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Animation Module r5 Format

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0% found this document useful (0 votes)
55 views249 pages

Animation Module r5 Format

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 249

lOMoARcPSD|33162115

Animation Module R5 Format

Medical Technology (La Consolacion College Manila)

Studocu is not sponsored or endorsed by any college or university


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Grade 9/11 TLE (ICT- Animation)


Module 1: Produce Cleaned-up and In-between Drawings
(Cartoon-Simple, Regular)

Republic Act 8293, section 176 states that: No copyright shall subsist in any
work of the Government of the Philippines. However, prior approval of the government
agency or office wherein the work is created shall be necessary for exploitation of such
work for profit. Such agency or office may, among other things, impose as a condition
the payment of royalties.

Borrowed materials (i.e., songs, stories, poems, pictures, photos, brand names,
trademarks, etc.) included in this book are owned by their respective copyright
holders. Every effort has been exerted to locate and seek permission to use these
materials from their respective copyright owners. The publisher and an authors do not
represent nor claim ownership over them.

Regional Director: Gilbert T. Sadsad


Assistant Regional Director: Jessie L. Amin
Regional CLMD Chief: Francisco Bulalacao
Regional EPS-EPP/TLE/TVE/TVL: Christie L. Alvarez

Development Team of the Module

Writer: Noel A. Perez, T-III


Editors: Herman E. Bobis and
Dante Santelices
Reviewer: Herman E. Bobis
Illustrator: Noel A. Perez
Layout Artist: Noel A. Perez
Division EPS- CLMD: Cesar Arriola

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TABLE OF CONTENTS
How to Use this Module
Introduction
Quarter 1: Basic & Common Competencies
Lesson1- Personal Entrepreneurial Competencies (PECs)-----------------9
Learning Outcome 1- Recognize PECs needed in Animation
Information Sheet 1.1-1 Personal Entrepreneurial Competencies--10
Self-Check 1.1-1 --------------------------------------------------------------- -0
Activity Sheet 1.1-1 ------------------------------------------------------------ 1
Lesson 2- Environment and Market (EM)---------------------------------------5
Learning Outcome 1- Recognize and understand the market in
Animation
Information Sheet 1.2-1 Environment and Market----------------------6
Self-Check 1.2-1---------------------------------------------------------------- 8
Activity Sheet 1.2-1-------------------------------------------------------------9
Lesson 3- Use of Hand Tools and equipment (UT) --------------------------13
Learning Outcome 1- Prepare hand tools and equipment in animation
Information Sheet 1.3-1 Hand Tools and Equipment for
Animation ---------------------------------------14
Self-Check 1.3-1 ---------------------------------------------------------------20
Activity Sheets 1.3-1 ----------------------------------------------------------20
Lesson 4- Maintain Hand Tools, Equipment and Paraphernalia (MT)--- 24
Learning Outcome 1- Use and maintain hand tools, equipment and
Paraphernalia
Information Sheet 1.4-1 Maintain Hand Tools, Equipment and
Paraphernalia-----------------------------------25
Self-Check 1.4-1 -------------------------------------------------------------- 28
Activity Sheet 1.4-1 -----------------------------------------------------------28
Information Sheet 1.4-1A Procedures in Preparing Reports to
Property Custodian ---------------------------29
Self-Check 1.4-1A -------------------------------------------------------------31
Lesson 5- Perform Mensuration and Calculation (MC) --------------------- 33
Learning Outcome 1- Perform basic mensuration
Information Sheet 1.5-1 Perform Mensuration and Calculation---34
Self-Check 1.5-1 --------------------------------------------------------------35
Information Sheet 1.5-1A Correct Specifications of the
Relevant Sources --------------------------35
Self-Check 1.5-1A ------------------------------------------------------------39
Learning Outcome 2- Carry out mensuration and calculation
Information Sheet 1.5-2 Carry Out Mensuration and
Calculation-------------------------------------40
Self-Check 1.5-2 -------------------------------------------------------------43
Lesson 6- Prepare and Interpret Technical Drawing (ID) ------------------ 46
Learning Outcome 1- Identify different kinds of technical drawings
Information Sheet 1.6-1 Technical Drawing --------------------------47
Self-check 1.6-1 ------------------------------------------------------------- 54

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Activity Sheet 1.6-1 ---------------------------------------------------------55


Activity Sheet 1.6-1A ------------------------------------------------------57
Information Sheet 1.6-1B Basic Elements Used in Technical
Drawing ------------------------------------ 59
Self-Check 1.6-1B -----------------------------------------------------------62
Learning Outcome 2- Interpret technical drawing
Information Sheet 1.6-2 Flowchart Interpretation --------------------62
Self-Check 1.6-2 -------------------------------------------------------------68
Activity Sheet 1.6-2 --------------------------------------------------------- 69
Lesson 7- Practice Occupational Health and Safety (OHS)
Procedures ----------------------------------------------------------------72
Learning Outcome 1- Identify hazards and risks
Information Sheet 1.7-1 Occupational Health and Safety
Procedures ------------------------------------73
Self-Check 1.7-1 -------------------------------------------------------------74
Learning Outcome 2- Evaluate hazards and risks
Information Sheet 1.7-2 Hazards in the Workplace -----------------76
Self-Check 1.7-2 --------------------------------------------------------------77
Learning Outcome 3 – Control Hazards and Risks
Information Sheet 1.7-3 Control Hazard and Risk -------------------77
Self-Check 1.7-3 ------------------------------------------------------------- 81
Information Sheet 1.7-3A Personal Protective Equipment ---------82
Self-Check 1.7-3A ------------------------------------------------------------85
Answer Keys
Summative Assessment Quarter I
Quarter 2: Core Competencies
Lesson 8- Producing Cleaned-Up and In-Betweened Drawings (CI) ----87
Learning Outcome 1- Identify requirements for cleaned-up drawings in
actual Scene folders (cartoon-simple)
Information Sheet 2.8-1 Clean-up Requirements for Drawing
(cartoon-simple) ---------------------------------90
Self-Check 2.8-1 -------------------------------------------------------------93
Information Sheet 2.8-2 Types of Model Sheets --------------------93
Self-Check 2.8-2 -------------------------------------------------------------97
Information Sheet 2.8-3 Key Drawings and Animation
Breakdown -----------------------------------97
Activity Sheet 2.8-3 ---------------------------------------------------------98
Information Sheet 2.8-4 Clean-up Drawing Preparation
(cartoon-simple)----------------------------------99
Activity Sheet 2.8-4 ---------------------------------------------------------102
Information Sheet 2.8-5 Animation Workflow ------------------------104
Self-Check 2.8-5 ------------------------------------------------------------110
Information Sheet 2.8-6 Drawing Animals and Props -------------111
Activity sheet 2.8-6 ---------------------------------------------------------119
Information Sheet 2.8-7 Principles and Concepts of
Animation ------------------------------------ 120

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Self-Check 2.8-7 ------------------------------------------------------------124


Answer Keys
Summative Assessment Quarter II
Quarter 3: Core Competencies
Learning Outcome 2- Produce clean-up drawings for actual scene
folders (cartoon, simple) --------------------------------129
Information Sheet 3.8-1 Clean-up Procedure ------------------------130
Performance Sheet 3.8-1 -------------------------------------------------132
Information Sheet 3.8-2 Production of Clean-up Drawings
(Cartoon-Simple) -----------------------------133
Activity Sheet 3.8-2 ---------------------------------------------------------133
Activity Sheet 3.8-2A -------------------------------------------------------135
Activity Sheet 3.8-2B -------------------------------------------------------136
Activity Sheet 3.8-2C -------------------------------------------------------137
Activity Sheet 3.8-2D -------------------------------------------------------138
Information Sheet 3.8-3 Animator’s Key ------------------------------140
Activity Sheet 3.8-3 ---------------------------------------------------------141
Information Sheet 3.8-4 Familiarization of Line Test Hardware
and Software----------------------------------142
Self-Check 3.8-4 ------------------------------------------------------------149
Information Sheet 3.8-5 Application of Animation Software -----150
Activity Sheet 3.8-5 ---------------------------------------------------------152
Information Sheet 3.8-6 Concept of Line Quality -------------------153
Activity Sheet 3.8-6 ---------------------------------------------------------156
Information Sheet 3.8-7 Model Sheets ------------------------------- 158
Activity Sheet 3.8-7 ---------------------------------------------------------163
Information Sheet 3.8-8 Procedures for Cartoon Drawing
Construction--------------------------------------164
Activity Sheet 3.8-8 ---------------------------------------------------------170
Information Sheet 3.8-9 Drawing Proportion -------------------------171
Activity Sheet 3.8-9 ---------------------------------------------------------177
Information Sheet 3.8-10 Company Procedures and Policies ---178
Self-Check 3.8-10 -----------------------------------------------------------180
Answer Keys
Summative Assessment Quarter III
Quarter 4: Core Competencies
Learning Outcome 3- Identify requirements for in-between drawings
in actual scene folders (cartoon, regular) -----------183
Information Sheet 4.8-1 Requirements for In-between
(cartoon-regular) -------------------------------185
Self-Check 4.8-1 ------------------------------------------------------------189
Information Sheet 4.8-2 Model Sheets (cartoon-regular) ---------190
Self-Check 4.8-2 ------------------------------------------------------------194
Information Sheet 4.8-3 Clean-up Key Drawing for Cartoon
Regular -------------------------------------------195
Activity Sheet 4.8-3 ---------------------------------------------------------196

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Information Sheet 4.8-4 Animation Breakdowns and


X- Sheets-------------------------------------197
Activity Sheet 4.8-4 --------------------------------------------------------198
Information Sheet 4.8-5 Materials and Equipment
(cartoon-regular)----------------------------200
Self-Check 4.8-5 ------------------------------------------------------------204
Information Sheet 4.8-6 Concept of In-betweening ----------------204
Self-check 4.8-6 ------------------------------------------------------------ 210
Activity Sheet 4.8-6 ---------------------------------------------------------210
Information Sheet 4.8-7 Procedures for Character Posing -------212
Activity Sheet 4.8-7 ---------------------------------------------------------216
Information Sheet 4.8-8 Techniques for Refining Line Quality --217
Activity Sheet 4.8-8 ---------------------------------------------------------218
Information Sheet 4.8-9 Concept for Character Design -----------220
Self-check 4.8-9------------------------------------------------------------- 229
Activity Sheet 4.8-9 ---------------------------------------------------------229
Information Sheet 4.8-10 Do’s and Don’t’s of In-betweening ----230
Activity Sheet 4.8-10 -------------------------------------------------------231
Answer Keys
Summative Assessment Quarter IV
References

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HOW TO USE THIS LEARNER’S MATERIAL

Welcome to the Module Produce Cleaned-Up and In-Betweened Drawings


(Cartoon – Simple)
This module contains training materials and activities for you to complete.

The unit of competency “Produce Cleaned-Up and In-Betweened Drawings


(Cartoon-Simple)” contained the knowledge and skills and attitudes required for 2D
Animation. It is a specialized module at National Certificate Level II (NC II).

Before starting the module, I want you to set aside other tasks that will disturb
you while enjoying the lessons. Read the simple instructions below to successfully
enjoy the objectives of this learner’s material. Have fun!

1. Follow carefully all the contents and instructions indicated in every page of this
module.

2. Write on your notebook the concepts about the lessons. Writing enhances
learning, that is important to develop and keep in mind.

3. Perform all the provided activities in the module.

4. Let your facilitator/guardian assess your answers using the answer keys.

5. Analyze conceptually the post-test and apply what you have learned.

6. Enjoy studying!

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9/11

TLE/TVL-ICT
ANIMATION
Quarter 1- Module 1- Week 1

Personal Entrepreneurial
Competencies

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LESSON 1: PERSONAL ENTREPRENEURIAL


COMPETENCIES (PECS)
INTRODUCTION
In this module, you will learn more about entrepreneurship and the
entrepreneurial competencies related to Animation. You will experience various
activities that may lead to your own personal entrepreneurial competency assessment
and as of successful animator within your locality/town. You will also have some
activities that will align your competencies with the competencies of other successful
animators today. Through this module, you will be enlightened on the important role
of entrepreneurship in the economic and social development as a whole.

OBJECTIVES
At the end of this lesson, you are expected to:
1. Assess one’s PECs: characteristics, attributes, lifestyle, skills and
traits.
2. Assess practitioner’s PECs: characteristics, attributes, lifestyle,
skills and traits.
3. Compare one’s PECs with that of a practitioner/entrepreneur’s.
4. Align one’s PECs with that of a practitioner/ entrepreneur’s.

VOCABULARY LIST
Entrepreneurship a process of innovation and creation of new
ideas converting to a marketable products or
services to sustain and improve one’s quality
living.
Entrepreneurs people with skills and capabilities to see and
analyze business opportunities.
Profit-Oriented Entrepreneur enters into the world of business
to generate profit to provide his/her family a
better living.
Risk-Taker the ability to take any risk and consider these as
challenges and work them out and set best
alternatives.
Sound Decision Maker ability to think quickly by making wise decisions
towards pre-determined set objectives.

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Pre-Test 1.1-1
Matching Type
Directions: Match column A with column B. write the letter on a separate sheets of
paper.
Column A Column B
____ 1. Creative A. makes wise decisions towards the set objectives.
____ 2. Profit-oriented B. strategic thinking and setting of goals.
____ 3. Disciplined C. trusting in one’s ability
____ 4. Sound decision maker D. adoptable to change
____ 5. Possess people skills E. innovates to have an edge over other competitors
____ 6. Excellent Planner F. solid dedication
____ 7. Confident G. skillful in record keeping
____ 8. Hardworking H. always sticks to the plan
____ 9. Ability to accept change I. work diligently
____10. Committed J. effective and efficient communication.

Read the Information Sheet very well then find out how much you can remember
and how much you learned by doing Self-check and Task Sheet 1.1-1.

Lesson Information 1.1-1

Personal Entrepreneurial Competencies (PECs)


To learn what PECs is and why is there a need to examine one’s self to develop
PECs, let us first define some significant terms so we can better understand PECs.

First, “Entrepreneurship” is a process of innovation and creation of new ideas


converting to a marketable products or services to sustain and improve one’s quality
living.

Second, “Entrepreneurs” are those people with skills and capabilities to see and
analyze business opportunities. A person who can identify and innovate products and
services and can deliver at the right time at the right price and at the right place.

Important Characteristics / Traits / Attributes of a Good Entrepreneur:

1. Hardworking – Habitually working diligently for a long period of time.


2. Self- Confidence – Exhibit self- confidence in order to cope with all the risks of
operating their own business.
3. Disciplined – Stick on the plan and fight the temptation to do what is unimportant.
4. Committed – Accepts full responsibility of everything and dedicated to make the
business successful.
5. Ability to Accept Change – He/she should cope-up and thrive on changes and
capitalized on positive changes to make his/her business grow.

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6. Creative – Ability to look for innovations and uniqueness to his/her products and
services in order to have an edge over the other competitors.
7. Has the Initiative – Taking initiative and putting one’s self in a position where you
are responsible for the failure or success of the business.
8. Profit-Oriented – Entrepreneur enters into the world of business to generate profit
to provide his/her family a better living.
9. Reliable and has Integrity – Refers to a good reputation, possess the courage to
do the right thing.
10. Risk-Taker – Refers to the ability to take any risk and consider these as challenges
and work them out and set best alternatives.

Important Skills of a Successful Entrepreneur

o Excellent Planner – Planning is strategic thinking and setting of goals to achieve


objectives by carefully maximizing all available resources. Develops and applies
step-by-step plans and combined with actions to realize the goals.

o Possesses People Skills – refers to effective and efficient communication and


relation to people working in and out the business.

o Sound Decision Maker – ability to think quickly by making wise decisions towards
pre-determined set objectives.

