER

This order is what we used on ARCHER
More useful shapes
Standard shapes and their sounds


Have your character say something.

If they have a chin, does it move when they talk?

Do their eyes move or blink, what about their eyebrows? You can make symbols for them too if you wish.

This project is due at the beginning of class on MON the 11th of FEB.

We will start our final project on MON the 11th of FEB.

Happy animating,

Professor Ellis

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