10

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SELF- CHECK 1.1-1

A. Matching Type

Directions: Match Column A with Column B. Write only the letter of the correct
answer on a separate sheet of paper.

Column A Column B
1. Ability to look for innovations and uniqueness A. Reliable and has to
his/her products and services in order to have Integrity
an edge over the other competitors.
2. Refers to the ability to take any risk and consider B. Committed
these as challenges and work them out and set
best alternatives.
3. Stick on the plan and fight the temptation to do C. Creative
what is unimportant.
4. Refers to a good reputation, possess the courage D. Risk-Taker
to do the right thing.
5. Accepts full responsibility of everything and E. Disciplined
dedicated to make the business successful.

B. Multiple Choice

Direction: Read and study the given situation that describes entrepreneurial
characteristics. Answer the question by writing the letter on a separate sheet of
paper.

You have decided to open a mini animation studio that caters products
and services to people. You know that your personal entrepreneurial
characteristics are sufficient to ensure a successful business you have in
mind. Your answers to the questions below will help you in developing your
PECs.

1. What PECs must you possess if there are customers who complain about the
quality of your product?
a. Hard work c. patience
b. Versatility d. all of the above

2. Which of the following is not considered a characteristic of an entrepreneur?


a. Opportunity seeker c. dependent
b. Persistent d. copes with failure

3. If you want to ensure a profitable business operation, what characteristic will


you maintain?
a. be future-oriented c. be opportunity seeker
b. be committed d. be goal oriented

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4. You follow the advice of a friend to be flexible. What PECs you have
demonstrated?
a. responsive to feedback c. self- confidence
b. reliability and has integrity d. persistence

5. You told Pedro, your best friend that you have strong will and do not give up to
find a solution to a business problem. What PECs you have demonstrated?
a. self-confidence c. persistence
b. risk-taking d. hard work

TASK SHEET 1.1-1

Title: Aligning one’s PECs


Performance Objectives: Given required supplies and materials you should be
able to:
1. Assess your own PECs.
2. Assess practitioners PECs
3. Align your PECs with that of the practitioners.
Supplies / Materials:
Equipment:
Steps / Procedures:
Assess One’s PECs
1. Rate each listed characteristics and traits that best describe your own PECs
by using the rating guide below. Write your answers on the activity sheets
provided.

Always
Sometimes
Never

Creativity
Resourceful
Persistent
Organized
Independent
Confident
Risk Taker
Observant
Competent
Trustworthy
Optimistic
Passionate
Flexible
Sensitive
Committed
Dynamic

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2. Write the characteristics and traits on the table below that you need to
further improve based on the results above and align them according to the
PECs of a practitioners in your locality/town.

My PECs that needs improvement Things to Do to Align with PECs of


a Successful Practitioners

Assignment/Additional Activities 1.1-1

Prepare an Action Plan for your PECs that you need to strengthen. You
may opt to follow the suggested format below. You may change or improve
it as long as it suits your own plan of action.

ACTION PLAN
Specific Purpose Statement: ( Your vision of your future)
Ex. Developing self-confidence in business.
Focus Current Goal Measures Action Time Reward/Recognition
Area Situation of Required Frame
Success
My PECs

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ICT-ANIMATION GRADE 9/11


Quarter 1- Module 1- Week 1

ANSWER KEYS 1.1-1

Pre- Test 1.1-1


1. E
2. G
3. H
4. A
5. J
6. B
7. C
8. I
9. D
10. F
A. Matching Type
1. C
2. D
3. E
4. A
5. B
B. Multiple Choice
1. C
2. D
3. A
4. A
5. C

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9/11

TLE/TVL-ICT
ANIMATION
Quarter 1- Module 2- Week 1

Environment and Market

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LESSON 2: ENVIRONMENT AND MARKET


INTRODUCTION
In this module, you will learn more about entrepreneurship and the
entrepreneurial competencies related to Animation. You will experience in various
activities that may lead to your own personal entrepreneurial competency assessment
and as of successful animator within your locality/town.
To be successful in any kind of business venture, potential entrepreneurs
should look closely at the environment and market. They should always be watchful
of existing opportunities and constraints, and to take calculated risks. The
opportunities in the business environment are factors that provide possibilities for a
business to expand and make more profit.
Opportunities and threats exist in the external environment. Opportunities relate
to the market, new technologies, and the external factors such as government policies,
climate, and trends. Threats replace what the competitors are doing. It also includes
legal and other constraints.
Now that you have read some important considerations to explore to be
successful in any business, you are now ready to explore more about the environment
and market.

OBJECTIVES
At the end of this lesson, you are expected to:
1. Identify the players/competitors within the locality/town.
2. Identify the different products/services available in the market.
3. Identify the profile of potential customers.
4. Identify the customer’s needs and wants through consumer analysis.
5. Conduct consumer/market analysis.

VOCABULARY LIST
Inflation the increase of the general price level of goods and
services.
Needs in business are important that individual cannot do
without these.
Wants are desires and considered over and above the
needs of life.
Demography refers to the population of your potential market and
the diversity of their socio-economic grouping.
Physical Environment the actual, physical location of the business. Ideally
it should be clearly visible and close to your target
market.

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Pre-Test 1.2-1
Direction: Choose the letter that corresponds to the correct answer.

1. Which environmental factor in business refers to the population of the


potential market and diversity of socio-economic groupings?
a. physical location c. demography
b. political situation d. culture
2. It refers to the increase of the of the general price level of goods and
services.
a. inflation c. unemployment rate
b. GDP d. employment rate
3. Which can be considered wants?
a. clothing b. jewelries c. shelter d. education
4. The following are wants EXCEPT
a. expensive cars c. health care
b. impressive house d. traveling around the world
5. The higher the ______, the more spending power a consumer has.
a. GDP b. inflation c. unemployment rate d. employment rate

Read the Information Sheet very well then find out how much you can remember
and how much you learned by doing Self-check 1.2-1

Lesson Information 1.2-1

Environment and Market


Working in a company or in your own business is essential to be able to identify
and study the environment and market of animation industry in your locality or town.
You can also identify options if your original plan will be successful or not.
In setting up your business, a lot of things have to be considered in finding the
right environment for your business.
There are factors to be considered. First, Tangible factors the physical location,
like a particular economic or business zone in your area, accessibility, availability of
transport sectors, suppliers and possible clients, competitors and layout of office.
Second, Intangible factors such as provisions for government regulations political
situation, culture and demography of the people-population, economic and social
status, technology availability.

Environment Factors

1. Natural and Physical Environment- the actual, physical location of the business.
Ideally it should be clearly visible and close to your target market.

2. Demography- refers to the population of your potential market and the diversity of
their socio-economic grouping.

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3. Culture- refers to people’s way of life, you have to consider the cultural of the
people around your business area.
4. Government regulations- you need to legalized your business for you to freely
transact and dispense your products or services. You need to comply with all the
regulations and policies set by the different government agencies concerned.

5. Economy- it can be interpreted as the effective management of business. Economy


influences how well goods and services are traded in the market as well as the
quality of life of people. As an entrepreneur, you must be sensitive and observant
to economic indicators such as:

 Inflation – the increase of the general price level of goods and services.

 Gross Domestic Product (GDP) – It reflects the annual gross domestic income
derived from the salaries and wages, profits from businesses and taxes
collected by the government. The higher the GDP, the more spending power a
consumer has.

 Unemployment Rate – the percentage of people who are actively seeking a job
but could not find one. The higher the unemployment rate the lesser income for
consumers to spend. Less spending ability of people means less business.

Consumer Analysis

1. Needs and Wants of People


People have different understanding of wants and needs. Needs in business
are important that individual cannot do without these. Basically, these include food,
clothing, shelter, health care, education and relaxation. This are essentials to
everyone that he or she may be able to live with dignity. Wants are desires and
considered over and above the needs of life. Some examples are the eagerness
of having a very expensive car, clothes, shoes, traveling around the world,
jewelries, and impressive houses. These wants and needs can obviously help you
generate business ideas.
2. Generate Ideas for Animation Business
Ways by which you can generate possible ideas for your business.

A. Examine the existing goods and services


Ask yourself if you are satisfied with the existing product. What do other
people say about the product? how can you improve it? You can enhance and
innovate of what is already existing, making it more useful and adaptable to the
customers’ needs.

B. Examine the present and future needs


Look and listen to customers’ demands. Sometimes, needs are very
obvious and other needs are not because they can only be felt in the future.

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C. Examine how the needs are being satisfied


The needs for products and services are the market demand. The one who
use or buy the products and services is the possible market, and these may be
people, institutions, establishment and agencies. No supply to a pressing
market demand is a great business opportunity. The needs for raw materials,
maintenance and other services are good source of ideas for business.

D. Assess the available resources


Observe what materials and skills are available in your locality/town. The
business may use this opportunity to provide products and services align with
the business that you are thinking.
E. Read articles, news and publications on the new trends and techniques
or technology advancement in business
You can pick up new ideas and techniques in business from these printed
materials. It will also guide you on how to put the right products and services at
the right place, at the right price, at the right time.

F. Select the right idea


You have to select the most appropriate from your listed ideas, but you
need to screen your ideas to narrow them down to about 2 options, from then
choose between the two and decide which business is worth pursuing.
Here are the factors to be consider in screening your ideas:
1. Capital
2. Demand for product
3. Background to run the business
4. Business legal issues
5. Expertise and Interest on the business

SELF-CHECK 1.2-1

A. Multiple Choice
Direction: Choose the letter that corresponds to the correct answer and write your
answer on a separate sheet of paper.
1. The following are the steps in consumer analysis, except.
a. select the right idea c. knows the needs and wants of people
b. needed capital d. examines the existing goods and services
2. Which is not a factor in finding the right environment for your business?
a. Physical location c. accessibility
b. Suppliers and clients d. needs and wants of people
3. It is a factor in choosing the environment which refers to the physical location
of the business.
a. Intangible factor c. accessibility
b. Tangible factor d. demography
4. Which is an example of Intangible factor in finding location for business?
a. accessibility c. demography
b. availability of transport sector d. competitors

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5. Which of the following is an example of needs?


a. Luxury cars c. expensive clothes
b. Impressive house d. health and education

B. Enumeration
Direction: Give what are being asked in each of the following items.
1. Factors in screening ideas in deciding which business is to pursue.
a.
b.
c.
d.
e
2. Economic indicators
a.
b.
c.

TASK SHEET 1.2-1


Title: Conduct consumer/market analysis
Performance Objectives: Given required supplies and materials you should be
able to:

1. Conduct consumer/market analysis.

Supplies / Materials:
Equipment:
Steps / Procedures:
Conduct consumer/market analysis
1. Conduct a mini survey to a group of people of 100 - 500 in your
locality/town and gather pertinent data on their needs and wants. Use the
suggested survey format.

Age No. of Needs Wants


Population
Example: 100 Clothing, Diaper, Toys, Coloring
6 and below Milk, etc. books, etc.
7 -12 years’ old
13-16 years’ old
17-22 years’ old
23 and above

2. Using the results of the survey, list down the possible business
opportunities which you may wish to put up. Analyze the kind of business
you have identified and use the suggested format below.

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Kind of Business Positive Factors Negative Factors


Strengths Opportunities Weaknesses Threats
Example:
1. Selling of School
Supplies

3. Answer the questions that may gave you the bases in formulating your
business ideas.

a. Who do you think your target markets/clients?


b. Where is the best location for your business?
c. Which products/services would more appealing to your target
markets/clients?
d. Can you say that you have choose the most feasible business
opportunity?

ANSWER KEYS 1.2-1

Pre-Test 1.2-1
1. C
2. A
3. B
4. C
5. A

SELF-CHECK 1.2-1
A. Multiple Choice
1. B
2. D
3. B
4. C
5. D
B. Enumeration
1. Factors in screening ideas
a. Capital
b. Demand for product
c. Background to run the business
d. Business legal issues
e. Expertise and Interest on the business

2. Economic Indicators
a. Inflation Rate
b. Gross Domestic Product
c. Unemployment Rate

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9/11

TLE/TVL-ICT
ANIMATION
Quarter 1- Module 3- Week 2&3

Use of Hand Tools and


Equipment

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LESSON 3: USE OF HAND TOOLS AND


EQUIPMENT
INTRODUCTION
In this module, you will learn more about hand tools and equipment used
Animation. You will experience in various activities that may lead to your own personal
competencies of successful animator within your locality/town. Through this module,
you will be enlightened on the procedure in accomplishing forms and in the used and
proper care of tools and equipment.
To begin with, you will find out the competencies you need to master upon
finishing this module.

OBJECTIVES
At the end of this lesson, you are expected to:
1. Use hand tools and equipment according to function and task
requirement.
2. Check the list of tools and equipment to be requested per job
requirement.
3. Inspect the requested tools and equipment.
4. Assess the condition of all hand tools and equipment for proper
operation and safety.

VOCAVULARY LIST:
Traditional Animation a type of animation technique where drawing is
drawn manually by hand with the use of
different basic tools and equipment.
Cel Animation Traditional Animation
Production Folder “Animation Folder”- A special folder in
animation used to keep and organize the
important sheets and reference materials for
the production
X-Sheets Exposure Sheets
Raffs Rough Sketches or drawings

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Pre-Test 1.3-3
Identify the following tools and equipment used in animation. Write your answer on a
separate sheet of paper.

1.

_________________

2.

________________

3.

__________________

4.

___________________

5.

___________________

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Read the Information Sheet very well then find out how much you can remember
and how much you learned by doing Self-check and Task Sheet 1.3-3.

Lesson Information 1.3-3

Prepare Hand Tools and Equipment in Animation

Traditional Animation is a type of animation technique where drawing is drawn


manually by hand with the use of different basic tools and equipment. It is also called
Classical Animation or Cel Animation.

Let us study now the tools and equipment requirement in creating a traditional
animation.

1. Animation Table
A special table with lighting fixture under the animation disc attached on its
top, purposely for tracing the in-between drawings. It is necessary to see the
receding movement for consistency of action.

2. Light Box
A portable equipment similar to animation table essentially featured the light
shine through different layers of animation paper for tracing the in-betweens.

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3. Line Tester
An equipment where the camera is attached used for testing the movement
or action after the pencil drawing are done.

4. Photo Copier
An equipment used for reproduction, reducing, and enlarging the drawings.

5. Computer or Laptop with installed Animation Software


An equipment used for editing and finalization of animation production.

6. Computer Table and Chair


An equipment intended for computer set or laptop

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7. Digital and Video Camera


A tool uses for testing the finished pencil drawing and to check its
movement.

8. Peg Bar
A tool used to hold the animation papers while completing the action
drawing, avoiding the paper to move as the animator is doing the artwork.

9. Animation Paper Puncher


A special tool used to punch a hole to a paper whether it is 2 or 3 holes.

10. Animation Paper


A standard special paper intended for animation drawings with 2 or 3 holes on
one side.

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11. 12” Field Guide/Chart


It is a grid system used to accurately create field guides in the layout. These
guides are what the camera will see in the scene. There are 2 standard field
sizes for animation the 12 and 15 inches.

12. Bar Sheets


The director use this when she or he has given some thought to the overall
timing of a film. It is a standard kit in editing room; however, the animator is
expected to have a dope sheets and the sound of the animation is often shown to
bar sheets.

13. Dope or X-Sheets


A standard traditional animation tool that enables an animator to organized
his/her thinking and give instructions to the cameraman on the shots needed. It
consists of five sections and is usually A4 paper size and every eight line is
printed thicker equivalent to half foot of film. It also serves as guide in determining
the number of drawings and the dialogue.

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14. Model Sheets


A very essential tool in animation and used as guide for the consistency in
drawings characters, backgrounds, animals, and props.

15. Layout/ Story Reel


Under the supervision of the director using the storyboard the layout artist
proceeds to story reel. He or She carefully draws each scene to the size at which
it will eventually be animated. It is composed of the background environment,
staging of action and the camera field references.

16. Storyboard
A tool composed of a series of drawn images that graphically portrays the
action described in the script.

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17. Production Folder or Animation Folder


A special folder in animation used to keep and organize the important
sheets and reference materials for the production such as: Model Sheets, Dope
or X- Sheets, Storyboard, Layout, and Key Drawings.

18. Drawing Pencil


A drawing pencil used for sketching and cleaned-up drawings. There are 3
basic colors of lead use in animation such as: black for final line, red for
registration, and blue for sketching and line construction.

19. Pencil Sharpener


A tool used for sharpening the drawing pencil. There are two kinds of
standard pencil sharpener, the manual and electrical sharpener.

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20. Art Gum Eraser


It is a superior in terms of cleaning and removing smudges, unnecessary
lines and blots.

SELF-CHECK 1.3-3

Directions: Identify the following hand tools. Write your answer on a separate sheet
of paper.
________ 1. A tool used for sharpening the drawing pencil.
________ 2. A tool composed of a series of drawn images that graphically
portrays the action described in the script.
________ 3. A special tool used to punch a hole to a paper whether it is 2 or
3 holes.
________ 4. A tool used to hold the animation papers while completing the
action drawing, avoiding the paper to move as the animator is
doing the artwork.
________ 5. A special table with lighting fixture under the animation disc
attached on its top, purposely for tracing the in-between
drawings. It is necessary to see the receding movement for
consistency of action.

PERFORMANCE TASK 1.3-3

Proper Manipulation of the Line Tester, Animation Disc, and Personal


Computer/Laptop

Directions: Below is a simple activity for you to work on. Practice the task following
the given procedures.

Materials:
o Animation Paper
o Eraser
o Drawing Pencil

Tools and Equipment:


o Line Tester

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o Animation Disc
o Personal Computer

Procedures:
For Line Tester and personal Computer Set
1. Connect web cam cable to your computer
2. Open your computer
3. Open Flipbook software Icon
4. Click, Create New Scene
5. Set # of Frames and # of Levels into a desired number of levels and frames.
6. Click, Ok
7. Click, Capture Icon
8. Set Level and Frame to 1, then 2 for Hold
9. Place the Animated Drawings one at a time on the top of line tester, start
drawing 1 then,
10. Click, Capture Button
11. Repeat Capturing until the last drawing.
12. Click File button
13. Click, Save as button
14. Choose file destination, (Create your own folder with your name)
15. Type your file name (ex. Tools Manipulation Exercises)
16. Click, Save button

For Animation Disc


1. Place the animation paper on the top of the Animation Disc
2. Insert the peg bar to the holes of the animation paper.
3. Switch on the light of the Light Box
4. Start making a simple drawing of objects using the drawing pencil.
5. Rotate the animation disc while making a drawing.
6. Switch on and off the light if applicable.

Performance Checklist 1.3-3


Find out by accomplishing the Scoring Rubric honestly and
sincerely. Remember it is your learning at stake!

Learner’s Name: Date:

Competency: Test Attempt


1st 2nd 3rd

Direction:
OVERALL EVALUATION
Ask your teacher to
assess your
performance in the Performance Levels

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following critical task Level


and performance Achieved
criteria below.
4- Can perform this skill without
supervision and with initiative and
adaptability to problem situations.
You will be rated based 3- Can perform this skill satisfactorily
on the overall without assistance or supervision.
evaluation on the right
side. 2- Can perform this skill satisfactorily
but requires some assistance
and/or supervision.
3- Can perform parts of this skill
satisfactorily, but require
considerable assistance and/or
supervision.

Note: Instructor will initial level achieved.

PERFORMANCE CRITERIA CHECKLIST 1.3-3

For acceptable achievement, all items should Yes No N/A


receive a “Yes” or “N/A” response.
1. Set up the equipment correctly
2. Follow the given procedures correctly.
3. Manipulated the computer and the software
correctly.
4. Capture the drawings correctly
5. Set the correct value of frames, levels, and holds.
6. Follow the correct saving procedures.

ANSWER KEYS

Pre-Test 1.3-3
1. light box
2. photocopier machine
3. peg bar
4. animation paper
5. bar sheets

Self-Check 1.3-3
1. Pencil Sharpener
2. Storyboard
3. Animation Paper Puncher
4. Peg Bar
5. Animation Table

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9/11

TLE/TVL-ICT
ANIMATION
Quarter 1- Module 4- Week 4

Maintain Hand Tools,


Equipment and Paraphernalia

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LESSON 4: MAINTAIN HAND TOOLS,


EQUIPMENT AND PARAPHERNALIA
INTRODUCTION:
This module covers the knowledge, skills, and attitudes required in
maintaining hand tools and paraphernalia. It includes the safety procedures in using,
cleaning, and reporting to property custodian of hand tools and equipment,

OBJECTIVES:
At the end of this lesson, you are expected to:
1. Perform safety procedures in using hand tools, equipment and
paraphernalia.
2. Follow procedures in cleaning, tightening and simple repair of hand
tools, equipment and paraphernalia.
3. Identify common malfunction when using hand tools, equipment and
paraphernalia.
4. Follow procedures in preparing a report to property custodian.

VOCAVULARY LIST:
Maintenance improving the performance and condition of
equipment and facilities.
Practical Work Area Shop area where the actual performance of
skills being conducted.
Trainee Resource Area an area of a shop where the resources such as
a copy of CBLM is available
Paraphernalia Tools and equipment consisting of
miscellaneous articles needed for a particular
operation.

Pre-Test 1.4-4

Directions: On a separate sheet of paper, Write T if the statement is correct and F if


it is false.
____1. Any protective equipment for the tool and activity ca be used.
____2. Any tool can be used for any job.
____3. Tools must be operated according to manufacturer’s instructions.
____4. All tools must be kept in good condition with regular maintenance.
____5. Each tool may be examined before use and damaged or defective tools not
to be used.

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Read the Information Sheet very well then find out how much you can remember
and how much you learned by doing Self-check and Task Sheet 1.4-4.

Information Sheet 1.4-4

Maintain Hand Tools, Equipment and Paraphernalia

Maintenance is a means of improving the performance and condition of


equipment and facilities. An effective maintenance program identifies problems long
before any equipment or facilities breaks down. Early discovery of problems, provide
enough time for effective maintenance planning. The trainer has to value the
importance of maintaining the training facility, equipment and tools under his or her
care for effective training and learning process.

Training Equipment and Supplies

Training equipment is usually placed in the Practical Work Area or the


Trainee Resource Area. The sizes and uses of equipment vary in different training
qualifications and generally classified into five (5):

1. Large items of equipment - motor vehicles, animation table, industrial


sewing machine, computer unit.
2. Small items of equipment – video camera, tape recorder, espresso
machine, scanner, portable light box, tester, printer.
3. Simple equipment – electric fan, floor polisher
4. Complex equipment – plasma cutting machine, simulator
(automotive)
5. Equipment with significant health and safety implications –
duplicator Machine

Why Maintain?
Benefits of Effective Maintenance Program
Generally, it keeps the optimum condition of physical facilities at acceptable levels
and minimum cost to satisfy the expected of programs, services and activities at
acceptable and minimum costs.

The following are the benefits of effective maintenance program:


1. Extend the useful life of physical facilities.
2. Assure the operational readiness of equipment and maximum possible
return of investments.
3. Properly discard hazardous waste.
4. Ensure the safety of personnel using the facilities

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What we can gain form maintaining our facilities?


a. Ensured SAFE environment
b. Improved MORALE of human resources
c. Reduced operational COST
d. Increased PRODUCTION
e. Prolonged LIFE of facilities
f. Prompt DELIVERY of services/ product
g. WASTE/ GARBAGE reduction

The implementation of maintenance program will center on the 5 M’s as


follows:

1. Manpower
2. Money
3. Methods and System
4. Machines
5. Materials and Supplies

Maintenance Program is a comprehensive list of maintenance and its incidents.


This include all maintenance activities to be undertaken, manpower needed,
maintenance method, materials and supplies needed and cost involved in the
maintenance.

Maintenance Schedule is a list allocating specific maintenance of an area, including


equipment and tools to a specified period.

Maintenance Checklist is a list of maintenance tasks typically derived through


some form of analysis, generated automatically as work orders at a predetermined
frequency.

Sample of Checklist
HOUSEKEEPING SCHEDULE
Qualification Animation NC II
Area/Section
In-Charge
ACTIVITIES Responsible Schedule for the Month of ______________
Person Daily Every Weekly Every Monthly Remarks
other 15th Day
Day
Clean and
check
monitors/
chairs and
tables
Clean and
check modules
Clean and
check LDC

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projector,
printer, Digital
pen and tablet
Check and
arrange
animation
paper

How to maintain tools and equipment?


1. Clean your tools regularly
2. Protect electrical cords
3. Lubricate tools
4. Inspect tools regularly
5. Store tools with care

Safety Procedures in Using Hand Tools and Equipment


We already familiar with the different hand tools and their proper use. We
need to know how to be safe in using these. What are the safety precautions in using
hand tools and equipment? What are its Do’s and Don’ts?

Safety Precautions in using Hand Tools and Equipment

1. All tools must be kept in good condition with regular maintenance.


2. Right tool must be used for job.
3. Each tool must be examined before use and damaged or defective tools
should not be used.
4. Tools must be operated according to manufacturer’s instruction.
5. The right protective equipment for the tool and activity must be used.

Procedures in Cleaning, Tightening and Simple Repair for Hand Tools,


Equipment and Paraphernalia

1. Cleaning the tools after use is highly recommended.


2. All tools and equipment must be placed in a clean and dry place.
3. The work area must always be kept neat and tidy.
4. Lubricants must also be applied after tightening to reduce the friction.
5. Before cleaning any tool, be sure to wear the proper personal protective
equipment (PPE).
6. Only use cleaning agents as prescribed by the tool or equipment’s
manufacturer. Follow the cleaning procedures as well to make sure that no
damage will be inflicted on the tools.

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Common Malfunctions in Hand Tools, Equipment and Paraphernalia

1. Small objects tend to fall down when being held by a gripping tool like pliers.
2. The use of striking tools also imposes a great threat if there will be a
malfunction. Common hazards are heads separating away from the handle.
3. Power tools also impose danger during mishaps. Common problems are
electrical short circuiting or mechanical problems.
4. When using a driving tool, screw may slip the tip of the screw driver.

SELF-CHECK 1.4-4

Directions: On a separate sheet of paper, Write T if the statement is correct and F if


it is false.
_______ 1. All tools must be kept in good condition with regular
maintenance.
_______ 2. Any tool can be used for job.
_______ 3. Each tool may be examined before use and damaged or
defective tools not to be used.
_______ 4. Tools must be operated according to manufacturer’s instruction.
_______ 5. Any protective equipment for the tool and activity can be
used.

TASK SHEET 1.4-4

Directions: Using the given table below, check/ identify the tool defects with the
corresponding possible remedies.

Supplies Materials Tools


Activity form Lubricants Pliers
Pencil Rugs Hammer
Rust Remover Power Tools
Screw Driver
Abrasive

Tool Defect Possible Remedy Remarks


(after remedy)

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Read the Information Sheet very well then find out how much you can remember
and how much you learned by doing Self-check 1.4-4A

Information Sheet 1.4-4A

Procedures in Preparing Report to Property Custodian

The Property Custodian is the one who oversee the storage of supplies,
materials and equipment, In-charge of warehouses, Storage yards, tools rooms, and
stock rooms. Prepare and submit required reports to the management.

There are basic procedures to follow in reporting any damages and non-
functional equipment, missing items, needed items, condemnable tools and
equipment to Property Custodian. Accurate entry in different forms used in Animation
works is essentially important in order to facilitate well the purchases, issuances, and
condemnation of properties and to free the person in charge from any liabilities. Here
are some various forms used in animation works.

A. Sample Requisition Slip Form


This is an official paper in the form of a printed document on which a
request in made.

Name: ________________________________________
Project: _______________________________________
Classification: __________________________________
Purpose: ______________________________________

No.

____________ _____________ ________________ ____________


Requisitioner Teacher Department Head Principal

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B. Sample Inventory Form of Animation Tools and Equipment

Name: _______________________________________
Year & Section: ________________________________
School/Department: ____________________________
Laboratory/Shop: _______________________________
Purpose: ______________________________________
Tools/Instruments Qty. No. of No. of Not No. of No. of No. of
Usable Usable Condemn- Borrowed missing
But able
Repairable

____________ _____________ ________________ ____________


Requisitioner Teacher Department Head Principal

C. Sample Borrower’s Slip

Borrower’s Slip

Name of Borrower: ______________________________


Description Qty. Remarks

_________________________ Noted by: ______________________


Signature of Borrower Personnel In-Charge

Date Returned: _____________________

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SELF-CHECK 1.4-4A

A. Directions: Below are jumbled letters coinciding with the different types of
forms used in animation when requesting, receiving and inspecting needed
materials, tools and instruments. Arrange it to form the correct word or words.
Write your answer on a separate paper.

1. ROIFYVT MNOENF
2. RLVCDPYT EEEEIIR
3. PRESO ROBRWIL
4. SODEAR CUPREAH
5. FITIMEON SIRUROQ

B. Directions: Describes briefly at least two (2) of your correct answer in Part A.

1. ________________________________________________ .

2. ________________________________________________ .

ANSWER KEYS
Pre-Test 1.4-4
1. F
2. F
3. T
4. T
5. F
Answer Key 1.4-1
5. T
6. F
7. F
8. T
9. F
Answer Key 1.4-1A
1. INVENTORY FORM
2. DELIVERY RECEIPT
3. BORROWER SLIP
4. PURCHASED ORDER
5. REQUISITION FORM

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

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9/11

TLE/TVL-ICT
ANIMATION
Quarter 1- Module 5- Week 5&6

Perform Mensuration and


Calculation

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LESSON 5: PERFORM MENSURATION AND


CALCULATION
INTRODUCTION:
This module is designed to familiarize students with mensuration and
calculation. A description of shape is valueless without proper and complete indication
of size. The shop worker preferably the animators must know the exact width, height
and depth of a work piece.
Accuracy of measurements depends on one's ability to use measuring tools
correctly. Proper practice in holding different tools, instruments and materials as well
as safety measures are also included in this module.

OBJECTIVES:
At the end of this lesson, you are expected to:
1. Identify objects to be measured.
2. Use the correct specifications as specified in the job requirements.
3. Perform calculation needed to complete task using the four mathematical
Fundamental operation.
4. Employ different techniques in checking accuracy of the computation.

VOCABULARY LIST:
CPU-Central Processing a piece of hardware that enables your computer
Unit to interact with all of the applications and
programs installed.
RAM-Random Access is the super-fast and temporary data storage
Memory space that a computer needs to access right
now or in the next few moments.
ROM- Read-Only device containing specific software, or a file with
Memory software to be stored in EEPROM or Flash
Memory.
OS- Operating System is system software that
manages computer hardware, software
resources, and provides common services
for computer programs.

Pre-Test 1.5-5
Directions: Identify the concept that is best described in the following statements.
Write your answer in a separate sheet of paper.
______________ 1. It refers to how much disk space one or more storage devices
provides. It measures how much data a computer system may
contain.
______________ 2. it is used to process images so they can be displayed in the
monitor.
______________ 3. it is an integrated electronic circuits that performs the
calculations that run a computer.
______________ 4. it is an internal storage area in the computer system.

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Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 1.5-5

Information Sheet 1.5-5

Perform Mensuration and Calculation

Types of Components and Objects to be Measured:

1. Memory – it is an internal storage area in the computer system. It identifies


data storage that comes in the form of chips, and the word storage is used for
memory that exists on tapes or disks.

2. Data Storage Capacity – it refers to how much disk space one or more
storage devices provides. It measures how much data a computer system
may contain. Example, a computer with 500GB hard drive has storage
capacity of 500 gigabytes. A network server with1TB drives, has a storage
capacity of 1 terabyte.

3. Processor – it is an integrated electronic circuits that performs the


calculations that run a computer. A processor performs arithmetical, logical,
input/output and other basic instructions that are passed from an operating
system (OS). A central processing unit or CPU, is a piece of hardware that
enables your computer to interact with all of the applications and programs
installed.

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4. Video Card – it is used to process images so they can be displayed in the


monitor. A good video card can result to quality of the graphics, so this is
important in playing games, photography and video. Using a dedicated video
card may improve overall system performance because it includes its own
RAM, power regulators, and cooling so that the system RAM and CPU can be
used for other things.

SELF-CHECK 1.5-5

Directions: Identify the following. Write your answer on a separate sheet of paper.

______________1. An integrated electronic circuit that performs the


calculations that run a computer.
______________2. It is an internal storage area in the computer system.
______________3. It is used to process images so they can be displayed in
the monitor.
______________4. It refers to how much disk space one or more storage
devices provide.

Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 1.5-5A

Information Sheet 1.5-5A

Correct Specifications of Requirements the Relevant Sources

Conversion and Calculation


Capacity and Speed
1. Date Storage
Samsung 2TB (HD204UI) hard Disk Drive
Capacity- 2 TB
Interface- Serial ATA 3.0Gbps
Buffer DRAM Size- 32 MB

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2. Memory
JEDEC Standard
DDR3 Speed Grade: 1333 Mbps
Unbuffered DIMM: 240-pin
Memory Organization: x8 FBGA DRAM chip
DDR3 DRAM interface: SSTL_15
CAS Latency: 9-9-9
Bandwidth: 10660MB/s

3. Processor
TECH SPECS

Essentials

Product Collections : 7th Generations Intel*


Core I5 Processors
Processor Number : i5 – 7400

Performance

# of Cores : 4
Max Turbo Frequency : 3.50 GHz
Cache : 6MB SmartCache
TDP : 65 W
# of Threads : 4
Bus Speed : 8 GT/s DMI3

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4. Video Card

Asus GeForce GTX750 TI 2GB 128-bit GDDR5


Performance graphics (GTX750TI-OC-2GD5)

Graphics Engine – NVIDIA GeForce GTX 750 Ti


Bus Standard - PCI Express 3.0
Video Memory - GDDR5 2GB
Engine Clock - GPU Boost Clock: 1150 MHz
- GPU Base Clock: 1072 MHz
CUDA Core - 640
Memory Clock - 1350 MHz (5400 MHz GDDR5)
Memory Interface - 128-bit
Resolution - DVI Max Resolution: 2560x1600
- Digital Max Resolution: 4096x2160
Interface - D-Sub output: Yes x 1
- DVI output: Yes x 2 (DVI-D)
- HDMI Output: Yes x 1
- HDCP Support: Yes
Power Consumption- up to 150W1 additional 6 pin PCIe power
Required
Software - ASUS GPU tweak & Driver
Asus Feature - OC series
- Super Alloy Power
Dimensions - 8.58” x 4.527” x 1.53” inch
- 21.8 x 11.5 x 3.9 Centimeter

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Sample of Animation Software and their System Requirements


ADOBE FLASH CS 6 ADOBE ANIMATE CC TOON BOOM
HARMONY
Windows Windows Windows
 Intel Pentium 4  Intel Pentium 4  Intel Core i7 3.4
or AMD Athlon or Intel GHz, Intel Core i5
64 processor Centrino, Intel 3GHz
 Microsoft Xeon, or Intel  Windows 7, 8.1,
Windows XP or Core Duo 10 (64 bit)
Windows 7 and  Microsoft  32 GB of RAM,
Windows 8 Windows 7,  4 GB, 8GB, 16
 2 GB of RAM 8.1,10 (64 bit) GB memory
( 3GB  2 GB of RAM (8  1280 x800 display
recommended) GB (1920 x 1080
 3.5 GB of recommended) recommended)
available hard-  4 GB of
disk space available hard- MAC OS
 1024 x 768 disk space for  Mac OS 10.10.5,
display (1280 x installation 10.11.6, 10.12.6,
800  1024 x 900 10.13.3
recommended) display (1280 x  Intel Core i5 (Intel
 Java Runtime 1024 Core i17
Environment 1.6 recommended) recommended)
 DVD-ROM drive  Internet  8 GB Memory or
 Quick Time connection and Higher
7.6.6 software registration are  1280 x 800
required for necessary for display (1920 x
multimedia software 1080
features activation. recommended)
 Some features  Intel HD Graphics
in Adobe Bridge MAC OS 5000- Video Card
rely on a  Multicore Intel  NVIDIA GeForce
DirectX 9- processor GT 640M
capable video  Mac OS X  Intel Iris Pro
adapter with at v10.11 (64 bit) Graphics 6200
least 64 MB of or v10.12 (64 1536 MB
VRAM bit) recommended
 2 GB of RAM ( 8
GB
MAC OS recommended)
 Multicore Intel  4 GB of
processor available hard-
 Mac OS X v disk space for
10.6.8 or v 10.7 installation
 2GB of RAM  1024 x 900
(3 GB display (1280 x
recommended) 1024
 4GB of recommended)
available hard-

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disk space for  Quick Time 10.


installation X software
 1024 x 768 recommended
display (1280 x  Internet
800 connection and
recommended) registration are
 Java Runtime necessary for
Environment 1.6 required
 DVD-ROM drive software
 Quick Time activation.
7.6.6 software
required for
multimedia
features.

SELF-CHECK 1.5-5A

Directions: Identify the correct specifications on the following animation software.


Choose from the options below. Write the letter on a separate sheet of paper.

1. Windows
 Intel Pentium 4 or AMD Athlon 64 processor
 Microsoft Windows XP or Windows 7 and Windows 8
 2 GB of RAM ( 3GB recommended)
 3.5 GB of available hard-disk space
 1024 x 768 display (1280 x 800 recommended)
 Java Runtime Environment 1.6
 DVD-ROM drive
 Quick Time 7.6.6 software required for multimedia features
 Some features in Adobe Bridge rely on a DirectX 9-capable video adapter
with at least 64 MB of VRAM

2. Windows
 Intel Pentium 4 or Intel Centrino, Intel Xeon, or Intel Core Duo
 Microsoft Windows 7, 8.1,10 (64 bit)
 2 GB of RAM (8 GB recommended)
 4 GB of available hard-disk space for installation
 1024 x 900 display (1280 x 1024 recommended)
 Internet connection and registration are necessary for software activation.

3. Windows
 Intel Core i7 3.4 GHz, Intel Core i5 3GHz
 Windows 7, 8.1, 10 (64 bit)
 32 GB of RAM,
 4 GB, 8GB, 16 GB memory
 1280 x800 display (1920 x 1080 recommended)

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A. TOON BOOM HARMONY


B. ADOBE FLASH CS 6
C. ADOBE ANIMATE CC

Read the Information Sheet very well then find out how much you can remember
and how much you learned by doing Self-check 1.5-5B

Information Sheet 1.5-5B

Carry Out Mensuration and Calculation


Computer use binary codes to represent and interpret letters, numbers and
special characters with bits. A commonly used code is the American Standard Code
for information Interchange. With ASCII, each character is represented by a string of
bits.
For example:
Capital Letter A = 0100 0001
Number 9 = 0000 1001
Special Character # = 0010 0011

Calculating Data Storage


While a bit is the smallest representation of data, the most basic unit of
digital storage is the byte. When referring to storage space, we use the terms bytes
(B), kilobytes (KB), megabytes (MB), gigabytes (GB), and terabytes (TB).

Bits
Bit is the smallest unit of measurement used to quantify computer data.
While single bit can define a Boolean value of True (1) or False (0), an individual bit
has little other use. Therefore, in computer storage, bits are often grouped together
in 8-bit cluster called bytes.

Bytes
A byte is a unit of digital information that most commonly consists of eight
bits. The byte was the number of bits used to encode a single character of text in a
computer and for this reason it is the smallest addressable unit of memory in many
computer architectures.

Kilobytes
Kilobyte is the smallest unit of measurement greater than a byte. It precedes
the megabyte, which contains 1,000,000 bytes. While one kilobyte is equal to 1,000
bytes.
Megabytes
a megabyte is equal to 1,000,000 bytes. One megabyte is equal to
1,000 kilobytes.

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Gigabytes
Gigabyte is a unit of storage capacity for computer data and memory equal
to about one billion bytes. An example of a gigabyte is about 200 songs stored on an
mp3 player.

Terabytes
When talking about data storage, systems are often measured in terabytes,
but most files seen on a daily basis are stored in gigabytes or megabytes. One
terabyte (TB) is equal to 1,000 gigabytes (GB) or 1,000,000 megabytes (MB).

Within a computer, information is represented and stored in a digital binary


format. The term bit is an abbreviation of binary digit and represents the smallest
piece of data, 8 bits = 1 byte
 A bit can have only two possible values, a one (1) digit or a zero (0) digit.
 A bit can be used to represent the state of something that has two states.
 For example, a light switch can be either On or Off in binary
representation, these states would correspond to 1 and 0, respectively.
Each group of 8 bits, such as the representation of letters and numbers is known as
a byte.
Code can be used to represent almost any type of information digitally: computer
data, graphics, photos, voice, video, and music.

How to Convert a Decimal Number to Binary?

To convert a decimal number to binary


1. Divide the number by 2
2. Get the quotient and the remainder
3. Bring down the quotient, divide it by 2, and get the quotient and remainder
again
4. Do it repeatedly until the quotient results to 0.
5. Copy the remainder from the bottom to top, and that is the binary equivalent.

Example: Decimal Number 25


Quotient Remainder
25 ÷ 2 12 1
12 ÷2 6 0
6 ÷2 3 0
3÷2 1 1
1÷2 0 1
25 = 10011- Binary Equivalent
Checking
Multiplier 1 1 0 0 1
Equivalents 16 8 4 2 1
Results 16 8 0 0 1
16 + 8 + 1 = 25

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Quantities of Bytes

Common Prefix Binary Prefix


Name Symbol Decimal Binary Name Symbol Binary
SI JEDEC IEC
kilobyte KB/kB 10³ 210 kibibyte KiB 210
megabyte MB 10⁶ 220 mebibyte MiB 220
gigabyte GB 10⁹ 230 gibibyte GiB 230
terabyte TB 1012 240 tebibyte TiB 240
petabyte PB 1016 250 pebibyte PiB 250
exabyte EB 1018 260 exbibyte EiB 260
zellabyte ZB 1021 270 zebibyte ZiB 270
yellabyte YB 1024 280 yetibyte YiB 280

In general, when something is represented digitally, the greater the detail,


the greater the number of bits needed to represent it. A low-resolution picture from a
digital camera will use around 360KB, and a high-resolution picture could use 2MB
or more.

Kilobytes, megabytes, gigabytes, and terabytes are typically used to


measure the size or storage capacity of a device. Examples of components and
devices that use byte storage include: random access memory (RAM), hard disk
drive space, CDs, DVDs, and MP3 players.

CDs have a data storage capacity of approximately 700 MB. DVDs have a
data storage capacity of approximately 4.3 GB on a single-layer disc, and
approximately 8.5 GB on a dual-layer disc. BCs have a storage capacity of 25 GB on
a single-layer disc, and 50 GB on a dual-layer disc.

Once we know the size of a file or folder, it is possible to determine the


number of bytes being used.

For example:
A file is 20 KB in size
1 KB = 1,024 Bytes
20 x 1,024 = 20, 480 bytes in a 20 KB file

If a 20 KB file is stored in a 1MB folder (1 MB = 1,048,576 bytes of space): then


approximately a total of 51 files of the same size can be stored in that folder
(1,048,576 / 20.480 = 512).

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SELF-CHECK 1.5-5B

A. Direction: Convert the decimal numbers shown below to binary.

1) 19=
Solutions Quotient Remainder

2) 28=
Solutions Quotient Remainder

3) 37=
Solutions Quotient Remainder

B. Directions: Solve the problems indicated below. Show your solution.

1. How many 60 KB jpg files can be stored on a 2 MB folder in your hard drive?

2. How many 5 MB mp3 files can be stored on a 1GB flash drive?

3. How many 750 MB avi files can be stored on a 4.3 GB DVD-R?

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

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ANSWER KEYS
Pre-Test 1.5-5
1. Data Storage Capacity
2. Video Card
3. Processor
4. Memory
Self-Check 1.5-5
1. Processor
2. Memory
3. Video Card
4. Data Storage Capacity
Self-Check 1.5-5A
1. C
2. A
3. B
Self-Check 1.5-5B
A.
1.) 19= 50055
Quotient Remainder
19 ÷ 2 9 5
9 ÷2 4 5
4 ÷2 2 0
2÷ 2 1 0
1÷2 0 5

2.) 28= 11500


Quotient Remainder
28 ÷ 2 14 0
14 ÷2 7 0
7 ÷2 3 5
3÷2 1 1
1÷2 0 1

3.) 37= 511001


Quotient Remainder
37 ÷ 2 18 1
18 ÷2 9 0
9 ÷2 4 0
4÷ 2 2 1
2÷ 2 1 1
1÷2 0 5
B.
1. 33.333
2. 200
3. 5.733

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9/11

TLE/TVL-ICT
ANIMATION
Quarter 1- Module 6- Week 7&8

Prepare and Interpret


Technical Drawing

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LESSON 6: PREPARE AND INTERPRET


TECHNICAL DRAWING
INTRODUCTION
This module is designed to familiarize student with technical drawings in
animation and to have basic knowledge and skills on basic symbols used or applied
in creating a flowchart.
This is also designed to teach students how to interpret simple animation
flowchart.

OBJECTIVES:

At the end of this lesson, you are expected to:


1. Identify basic symbols used in technical drawing.
2. Select technical drawing in accordance with the job requirement.
3. Identify the basic symbols used in flow charting.
4. Interpret the symbols used in flow charting.
5. Create a flowchart that depicts a simple scenario.

VOCABULARY LIST:

Freehand Drawing drawings made without the use


of drawing instruments or straightedges.
Technical Drawing the act and discipline of making detailed drawings.
These drawings visually communicate how
something works or how it is to be made.
Line Drawing is any image that consists of distinct straight or
curved lines placed against a background, without
gradations in shade or hue to represent two-
dimensional or three-dimensional objects.
Projection is a means of representing three
dimensional objects in two dimensions.

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Pre-Test 1.6-7

Directions: Match Column A with column B. Write the letter on a separate sheet of
paper.
Column A Column B
1. Represented by a series of medium weight a.
dashes used to show the hidden or invisible
edges of an object.
2. Used to show the size of an object. b.

3. Used to show that part of the object has been c.


removed or broken away.
4. Used to show the center of holes of circular object d.
or shape.

5. Used to direct descriptive major information, notes, e.


or special dimensions to features on the drawing
and done mechanically.

Read the Information Sheet very well then find out how much you can remember
and how much you learned by doing Self-check and Task Sheet 1.6-7 & 1.6-7A

Information Sheet 1.6-7

Technical Drawing
Technical Drawing is the act of composing plans that visually communicate
ideas through some form of picture or drawing. Simple lines are used to give a figure
a life. In animation production pipeline, drawing basic shapes would be a great help
in the construction of character.

Equipment and Materials Used in Technical Drawing

1. Drawing Pencil – This is one of the most important tools in drawing, comes
from various grades. The grade of pencil to be used depends on the type of
line work required.
b. Hard Pencils – are used in sketching and where extreme accuracy
is required especially working on graphs, diagrams and charts.
(H to 9H)

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c. Medium Pencils – are used for general purpose work in drawing.


( F, HB )

d. Soft Pencils – are too soft to be used in mechanical drafting. They


are very useful for art work of various kinds, specifically for shading.
(B to 9B)

2. T – Square – it is a drawing instrument used when making horizontal line. It is


also used for guiding triangles when drawing vertical and inclined lines.
Three (3) Types of T- Square
a. Fixed Head – The head is fastened to the blade.

b. Movable or Adjustable Head – It has an adjustable head which


can be adjust to any angle and used only for occasional drawing.

c. Detachable or Removable Head – it is designed for comfort when


carrying the T- square.

3. Set of Triangles – It is a three-sided ruler, which typically made of plastic. It


is used as guide in drawing vertical and inclined lines.

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Commonly used triangles are:


a. 30 degrees’ x 60 degrees’ triangle
b. 45 x 45 degrees’ triangle

4. Ruler – used to measure short distances.

5. Drawing Paper – It has different size to choose from.


A4 - 210 mm X 297 mm
A3 – 297 mm X 420 mm
A2 – 420 mm X 594 mm
A1 – 594 mm X 841 mm
A0 - 841 mm X 1189 mm

Line Drawing and Scales

A scale is the ration of the length and size of an element of an object in the
drawing to the real length and size of the same element of the object.

Designation of a scale consists of the word “SCALE” followed by the indication of its
ratio:
SCALE: 1 : 1 for full size
SCALE: 2 : 1 for enlargement scales
SCALE: 1 : 2 for reduction

Line weight helps to convey meaning to a technical drawing. The production


of good quality lines may range from correct weight to correct size.

Line weight gives meaning to a technical drawing:

 Important objects can be highlighted by using heavier lines


 Elevations on the objects nearer to the viewer can be darker to make it
appear closer.

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 Grid lines may be drawn faintly so as not to overcrowd the rest of the drawing.
 Dimension lines can be drawn in fine line.

Symbols Used in Technical Drawing

NAME OF SYMBOLS DESCRIPTION/USES


SYMBOLS
Visible Line/ A medium thick line used to
Object Line represent the visible edges of the
object.
Hidden Line Represented by a series of
medium weight dashes used to
show the hidden or invisible
edges of an object.
Center Line Used to show the center of holes
of circular object or shape.

Dimension Line Used to show the size


(dimensions) of an object; spans
from one extension line to the
next, has arrowhead at both
ends, and is broken in the middle
fro the measurement number
(dimension).
Extension Line Indicates the limit of a dimension
line.

Section Line Used to show a surface that has


been cut in a section view. The
surface indicated with section
line is presumed to be solid
portion.
Cutting Plane Line Used to show where a section
has been taken; arrows on the
end show the direction in which
the section was taken.
Leader Line Used to direct descriptive major
information, notes, or special
dimensions to features on the
drawing and done mechanically.
Reference Line An irregular fine curve line with
an arrowhead at one end used
for indicating the measurement
and name of a part.

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Short Break Line Used to show that part of the


object has been removed or
broken away. Applicable for
small objects only.

Long Break Line A break line which are solid with


a Z symbol inserted in several
places and done mechanically
and applicable for big objects
only.

Drawing a Straight Line


1. Hold the pencil naturally.
2. Spot the beginning and end point.
3. Swing the pencil back and forth between the points, barely touching the paper
until the direction is clearly established.
4. Draw the line firmly with free and easy writ-and-arm motion.

Projection
To be able to draw a technical drawing, you should understand projection.
Technical drawing is the representation of a three-dimensional component on a two-
dimensional drawing. The three typical views expressed in a projection are called
Three-panel image. Three-panel screen with top, front, and side views as shown
below.

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Basic Strokes
There are 4 basic strokes in drawing, straight vertical, straight horizontal,
slanted line, and curved strokes.
Example of application of basic strokes.

Freehand Sketching
This technique is very relevant for technical drawing. It is something done
without the use of any instruments with straight edges except pencil. You are free to
bring ideas into mental pictures on a paper. Sometimes grid technique can be used
to sketch.
The grids serve as guide that help keep the lines straight and proportioned.

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To draw rounded corner using a grid, the corner is measured three-unit


vertical then join them together by an arc.

Grids are also useful in making freehand circles in proportion.

Ellipse can be sketched the same as the circle. Make small arcs on each
grid that is occupied by the ellipse and connect by an arc.

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Sketching Technique
Creating proportional objects can be achieved using the circle technique.
Steps:
1. Draw the three circles.

2. Draw the tangent lines to the


circles.

3. Connect by line each radius


perpendicular to the tangent lines.

4. Identify the connection points.


Just sketch the final shape with
a darker pencil.

Self-Check 1.6-7

Directions: Name and draw the symbols corresponds to the given descriptions.
Write your answer on a separate sheet of paper.

DESCRIPTIONS NAME OF SYMBOL


SYMBOL
1. A break line which are solid with a Z
symbol inserted in several places
and done mechanically and
applicable for big objects only.
2. An irregular fine curve line with an
arrowhead at one end used for
indicating the measurement and
name of a part.
3. Used to show where a section has
been taken; arrows on the end show
the direction in which the section
was taken.
4. Used to show the center of holes of
circular object or shape.
5. A medium thick line used to
represent the visible edges of the
object.

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TASK SHEET 1.6-7

Technical Drawing Techniques: Small Circle

Directions: Below is a simple activity for you to work on. Practice the task following
the given procedures.

Materials:
 Drawing Paper
 Eraser
Instrument:
 Ruler or 30 x 60 or 45 degrees Triangle
 Drawing Pencil or Mechanical Pencil (.05 mm.)

Equipment:
 Drawing Board or Table

For Method 1
1. Lightly sketch the square and mark the
midpoints.

2. Draw light diagonals and mark the estimated


radius.

3. Draw the circle through the eight points.

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For Method 2
1. Lightly draw a center.

2. Lightly draw a center

3. Sketch the full circle

Find out by accomplishing the Scoring Rubric honestly and


sincerely. Remember it is your learning at stake!

Criteria for Assessment:

Criteria 5 Points 3 Points 1 Point Rating


Accuracy All lines are drawn There are 1 to 3 Majority of the
appropriately lines lines are
according to its inappropriately inappropriately
standard. drawn drawn.
according to its
standard.
Neatness Finished output Pleasing but Finished output
was neatly done, erasures and have so many
pleasing, and no smudges are erasures and
erasures/smudges. observable on smudges.
the finished
output.
Time Finished the task 5 Finished the Unable to
Management minutes before the task on time. finished the
given time. given task.
Total

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Rating Scale:
Points Earned Numerical Value Descriptive Value

12-15 91-100 Very Good


8-11 86-90 Good
4-7 81-85 Fair
1-3 75-80 Needs Improvement

Final Rating: ______________


Remarks: ________________________________________________
_________________________________________________________

TASK SHEET 1.6-7.1

Line Drawing Exercises

Direction: Below is a simple activity for you to work on. Practice the task following
the given procedures.

Materials:
 Drawing Paper
 Eraser
Instrument:
 Ruler or 30 x 60 or 45-degree Triangle
 Drawing Pencil or Mechanical Pencil (.05 mm.)

Equipment:
 Drawing Board or Table

Direction: Draw the lines on separate drawing paper for each sample output below.
Complete the remaining spaces with the same line and maintain the spacing
throughout and keep the line density constant.

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Find out by accomplishing the Scoring Rubric honestly and


sincerely. Remember it is your learning at stake!

Criteria for Assessment:

Criteria 5 Points 3 Points 1 Point Rating


Accuracy All lines are drawn There are 1 to 3 Majority of the
appropriately lines lines are
according to its inappropriately inappropriately
standard. drawn drawn.
according to its
standard.
Neatness Finished output Pleasing but Finished output
was neatly done, erasures and have so many
pleasing, and no smudges are erasures and
erasures/smudges. observable on smudges.
the finished
output.
Time Finished the task 5 Finished the Unable to finish
Management minutes before the task on time. the given task.
given time.
Total

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Rating Scale:
Points Earned Numerical Value Descriptive Value

12-15 91-100 Very Good


8-11 86-90 Good
4-7 81-85 Fair
1-3 75-80 Needs Improvement

Final Rating: ______________


Remarks: ________________________________________________
_________________________________________________________

Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 1.6-7A

Information Sheet 1.6-7A

Basic Elements Used in Technical Drawing

Line is the most basic element of the technical drawing. It is what separates one
area of the drawing plane from the other.

Shape is the information that is presented between two or more lines, or is the things
that is enclosed by line.

Proportion is the size of one picture element in relation to the size of another.

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Perspective is the illusion that further away things appear smaller. To make
something appear to be farther away from the viewer than the picture plane, draw it
smaller than the object that is closer to the picture plane.

Light and Shadow create depth and atmosphere in a drawing. In order to make a
drawing look realistic you need shadow that indicates something is in front of and/or
behind the object that would cause it to cast a shadow.

Other Elements used in Technical Drawing

1. Schematic Diagram is a picture that represents the components of a


process. It is commonly associated with electrical circuits, many examples
can be found in other industries.

2. Block Diagrams is a specialized high level flowchart used in engineering. It is


used to design new systems or to describe and improve existing ones. Its
structure provide a high-level overview of major system component, key
process participants, and important working relationships.

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3. Layout Plans is deciding on the best physical arrangement of all resources


that consume space within a facility. These resources might include a desk, a
work center, a cabinet, a person, an entire office, or even a department.

4. Charts is a graphical representation of data in which the data is represented


by symbols, such as bar chart, lines in a line chart, or slices in a pie chart.

5. Loop Diagram represents detailed drawing showing a connection from one


point to control system. It could be connection between field instrument to
control system or signal from control panel to control system (vice versa).

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SELF-CHECK 1.6-7A

Directions: Identify the following elements used in technical drawing. Write your
answer on a separate paper.

___________ 1. It creates depth and atmosphere in a drawing. In order to


make a drawing look realistic you need shadow that
indicates something is in front of and/or behind the object
that would cause it to cast a shadow.
___________ 2. It refers to the size of one picture element in relation to the
size of another.
___________ 3. It’s an illusion that further away things appear smaller. To
make something appear to be farther away from the viewer
than the picture plane, draw it smaller than the object that is
closer to the picture plane.
___________ 4. The most basic element of the technical drawing. It’s what
separates one area of the drawing plane from the other.
___________ 5. The information that is presented between two or more
lines, or is the things that is enclosed by line.

Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 1.6-8

Information Sheet 1.6-8

Flowchart Interpretation
A Flowchart is a diagram that uses graphic symbols to depict the nature
and flow of the steps in a process. Another name for this tools is “flow diagram”. It is
useful tool to design an efficient business system and to trouble shoot or improve an
existing system. Its consists of elements, such as the terminator, process, sub
process, decision, arrow lines, and connectors.

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Elements of a Flowchart
1. Terminator
A terminator is represented by a small rectangle with curved corners. A
terminator appears at the start and at the end of the flowchart. The terminator
appears only once on a single flowchart.
2. Process
A process is represented by a rectangle. It refers to an action in a business
process. It must be described clearly and concisely. A process can be
described using a single verb-noun phrase; for example, “Order Office
Supplies”. The same level of detail must be kept in processes on a single
flowchart.
3. Sub-process
A sub-process is represented by a rectangle with double lines on each side. A
sub-process is a major process that could be broken up into simpler
processes developed into another flowchart.
4. Decision
A decision is represented by a diamond. A process that can answer a
decision of “yes or “no” requires a decision box.
5. Connector
A connector is represented by a small circle or a connector box and is labeled
using letters. A flowchart written on a single page is clearer than a flowchart
on a several pages. a connector ensures that the process are connected
logically and correctly on several pages.
6. Arrow Lines
Arrow lines drawn in one direction, preferably from top to bottom, keep a
flowchart clear. Avoid arrow lines that loop because this could indicate
redundancy in the business process.
Benefits of Using Flowcharts
1. Promote understanding of a process.
2. Provide a tool for training employees.
3. Identify problem areas and opportunities for process inprovement, decision
points, redundant steps, and rework loops.
Basic Flowchart Sysbols
1. Oval- indicate both the starting point and the ending point of the process
steps.

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2. Box- it represents an individual step or activity in the process.

3. Diamond- it shows a decision point, such as yes/no or go/no-go. Each path


emerging from the diamond must be labeled with one of the possible answers.

4. Circle- it indicates that a particular step is connected to another page or part


of the flowchart. A letter placed in the circle clarifies the continuation.

5. Triangle- it shows where an in-process measurement occurs.

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Example of a Simple Flowchart

START

PROCESS

NO

PROCESS DECISION

YES

PROCESS

END

How Do You Interpret Flowchart?

A flowchart will help you understand your process and uncover ways to
improve it only if you use it to analyze what is happening. Interpreting your flowchart
will help you to:

 Determine who is involved in the process.


 Form theories about root causes.
 Identify ways to streamline the process.

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 Determine how to implement changes to the process.


 Locate cost-added-only steps.
 Provide training on how the process works or should work.

Steps in analyzing a flowchart

1. Examine each process step for the following conditions that indicate a
need to improve the process. Bottlenecks, Weak Links, Poorly defined
steps
2. Examine each decision symbols. You may want to collect data on how
often there is a “yes” or “no” answer at decision points marked by a
diamond shaped symbols. It most decisions go one way rather than the
other, you may be able to remove this decision point.
3. Examine each rework loop. Processes with numerous checks generate
rework and waste. Examine the activities preceding the rework loop and
identify those that need to be improved. Look for ways to shorten or
eliminate the loop.
4. Examine each activity symbols. Does the step help build a key quality
characteristic into the end product? If not, consider eliminating it.

Types of Flowchart

1. Process Flowchart. It illustrates how a process works or plan a project. It is


probably the most versatile of the four commonly used flowchart types
because it can be applied to virtually anything.

2. Workflow Chart. Shows the way a business or process functions.

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3. Swimlane Flowchart. It comes in handy when you need to show multiple


flows of information side by side. It describes how separate departments;
processes or employees interact.

4. Data Flowchart. It shows where data flows in and out of an information


system. It can be used to analyze any type of information flow, like how
information moves through a business.

5. Linear Flowchart. It is a diagram that displays the sequence of work steps


that make up a process.

Steps for Developing a Linear Flowchart

1. Define the process to be flowcharted, and the purpose for flowcharting it.
2. Assemble the right people to develop the flowchart- those operators,
technicians, or office workers who are actually involved in the process.
3. Establish process boundaries- the starting and ending points.
4. List the steps, activities, and decisions to be charted.
5. Put the steps in chronological sequence.
6. Assign flowchart symbols.
7. Review and title the flowchart.

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SELF-CHECK 1.6-8

A. Direction: Match Column A with Column B. write only the letter of the correct
answer on a separate sheet of paper.

Column A Column B
1. Indicates that a particular step is
connected to another page or A
part of the flowchart.
2. Shows a decision points such as B
yes/no or go/no-go.

3. Indicates both the starting point


and ending point of the process C
steps.
4. Shows where an in-process D
measurement occurs.

5. Represents an individual step or E


activity in the process.

B. Directions: Arrange the following steps in developing a flowchart. Put a number


on the spaces before each number. Use a separate sheet of paper for your
answer.

______ Define the process to be flowcharted, and the purpose for flowcharting it.
______ Establish process boundaries- the starting and ending points.
______ Put the steps in chronological sequence.
______ Assign flowchart symbols.
______ Review and title the flowchart.
______ Assemble the right people to develop the flowchart.
______ List the steps, activities, and decisions to be charted.

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TASK SHEET 1.6-8

Directions: Using the basic symbols used for flowchart, make your own simple
flowchart to illustrate the process of cleaning the computer parts and peripherials
properly. Include the given activities below.

1. Preparartion of cleaning tools


2. Identifying the pars to be cleaned
3. Cleaning the different peripherals

Scoring Rubrics

Preparation of 4 3 2 1
Flowcharts
Drawing All assigned Almost all Almost all Fewer than
details and assigned assigned 85% of the
elements details/ details and assigned
have been elements elements details and
added. The (85%) have 85% have elements are
details are been added. been added. present or
clear and The details A few details most details
easy to are clear and are difficult to are difficult to
identify. easy to identify. identify.
identify.

Interpretation of Scores
4 Very Good
3 Good
2 Fair
1 Poor

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

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ANSWER KEYS

Pre-Test 1.6-7

1. B
2. A
3. E
4. C
5. D

Self-Check 1.6-7

1. Long Break Line

2. Reference Line

3. Cutting Plane Line

4. Center Line

5. Visible Line

Self-Check 1.6-7A

1. Light and Shadow


2. Proportion
3. Perspective
4. Line
5. Shape

Self-Check 1.6-8

A. 1. B B. 1__
2. A 3__
3. D 5__
4. C 6__
5. E 7__
2__
4__

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9/11

TLE/TVL-ICT
ANIMATION
Quarter 1- Module 7- Week 9&10

Practice Occupational Health


and Safety Procedures

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LESSON 7: PRACTICE OCCUPATIONAL


HEALTH AND SAFETY PROCEDURES
INTRODUCTION
This module covers the knowledge, skills and attitudes required to comply with
regulatory and organizational requirements for occupational health and safety.

OBJECTIVES:
At the end of this lesson, you are expected to:
1. Explain hazards and risks in the workplace.
2. Identify hazards and risks indicators in the workplace.
3. Apply contingency measures in accordance with the OHS procedures.
4. Determine the effects of hazards and risks.
5. Classify the types of hazards and risks in the workplace.
6. Follow OHS procedures for controlling hazards and risks.
7. Use Personal Protective Equipment (PPE).
8. Follow and observe organizational protocol when providing emergency
assistance.

VOCABULARY LIST:

Hazards is any source of potential damage, harm or adverse


health effects on something or someone.
Risks is the possibility or chance of loss, danger or injury.

Pre-Test 1.7-9
Directions: Read and understand the statements carefully. Write the letter that best
describes the statement on a separate sheet of paper.
_____1. A Hazards commonly caused by spills on the floor leaving it with water,
chemicals, presence of scattered small objects.
a. Slipping b. Tripping c. Falling d. Sliding
_____2. A Japanese term which mean take out unnecessary items and dispose.
Keep only the items you need and discard or store everything else.
a. Seiton b. Shitsuke c. Seiso d. Seiri
_____3. A hazards cause by an inadequate and insufficient machine guards, unsafe
workplace conditions and practices.
a. Safety Hazards b. Biological Hazards
c. Chemical Hazards d. Ergonomic Hazards
_____4. A hazards referring to anatomical, physiological, and psychological
demands on the worker, such as repetitive and forceful movements,
vibration, extreme temperatures, and awkward postures arising from
improper work methods and improperly designed workstations, tools, and
equipment.

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a. Safety Hazards b. Biological Hazards


c. Chemical Hazards d. Ergonomic Hazards
_____5. A signs used only where an immediate hazard exists.
a. Exit Signs b. Danger Signs c. Caution Signs d. Directional Signs
_____6. A sign used for exit only.
a. Exit Signs b. Danger Signs c. Caution Signs d. Directional Signs
_____7. A pair of protective coverings for the hands, usually with separate divisions
for the fingers and for the thumb.
a. Eye Googles b. Fire Extinguisher c. Gloves d. Head Gear
_____8. A portable device containing chemicals that can be sprayed on a fire to put
it out.
a. Eye Googles b. Fire Extinguisher c. Protective Boots d. Head Gear
_____9. This is a protective instrument for the eyes with transparent eye-pieces. It
also protect the eyes from absorbing so much light.
a. Eye Googles b. Fire Extinguisher c. Protective Boots d. Head Gear
____10. A Hazards cause by wires running down near or through the aisle; presence
of some obstructions left unattended along the walkways.
a. Slipping b. Tripping c. Falling d. Sliding

Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 1.7-9

Information Sheet 1.7-9

OCCUPATIONAL HEALTH AND SAFETY PROCEDURES

Occupational Health promotes and maintains the highest degree of


physical, mental, and social wellbeing of workers. It maintains the worker in an
environment suitable to his physiological and psychological capabilities. Protect
workers from risk and prevent workers from resignation due to health problem.

The reasons for establishing good occupational safety and health


standards are frequently identified as:

o Moral- an employee should not have risk injury at work.


o Economic- government realize that poor occupation and health per result in
cost to the state.
o Legal- Occupation safety and health requirements may be reinforced in civil
and/or criminal law.

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Hazards and Risks


Hazard is the source of potential injury or threat, while Risk is a measure
of the possibility of a specific harmful effect in given circumstances. To reduce risk, if
not totally to avoid it, you must eliminate the source of threat (hazard). Risk can be
low being the least probable and high being most likely happen.

Identifying Hazards
Hazards may perhaps be the most common to all working place, whether
you are working in the office or in the construction sites.

Slipping is commonly caused by spills on the floor leaving it with water,


chemicals, presence of scattered small objects.

Falling accidents are usually caused by improper use of office


furnishing, tools and equipment. On the other hand, somebody may cause of being
hit by a falling objects.

Tripping cause by wires running down near or through the aisle;


presence of some obstructions left unattended along the walkways.

This kind of hazards could cause minor and major injuries to a person
and damage to properties. It is important to consider safety measures whether in the
offices, home workshops and laboratory shops. Good housekeeping is one way of
ensuring the safety in a workplace.

Preventing accidents and injuries, good housekeeping saves space,


time, and materials. When a workplace is clean, orderly, and free of obstruction,
work can get done safely and properly.
Japanese companies innovated a productivity philosophy called “5S”
which stands for five Japanese words that refer to a methodology for cleaning and
for business. The 5S can help you organize your tasks at the end of every working
day.

1. Seiri (Sorting) – Take out unnecessary items and dispose. Keep only the items
you need and discard or store everything else.
2. Seiton (Set in Order) – means that there’s a place for everything, and everything
should be in its place. Arrange necessary items in good order for use.
3. Seiso (Sweeping) – At the end of each working day, take time to clean up your
office space. Remove any mess you make.
4. Seiketsu (Standardizing) – Maintain high standard of housekeeping.
5. Shitsuke (Sustaining) – Do things spontaneously without being told or ordered.

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SELF-CHECK 1.7-9

Matching Type: Match column A with column B. Write the letter of the correct
answer on a separate sheet of paper.
Column A Column B
1. Falling a. Commonly caused by spills on
the floor leaving it with water,
chemicals, presence of scattered
small objects.
2. Seiri (Sorting) b. At the end of each working day,
take time to clean up your office
space. Remove any mess you
make.
3. Slipping c. It means that there’s a place for
everything, and everything
should be in its place. Arrange
necessary items in good order
for use.
4. Seiton (Set in Order) d. It is cause by wires running
down near or through the aisle;
presence of some obstructions
left unattended along the
walkways.
5. Tripping e. Accidents are usually caused by
improper use of office furnishing,
tools and equipment. On the
other hand, somebody may
cause of being hit by a falling
objects.
f. Take out unnecessary items and
dispose. Keep only the items
you need and discard or store
everything else.

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

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Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 1.7-10

Information Sheet 1.7-10

Hazards in the Workplace


There are many things that affect the health of a person, such as his
environment, lifestyle, etc. Work is an important determinant of health. It can
influence health in a positive or negative way.

Types of Hazards in a workplace

 Safety Hazards- Inadequate and insufficient machine guards, unsafe


workplace conditions and practices.
 Biological Hazards- Caused by organisms such as viruses, bacteria,
Fungi and parasites.
 Chemical Hazards- Solid, liquid, vapor or gaseous chemicals, dust fume
or mist.
 Ergonomic Hazards- Anatomical, physiological, and psychological
demands on the worker, such as repetitive and
forceful movements, vibration, extreme
temperatures, and awkward postures arising from
improper work methods and improperly designed
workstations, tools, and equipment.
 Physical Hazards- Noise, vibration, energy, weather, electricity, radiation
and pressure.
 Psychological Hazards- Those that are basically causing stress to a
worker that his general well-being is affected.

Hazards and their Effects


Workplace hazards can come from a wide range of sources. It include
substance, material, process, practice, etc. that has the ability to cause harm or
adverse health effect to a person under certain conditions.

Table 1
Examples of Hazards and their Effects
Workplace Hazards Hazards Effects/Harm Caused
Thing Knife Cut
Substance Benzene Leukemia
Material Asbestos Mesothelioma
Source of Energy Electricity Shock, Electrocution
Condition Wet Floor Slips, Falls
Process Welding Metal Fume Fever
Practice Hard Rock Mining Silicosis

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Workplace hazards also include practices or conditions that release


uncontrolled energy like:

 Potential Energy or Gravitational Energy- An object that could fall from a


height
 Chemical Energy – A run-away chemical reaction
 Pressure; High Temperature – The release of compressed gas or steam.
 Kinetic Energy – Entanglement of hair or clothing in rotating equipment
 Electrical Energy – Contact with electrodes of a battery or capacitor.

SELF-CHECK 1.7-10

A. Directions: Identify the following terms below. Use a separate sheet of paper
for your answer.

____________ 1. A hazard which refers to noise, vibration, energy,


weather, electricity, radiation and pressure.
____________ 2. A solid, liquid, vapor or gaseous chemicals, dust fume
or mist.
____________ 3. A hazard which is caused by organisms such as viruses,
bacteria, fungi and parasites.
____________ 4. It refers to an anatomical, physiological, and psychological
demands on the worker, such as repetitive and forceful
movements, vibration, extreme temperatures, and
awkward postures arising from improper work methods and
improperly designed workstations, tools, and equipment.
____________ 5. It refers to those that are basically causing stress to a
worker that his general well-being is affected.

B. Directions: Write the effects or harm caused by the following hazards:


Hazards Effects
1. Knife
2. Benzene
3. Asbestos
4. Electricity
5. Wet Floor

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

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Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 1.7-10A

Information Sheet 1.7-10A

Control Hazards and Risks

The Department of Labor and Employment (DOLE) and the


Occupational Health and Safety Standards (OHSS) issued D.O. 13, s. 1998, known
as the Guidelines Governing Occupational Safety and Health in the Industry. It
requires employers and establishments to use a safety sign where there is a
significant risk to health and safety that has not been avoided or controlled by the
methods required under other relevant law. Provided the use of a sign can help
reduce the risk.

Accident Prevention Signs and Symbols

Signs and symbols shall be visible at all times when work is being
performed, and shall be removed or covered promptly when the hazard no longer
exists.

Danger Signs- it shall be used only where an immediate hazard exists. It should be
read as the predominating color for the upper panel; outline on the borders; and a
white lower panel for additional sign wording.

Caution Signs- it shall be used only to warn against or caution against practices.
Caution sign shall have yellow as the predominating color; black upper panel and
borders; yellow lettering of “caution” and yellow panel for the additional sign wording.

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Exit Signs- a sign used for exit only. It should be lettered in legible red letters, not
less than 6 inches high, on white field and the principal stroke of the letters shall be
at least three fourths in width.

Safety Instructions Signs- this sign when used, shall have a green upper panel
with white letters to conveys the principal message. Black in additional wording in a
white background.

Directional Signs- other than automotive traffic signs specified shall be white with a
black panel and white directional symbol.

Traffic Signs- construction areas shall be posted with legible traffic signs at point
hazard. All traffic control signs or devices used for protection of construction workers
shall conform to Occupational Safety and Health Administration (ASHA) standards.

Table shows other signs and symbols and their classification you have to
follow at all times while doing your works inside and outside the shop.
Signs Classification Meaning/ Usage
Prohibition Do not use in any specified places. It
may interfere in the operations of other
electronic gadgets in the vicinity.

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Hazard Alerting BE CAREFUL Warning. It warns


everybody of potential dangers around
the workplace.

Prohibition NOT ALLOWED Danger, alarm. This


prohibition reduces risks of fire and
prevents personal injury.

Prohibition When you see this symbol, picking,


smoking, or touching is prohibited.

Hazard Alerting Do not perform any activity when


your eyes are unprotected.

Hazard Alerting Danger of electrocution. Do not


ignore this sign in the workplace.

Hazard Alerting Avoid getting into contact to places,


equipment or tools with this sign.

Hazard Alerting High voltage is dangerous and fatal.


Keep out of areas where you see signs
like this.

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Safety In all offices, workplaces, and


establishments, it is mandatory to have
this sign for first aid displayed on
conspicuous places. This is where you
should run to if accidents happen.

Hazard For good housekeeping, these


Avoidance/ symbols indicate “recycling” materials.
Safety This means that the material is
recyclable or where you should plce
recyclable objects/ wastes in the work
area.

Hazard Be careful with falling objects and


Avoidance from being pressed from lathe and
other moving machines.

SELF-CHECK 1.7-10A

Directions: Match Column A with Column B. Write only the letter of the correct
answer on a separate sheet of paper.

Column A Column B
A.
1. Directional Sign

2. Caution Sign B.

3. Exit Sign C.

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4. Safety Sign D.

5. Danger Sign E.

Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 1.7-10B.

Information Sheet 1.7-10B

Personal Protective Equipment (PPE)

Using personal protective equipment (PPE) helps to prevent the


transmission of communicable disease between patients and health care providers.
It can also help to prevent the contamination of exposed wounds or sores from
germs or bacteria that can travel from a health care provider to the patient. Knowing
how to properly use PPE can help to ensure the safety and well-being of health care
providers and emergency responders.

Engineering and Administrative Controls- are not exempted in the different


hazardous things normally happened in the workplace, the use of Personal
Protective Equipment (PPE) protects workers from injury. Personal Protective
Equipment must be used and worn in many work situations in order to protect
employees from harm.

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Types and Uses of PPE


Symbol Name of Personal Uses and Functions
Protective Equipment
Protective Headgear A safety helmet or wide
brimmed hat for head
protection.

Over-all or Cover-all This clothing is used to protect


Suit our limbs and body from metal
dusts, flaming combustion,
flying chips, minute particles
and stray metallic objects from
abrasive wheels, drills and
cutting tools.

Gloves A pair of protective coverings


for the hands, usually with
separate divisions for the
fingers and for the thumb.

Safety Boots or Shoes In most cases, safety shoes in


the shop are designed
specifically with hard or metallic
materials in the toe areas.

Safety Glasses or This is a protective instrument


Goggles for the eyes with transparent
eye-pieces. It also protect the
eyes from absorbing so much
light.

Fire Extinguisher A portable device containing


chemicals that can be sprayed
on a fire to put it out.

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Mask and Respirators masks and respirators protect


the mouth and nose. The
respirator has been designed to
also protect the respiratory tract
from airborne transmission of
infectious agents.

Personal Protective Equipment Inspection Checklist


Here are some requirements with which workplaces must abide.

Assessments
o A hazard assessment will identify when PPE needs to be used, in what
circumstances, and who must wear it.
Maintenance
o The equipment should be well maintained and stored correctly. It must be
repaired or replaced when necessary.
o Protective helmets must be worn where there is a risk of falling debris.
o Aprons, gloves and shields are necessary where there is possible spillage or
splashes of chemical, blood or other hazardous material.
o Protective, steel-toe boots should be worn where there is a risk of damage to
a worker’s feet.
o Goggles or other eye-protection devices should be worn whenever there is a
danger of the eyes being splashed or damaged in the course of work.
Compliance
o When safety boots or head-protection equipment is worn, it must comply with
the Standards safety Requirements.
o A respirator may be required in some workplaces.
o Eye wash material will need to be kept on the site where there is a danger of
splashes in the eyes. Where PPE such as goggles or safety helmets are
required, a notice to this effect should be posted at the entrance to the
workplace.

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SELF-CHECK 1.7-10B

Directions: Identify the following Personal Protective Equipment PPE as shown


below. Write your answer on a separate sheet of paper following the given numbers.
1.

2.

5.

4.
3.

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

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ANSWER KEYS
Pre-Test 1.7-9
1. A 6. A
2. D 7. C
3. A 8. B
4. D 9. A
5. B 10. B
Answer Key 1.7-9
1. E
2. F
3. A.
4. C
5. D
Answer Key 1.7-10
A.
1. Physical Hazards
2. Chemical hazards
3. Biological Hazards
4. Ergonomic Hazards
5. Psychological Hazards
B.
1. Cut
2. Leukemia
3. Mesothelioma
4. Shock, Electrocution
5. Slips, Falls
Self-Check 1.7-10A
1. C
2. D
3. E
4. B
5. A
Self-Check 1.7-10B
1. Protective Headgear
2. Facemask/Respirators
3. Safety Boots or Shoes
4. Gloves
5. Over-all Suite

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9/11

TLE/TVL-ICT
ANIMATION
QUARTER 2- MODULE 8- WEEK 1 to10

Produce Cleaned-up and


In-betweened Drawings
Identify Requirements for Cleaned-up Drawings in
Actual Scene Folders (Cartoon-Simple)

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LESSON 8.1: IDENTIFY REQUIREMENTS FOR


CLEANED-UP DRAWINGS IN ACTUAL SCENE
FOLDERS (cartoon- simple)
INTRODUCTION:
This module covers the knowledge, skills and attitudes required to refine key
drawings and to produce in-between drawings to ensure that the creative brief is fully
met for productions.

OBJECTIVES:
At the end of this lesson, you are expected to:
1. Identify all relevant cleaned-up requirements from the
appropriate source material.
2. Identify model sheets for reference.
3. Collect all relevant model sheets for ready reference.
4. Check key drawings and refer to appropriate personnel if
there are problems/errors encountered.
5. Compare/check animation breakdowns against x-sheet.
6. Identify all necessary materials and equipment according
to the task undertaken
7. Prepare all necessary materials and equipment.

VOCABULARY LIST:
Clean-Up is a part of the workflow in the production of
hand-drawn animation.
Model Sheets
Key Drawings is also called “extreme” is a key moment in an
animated sequence, where the motion is at its
extreme and represented by a circled number
symbol.
Breakdown Drawings it comes between keys to help the key frame
animator describe the action to in-between
animators and represented by a number inside
the triangle symbol.
In-between Drawings fill the gaps between key frames and
represented only by a numbers.

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Pre-Test 2.8-1
Directions: Read and understand the statements carefully. Write the letter that best
describes the statement on a separate paper.
_____ 1. This refers to the poses drawn by the animator representing the action and
Narrative required by the scene/ sequence.
a. Layout b. Key animation c. Exposure Sheet d. Model Sheets
_____ 2. This serves as reference sheet of an animator that shows how’s how the
character is constructed and how they would pose.
b. Layout b. Key animation c. Exposure Sheet d. Model Sheets
_____ 3. A model sheets which gives us a sense of the basic design of the
character, along with attitude poses that help to tell the story of just
who he is.
a. Rough Character Concept Model Sheets
b. General Final Line Model Sheet
c. Anatomical Study Model Sheet
d. Rough Construction Model Sheet
_____ 4. A Model sheets which can sometimes focus only on details of a character,
such as hair or even spots.
a. Rough Character Concept Model Sheets
b. General Final Line Model Sheet
c. Anatomical Study Model Sheet
d. Rough Construction Model Sheet
_____ 5. This comes between keys to help the key frame animator describe the
action to in-between animators and represented by a number inside the
triangle symbol.
a. Key drawings b. In-between Drawings
c. Breakdown Drawings d. Stick Drawings
_____ 6. This refers to the steps and the order in which they
occur when producing your movie.
a. Animation workflow b. Animation Procedures
c. Animation guide d. Animation Process
_____ 7. In Traditional animation, the first drawings are called _______________
animation because they are often done in a very loose drawing.
a. Raffs b. Sketch c. Cleaned-up d. In-betweened
_____ 8. This serves as guide to the positions of the elements in the scene and their
size relationship to each other and to the location of the scene.
a. Storyboard b. Exposure Sheet c. Model sheets d. Layout
_____ 9. This chart shows frame by frame of all drawings of every
animated scene.
a. Layout b. Model Sheets c. Exposure Sheets d. Story Board
_____10. A model sheets which helps animators to see volume as well as structure
for even the most “cartoony” of characters.
a. Fine Line Construction Model Sheets
b. Rough Character Concept Model Sheets
c. Anatomical Study Model Sheet
d. Rough Construction Model Sheet

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Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 2.8-1

Information Sheet 2.8-1

Clean-up Requirements for Drawing (Cartoon-Simple)

Clean-up is a part of the workflow in the production of hand-drawn


animation. In Traditional animation, the first drawings are called “roughs” or “raffs”
animation because they are often done in a very loose drawing. If the animation is
successfully pencil tested and approved by the director, clean-up of drawings has to
be done. The assistant animator or clean-up artist is responsible for the final line and
finished look of the shot.

Requirements for Clean-up Drawings


1. Key Animation- are poses drawn by the animator representing the
action and narrative required by the scene/ sequence.

2. Layout- guide to the positions of the elements in the scene and their
size relationship to each other and to the location of the scene.

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3. Exposure Sheet- chart that shows frame by frame of all drawings of


every animated scene.

4. Model Sheets (turn-arounds, expressions, Mouth, charts)- a reference


sheet of an animator that shows how’s how the character is
constructed and how they would pose.

5. Story Board- visual narrative of the script in the form of thumbnail


drawing that shows the different scenes organized in a sequence of
panels.

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6. Collecting All Relevant Model Sheets

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SELF-CHECK 2.8-1

Directions: Identify the following requirements on clean-up drawings. Write your


answer on a separate sheet of paper.

_________ 1. It is a visual narrative of the script in the form of thumbnail


drawing that shows the different scenes organized in a
sequence of panels.
_________ 2. A chart that shows frame by frame of all drawings of every
animated scene.
_________ 3. This are poses drawn by the animator representing the action
and narrative required by the scene/ sequence.
_________ 4. A reference sheet of an animator that shows how’s how the
character is constructed and how they would pose.
_________ 5. A guide to the positions of the elements in the scene and their
size relationship to each other and to the location of the
scene.

Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 2.8-2

Information Sheet 2.8-2


Types of Model Sheets

General Final Line Model Sheet- A single character is portrayed in turn around
drawings that give us sense of how to draw the character from any angle, along with
some expressions, attitude and action poses.

Rough Character Concept Model Sheets- it gives us a sense of the basic


design of the character, along with attitude poses that help to tell the story of
just who he is. In the case of a character like the Beast, unique anatomy
requires unique reference for artist working on the Beast team.

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Anatomical Study Model Sheet- it can give animators a better idea of the structure
that exist under all that hair. Another type of model sheets that often generated early
in the final design process.

Rough Construction Model Sheet- it can sometimes focus only on details of a


character, such as hair or even spots. This set of Flynn Rider sheets were created by
Glen Keane for the film “Tangled”. One shows the underlying structure of the
character while the second presents the same poses fully clothed. These 2D designs
are great aids for building a 3D character.

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Rough Model Sheets- are created from the best studies or keys from the most
successful scenes that have been animated of the character up to that point. They
often show action, expressions and attitudes that best display the character’s
personality. Sometimes a turn around drawing which also shows how many heads
high the character is can be added to the rough model sheet, which creates a rough
version of the “all-in-one” desig

Rough Dialogue Model Sheet- it shows various mouth shapes that are created
when the character is speaking. This one has the added benefit of also showing a
range of emotions. Some characters are unique in that they aren’t entirely
constructed with recognizable anatomy.

Fine Line or Clean Up Construction Model Sheet- it helps animators to see


volume as well as structure for even the most “cartoony” of characters.

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Turn Around Model Sheet- (many studios use one word, “turnarounds”, instead)
When beginning your turnaround model sheet, it’s usually easiest to start with either
a forward facing view of your character that has the proportions entirely worked out.
Referencing the front view, line them up and use a ruler to map out corresponding
points on their head and body in ¾ view, side view and back view.

Final Line Turn Around Model Sheet- it’s often helpful to other artists working on
the project if your pose includes one bent arm and one that’s straighter opposite one
bent leg and one that’s straight. This gives other artists more information when
handling the limbs in different situations.

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SELF-CHECK 2.8-2

Directions: Identify the following. Write your answer on a separate sheet of paper.

_________ 1. A type pf model sheets that help animators to see volume as


well as structure for even the most “cartoony” of characters.
_________ 2. A type of model sheet which is created from the best studies
or keys from the most successful scenes that have been
animated of the character. They often show action,
expressions and attitudes that best display the character’s
personality.
_________ 3. A single character is portrayed in turn around drawings that
give us sense of how to draw the character from any angle,
along with some expressions, attitude and action poses.
_________ 4. It shows various mouth shapes that are created when the
character is speaking. This one has the added benefit of also
showing a range of emotions.
_________ 5. It can give animators a better idea of the structure that exist
under all that hair. Another type of model sheets that often
generated early in the final design process.

Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 2.8-3

Information Sheet 2.8-3


Key Drawings and Animation Breakdowns
A key drawing is also called “extreme” is a key moment in an animated
sequence, where the motion is at its extreme and represented by a circled number
symbol. The number of keys in an animated sequence depends on how complicated
the movement is.
A Breakdown comes between keys to help the key frame animator
describe the action to in-between animators and represented by a number inside the
triangle symbol.
In-betweens fill the gaps between key frames and represented only by a
numbers. The key frames are drawn by skilled animators; in-betweens are drawn by
less experienced animators which also known as assistant animator.

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ACTIVITY SHEET 2.8-3

Directions: Given a set of key drawings, check and refer to appropriate references if
there are problems/errors encountered on keys and breakdowns. List down your
findings and refer to appropriate personnel for possible adjustment or corrections.

12 8

19 5
16 1

9 6 2
13

17 14 7 3
10
18 15 4
11

19 12 8 5
16

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Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 2.8-4

Information Sheet 2.8-4

Clean-up Drawing Preparations (cartoon-simple)

What to prepare in Clean-up Drawing (cartoon-simple)


1. Identify all relevant cleaned-up requirements from the appropriate source
materials.
a. Actual Scene Folder for Character Attitudes.

b. Mouth Charts. Shows the breakdowns of the mouth movement


into at least 8 different mouth.

c. Collecting all relevant model sheets

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d. Character expressions

e. Layout

2. Check key drawings and refer to appropriate personnel (animator, department


supervisor, director) if there are problems/errors encountered.
3. Compare and check animation breakdowns against x-sheets.

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4. Identify all necessary materials and equipment according to the task


undertaken.

Pencil

Eraser
ACME 3 Holes
Animation Paper

Light Box
Peg
Bar
5. Prepare all necessary materials and equipment.

Techniques to develop your hand drawn lines necessary in clean-up


drawing.

1. Draw lines in relax manner, loosen your hands will help you making
straight lines.
2. Make use of 2 points method by putting it apart in any direction, then
connect it with straight lines in single stroke only. Avoid repeating the
strokes.

3. Try to move away from the points or dots, gradually doing without the aid
of the dots in making lines.

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4. Try to curve your lines from dot to dot. The dots are important for
accuracy. When you have achieved that skills, and only then, dispense
with them.

5. Don’t spare the scrap paper. Practice these exercises again and again
until you develop your confidence and skill in drawing lines. And be able
produce quality lines.

6. This lines is what we’re trying to eliminate.

PERFORMANCE TASK 2.8-4

LINE EXERCISES

Materials:
 Drawing Pencil
 Animation paper
 Eraser

Tools and Equipment:


 Animation Table

Directions: Perform Line Exercises

Note: Each lines must be drawn in a separate sheet of animation paper in freehand
stroke only and maintain the consistency in thickness of lines. You are given 4 days
to finish this activity.

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1. Straight Lines (Vertical, Horizontal, Inclined)


2. Curved Lines
3. Irregular Curved Lines

Find out by accomplishing the Scoring Rubric honestly and


sincerely. Remember it is your learning at stake!

Criteria for Assessment:

Criteria 5 Points 3 Points 1 Point Rating


Accuracy All lines are drawn There are 1 to 3 Majority of the
appropriately lines lines are
according to its inappropriately inappropriately
standard. drawn drawn.
according to its
standard.
Neatness Finished output Pleasing but Finished output
was neatly done, erasures and have so many
pleasing, and no smudges are erasures and
erasures/smudges. observable on smudges.
the finished
output.
Time Finished the task 5 Finished the Unable to
Management minutes before the task on time. finished the
given time. given task.
Total

Rating Scale:
Points Earned Numerical Value Descriptive Value

12-15 91-100 Very Good


8-11 86-90 Good
4-7 81-85 Fair
1-3 75-80 Needs Improvement

Final Rating: ______________


Remarks: ________________________________________________
_________________________________________________________

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

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Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 2.8-5

Information Sheet 2.8-5

Animation Workflow (Traditional, Traditional Cum Digital, Western and


Japanese)

Inside the animation studio, there are specific work to be done and it can
only be achieved through a good and effective workflow. Let us first know what is an
animation workflow is all about.

Animation Workflow is the steps and the order in which they occur when
producing your movie. No matter which method you choose to create your project,
the pipeline to follow will always be decided in three segments: pre-production,
production, and post-production.

Here are the examples of workflow in different types of animation.

Traditional Animation or 2D Animation Workflow

Traditional Animation is done on paper. The animator receives the layout


folder and uses the references to animate the scene. The animator will draw each
frame of the animation or each pose of the character. Sometimes the animator will
do all the work, from the key poses to the in-betweens and then clean-up.

In traditional animation workflow is a very straight pipeline. Many of the


steps cannot be done simultaneously, meaning they must be completed before
continuing on the next step in the process.

Steps/Workflow in Traditional Animation

1. Script all projects start with a script. It’s provided by the studio’s script writer
or from the client.
2. Designs the design team will take charge of the character, prop and location
design as soon as the script is locked. It can be done on paper or digitally.
They are cleaned up, added to the model pack and sent to colour styling
department.
3. Colour Styling can be done before or after the animation. It doesn’t really
have an impact of the pipeline.
4. Audio Recording, Dialogue and Nat Pause. The dialogue is recorded from
the script. The voices are often recorded of the studio. If there is dialogue
involved, the final version must be recorded soon enough to import it into the
project before the animation. This allows the animator to do the sound

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breakdown and animate the mouth and expressions, as well as the storyboard
that’s required.
5. Storyboard. it is an illustrated script of the film. It can be started in parallel
with the design and the audio recording.
6. Animatic Reel or leica, is made from the storyboard. each scene is timed
along with sounds, dialogue and music. Complete storyboard drawings are
being scanned and start preparing the animatic.
7. Background Layout and Posing. It is very important to communicate the
storyboard information very clearly to the animators. The layout contains all
the information needed to complete the animation in the scene. (background,
overlay, underlay, and key poses).
8. Background Painting it can be painted in the animation software or in an
external software.
9. Animation. Traditionally, it is done on paper. The animator receives the
layout folder and uses the references to animate the scene. The animator will
draw each frame of the animation or each pose of the character.
10. Line-Test. during the animation process, the scene are regularly passed
through the line-testing process, which consists of quickly testing the rough
key poses of an animation to see if the animation is going in the right
direction.
11. Scan is the gateway between traditional and digital animation.to import the
animation drawing into the project, a person is assigned to the scan task.
Once the cleaned-up drawings are scanned and imported in the software in a
simple step that incorporates all of the drawings in the scene, they are ready
to be inked and painted.
12. Inking and Painting at this point the color models are ready and the
drawings are scanned in and properly exposed. Using Harmony’s optimized
tools, the colorist can clean the scanned artwork and start applying color to
the different drawings.
13. Compositing the compositor imports the colored background, animatic
reference and sound as required. Referring to the exposure sheet, animatic
and animation, the compositor assembles all these elements and creates the
camera moves and other necessary motions. Adds digital effects which
includes tones, highlights and shadow.
14. Export-Render the last step is to render the scene as a movie or image
sequence. It is done by the compositor itself.
15. Post-production when all scenes are rendered out, the user assembles them
in an external application and adds sound to the project. The final effects and
filter are added.

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TRADITIONAL WORKFLOW

SCRIPT

STORYBOARD CHARACTER,PROP & LOCATION DESIGN AUDIO RECORDING

ANIMATIC LAYOUT & POSING

CHARACTER, PROP & BACKGROUND COLOUR STYLING SOUND BREAKDOWN

DIGITAL EXPOSURE SHEET

ANIMATION

SCAN

INK AND PAINT

COMPOSITING

EXPORT & RENDER TO POST PRODUCTION

Traditional Cum Digital


Paperless animation is the most recent 2D animation process. It consists
of digitally drawing all of the images of an animation. It is similar to the traditional
animation technique. This method is entirely digital; it does not involve any materials
other than virtual tools. However, the animator still must draw each frame
individually.

Paperless animation requires the user to be familiar with digital graphic


applications and be able to convert this traditional knowledge to a digital medium.
This method of animation allows significant control over the drawings, a possibility
for greater quality and an infinite number of complex poses and rotations for the

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animated characters and objects. It also eliminates the paper used in traditional
animation and gives you the opportunity to instantly see a line test. Paperless
animation allows you to easily cut and paste parts of a drawing, undo actions in case
of mistakes, and zoom in and out of drawings.

TRADITIONAL CUM DIGITAL WORKFLOW

SCRIPT

STORYBOARD CHARACTER, PROP & LOCATION DESIGN AUDIO RECORDING

ANIMATIC LAYOUT & POSING

CHARACTER, PROP & BACKGROUND COLOUR STYLING SOUND BREAKDOWN

ANIMATION

ANIMATION CLEAN UP

INK &PAINT

COMPOSITING

EXPORT & RENDER

TO POST PRODUCTION

Western and Japanese Animation


Generally, the term anime refers to a style of animation originating from
Japan. As Japanese Animation called anime became increasingly popular, Western
Animation studios began implementing some visual stylizations typical in anime-
such as exaggerated facial expressions and “super deformed” versions of
characters.
Western Animation (often simply called “cartoons”) is a general term
used to describe animated media that comes from the Americas, Western Europe,
Australia, and New Zealand. Though it’s called western animation, in the present
most of the actual animation is outsourced to Korea, but the rest of the process is
done in the west. Though its main demographic is young children, there have been
plenty of shows and films targeted towards adults and teenagers.

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Western and Japanese Animation Workflow


A. Pre-Production
This process depends on who’s pushing for an idea and who is backing it
up, it can be animation studios themselves along with sponsors, but many anime are
adaptations of manga or light novels.
When the core staff is arranged, they meet and plan out the project.
Creating staff as Character Designers. One of the most crucial staff is the Director,
they dealing with the animators who make the character’s movie. He is one
responsible in making decisions in order to manage the schedule, budget and
quality of an anime.
Following the early panning sessions, designs of characters, costumes,
Background design, Special Effects, Software to use, Number of people to do the
show, Production Deadlines and soundtracks and Dialogue are then created. Once
the story and design are mapped out, the first episode is tackled.
B. Production
The first step is to write the episode scripts. Following the episode’s
synopsis/plans, the full script is written. The script is reviewed by the director,
producers, and the author of the original work before being finalized. This stage is
expressed as a storyboard and marks the beginning of actual animation production.
1. Storyboarding it is created by the director but usually separate storyboard
artist is used to actually draw them. It is drawn on A-4 paper and contain most
of the vital building blocks of anime- the cut numbers, actor movements,
camera movements such as zooming and panning, the dialogue, the length of
shot.
2. Layouts is the beginning of art production. Developing a layout is about
positioning the cels that will be used in cut and the background art that will be
needed.
3. Animation it is initially drawn by hand, there are some animators who draw
2D animation directly onto computer, but in anime this is largely restricted to
in solo animation production rather than commercial anime. Here’s how
animation is done:
a. Based on the storyboard, the key animators start working on the Key
Drawing or Key Frames guided by the layout drawing.
b. We have approved key frames, but we need to complete the animation to
make the moves fluidly, more drawings have to be completed to go
between the key frames. This is called In-between animation. It is
handled by less experienced animators called assistant animators which is
the in-between artists.
c. Clean up the drawing
d. Line testing the animation
e. Scanning the cleaned-up drawings

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f. Digital Painting/ coloring


g. Adding special effects
h. Compositing and editing
C. Post-Production
a. Voice recording
b. Sound effects
c. Film developing
d. Dubbing
e. Editing

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SELF-CHECK 2.8-5

Directions:
1. Complete the Traditional Animation Workflow

SCRIPT

TO POST PRODUCTION

2. Complete the Western and Japanese Animation Workflow


C. Pre- Production
A.1 __________________
A.2 __________________
A.3 __________________
D. Production
B.1 __________________
B.2 __________________
B.3 __________________
a. ________________
b. ________________

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c. ________________
d. ________________
e. ________________
f. ________________
g. ________________
h. ________________
E. Post Production
C.1 __________________
C.2 __________________
C.3 __________________
C.4 __________________
C.5 __________________

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 2.8-6

Information Sheet 2.8-6

Drawing Animals and Props

When designing animal characters, first you need to address the balance
between human animal attributes the character will display it its personality and
behavior. Knowing your character is more like an animal or a human will help you in
what animal design should be a realistic or a cartoonish one. If you prefer the
animal-like, then you will naturally design realistic anatomy, but if the character has a
lot of human characteristics, then you will design the animal in an anthropomorphic
way.

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Here are varying levels of human and animal elements and anatomy. To
show the difference between anthropomorphic and realistic anatomy, you can
combine these characteristics in many different ways.
Examples:
Realistic Lion, slightly simplified, would move and act like animal it is. This
characteristic could not speak.

Feature Film Lion, could speak and act a bit, since the human eyes and eyebrows
are expressive. With this realistic body, the character would move like a lion and the
gesture with the paws as if they were hands.

Simplified Lion, has a somewhat realistic body and head, but the features and
anatomy have been simplified and stylized. This character probably would not stand
on two legs but would not look unnatural doing some humanlike gesturing with its
paws.

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Cartoon Lion, has a mane, pawlike hands and feet, and a tail, but in other ways is a
human. This character will walk, talk, eat, and often even wear human clothing.

Anthropomorphic Lion, has many of the attributes of a real lion, but it stands on
two legs just like a human and can point and make other human style gestures with
its hand like paws and opposable thumbs.

Importance of Anatomy in Drawing Animals

Anatomy is very important in drawing animals. Everything will start with a


realistic design and simplified and as you got a better grasp of the anatomy of the
animal and what could be stylized.

Most traditional cartoon animal character construction is based on circles


and pear-shapes, as these tend to be easier to turn around and more fluid to
animate. It doesn’t necessarily mean all shapes slosh around without any anatomy
underneath however, unless you’re working for cute characters tend to have larger
heads in relation to the rest of their bodies.

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Posture is a good place to start for good acting and poses. It’s good to
start with a simple line of action which establishes attitude on which you can built the
character.
Although these simple shapes can be animated fluidly be aware of at least
a simple skeletal structure underneath on which the fleshy bits hang.
Drawing Animals are very popular cartoon characters that make up the
cartoon world. This is some steps in drawing common and typical cartoon animals.
Drawing a Kitten
1. Start by drawing a circle and oval
to make up the kitten’s body.

2. Add guidelines.

3. Place the eyes and the nose.

4. Build the ears and the legs.

5. Add details to complete the


kitten.

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Drawing a Puppy

Just like the kitten, start with a basic construction of circles and ovals.
Then draw guidelines to place the features.

Drawing a Rabbit

Drawing a Tiger

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Drawing a Lion

You may use the drawing technique discussed to be able to make other
animals that want for your animation.

The object and environment that surrounds your character help enhance
the story or scene. Appliances, gadgets, or nature make a realistic and entering
output. To start, observe the objects that you see every day. How will this help
improve your skill?

Sketching Objects

All cartoon characters should have a home, the best way to start sketching
objects with is the objects that you see at home.

Drawing a Sofa
1. Sketch a long, 3D rectangle box.

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2. Start sketching the cushions that


defines the sofa.

3. Add the details to complete the


parts.

4. Sketch the cushions and arms on


both the left and right side of the
box frame. Start by sketching out
small shape about the size of a
loaf bread. Use the figure below
as guide.

5. Draw in the key details such as


outer texture of the sofa.

Drawing a Gun Prop


1. Sketch guides, keeping to basic
rectangular shapes: a standard
sidearm is formed of three tilted
rectangles, as shown.

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2. Draw in the first stage of detail.


Pay attention to the way the parts
interlock, and the curved
elements that interrupt the
angular silhouette.

3. Add further details, such as


ridging on the stock. Draw the
items as they are, not how you
might expect them to be.

4. When you are happy with your


penciled lines, ink your
illustration.

5. Finish off the gun by coloring it


using the method of your choice.
Add contrasts between the
burnished metal parts and the
textured handgrip.

Drawing Sword
1. Start with a gentle curve, forming
the base line or your sword. Arc it
up gently at the right, for the hilt,
and more sharply towards the tip
of the blade, at the left. The red
pencil line reminds you of the
proportions of the sword length.

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2. For this sword, keep the width of


the blade the same as the width
of the hilt. Draw a line down the
center of the blade t show the
two edges of the sword, and add
a handguard just over two-thirds
down. Add pattern on the hilt,
using repeated thin ellipses.
3. Ink your pencil lines when you
are ready.

ACTIVITY SHEET 2.8-6

Drawing Animals and Props

Materials:
 Drawing Pencil
 Animation Paper
 Eraser

Tools and Equipment:


 Animation Table

Directions: Draw animals and props following the suggested procedures on a


separate sheet of animation paper.

Suggested Animals and Props:


1. Dog
2. Cat
3. Sofa
4. Hand Gun
5. Sword
Note: You are given 10 days to finished this activity.

Criteria for Assessment: Analytic Rubrics Scoring

Criteria 5-points 3-points 1-point


Accuracy The drawing was The drawing was The drawing was
drawn according somehow drawn NOT drawn
to standard. according to according to
standard. standard.

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Neatness Finished output Pleasing but Finished output


was neatly done, erasures and has so many
pleasing, and no smudges are erasures and
erasures/ observable on smudges and
smudges. the finished quite unpleasant.
output.
Time Finished the task Finished the task Unable to finish
Management 1 day before the on time. the given task.
given time
period.

Rating Scales:

Points Earned Numerical Value Descriptive Value


12-15 91-100 Very Good
8-11 86-90 Good
4-7 81-85 Fair
1-3 75-80 Needs Improvement

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 2.8-7

Information Sheet 2.8-7

Principles and Concept of Animation

Disney animators Ollie Johnston and Frank Thomas introduced the twelve
principles of animation and now become widely recognized as a theoretical basis of
all artists working on animated video production.

1. Squash and Stretch- it is the most fundamental principle. Like what will happens
before a ball hits the ground stretches its body. The force of the motion squashes
the ball flat, but because an object needs to maintain its volume, it also widens on
impact. This effects given animation an elastic characteristic although it may not
seem like it. Squash and stretch imitates that and exaggerates it to create some
fun.

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2. Anticipation- is the preparation for the main action it is also called “Antic”
3. Staging- It is one of the most overlooked principles. It directs the audience’s
attention toward the most important elements in a scene. When filming a scene,
you need to set your camera on the right angle.
4. Straight Ahead Action and Pose-to-Pose- These are two ways of drawing
animation. Straight ahead action is where you draw each frame of an action one
after another as you go along. With pose-to-pose, you draw the extremes- that
is, the beginning and the end drawings of action., then you go on to the middle
frame and start to fill in the frames in-between. Straight ahead action is less
planned, and therefore more fresh and surprising. The problem, is that it’s like
running blindfolded, you can’t figure out where you’re supposed to be at any one
time.
5. Follow-Through and Overlapping Action- When a moving object such as a
person comes to stop, parts might continue to move in the same direction
because of the force of forward momentum. These parts might be hair, clothing,
jowls, or jiggling flesh of an overweight person. this is where you can see follow-
through and overlapping action. The secondary elements 9hair, clothing, etc.) are
the following-through on the primary element, and overlapping its action.
6. Ease In, Ease Out- Ease Out is when an action start slowly and it takes a little
while to accelerate and reach the maximum speed. Ease In, is when you stop
slowly until completely reach the full stop.
7. Arcs- operate along a curved trajectory that adds the illusion of life to an
animated object in action. Without arcs your animation would be stiff and
mechanical. The speed and timing of an arc are crucial. Sometimes an arc is so
fast that it blurs beyond recognition.
8. Secondary Action- is a gesture that support the main action to add more
dimension to character animation. They can give more personality and insight to
what the character is doing or thinking.
9. Timing- is about where on a timeline you put each frame of action. To see this
means in action, let’s look at the movement of a bouncing ball. Notice that at the
top of each bounce, the balls are packed closer together. That is because the ball
is slowing down as it reaches the peak of the bounce. As the ball falls from its
peak it and accelerates, the spacing becoming wider. Notice also the number of
drawings in each bounce. As the momentum of the ball diminishes, the bounces
become shorter and more frequent.
10. Exaggeration- Exaggeration presents a character’s features and actions in an
extreme form for comedic or dramatic effect. This include distortions in facial
features, body types, expression, and movement.
11. Solid Drawing- Is all about making sure that animated forms feel like they’re in
three- dimension space.
12. Appeal- Animated characters should be pleasing to look at and have charisma
aspect to them. Give the character personality, strive for a good balance between
detail and simplicity.

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What is Animation?

Animation is the process of designing drawing, making layouts and preparation of


photographic sequences to generate the illusion of movement. A person who creates
animation is called animator. He/ she use various computer technologies to capture
the still images and then to animate these in desired sequence.

Types of Animation

Animation Industry experts explain the different types of animation and classify the
whole thing into two the 2D and 3D animation.

1. Traditional Animation (Cel Animation, Hand-Drawn Animation)


Traditional animation, sometimes referred to as cel animation, is one
of the older forms of animation, Animator draws images on a transparent
piece of paper fitted on a peg bar using a drawing pencil one frame at a time,
to create the illusion of movement.
Once a clean-up and the in-between drawings are complete, the
production would move on to photographing or scanning. Today , though
traditional animation can be done on computer using tablet and the drawings
are done manually direct to the computer and no longer require the paper and
pencil.
2. Vector-Based 2D Animation
This style has become very popular in the last decade due to the
accessibility of the technology and the growth of online video. Flash is a
cheap and easy to use, as are other vector- based animation programs.

2D animation is the term often used when referring to traditional


hand-drawn animation, but it can also refer to computer vector
animations that adopts the techniques of traditional animation. Vector-
based animation, means computer generated 2D animation uses the
exact techniques as traditional animation, but benefits from the lack of
physical objects needed to make traditional animation.

3. 3D Animation
3D animation referred to as CGI, Computer Generated Images using
computers, that series of images are the frames of an animated shot. It is
similar to stop-motion animation as they both deal with animating and posing
models and it is a lot more controllable since it’s in digital work-space.

3D animation characters are digitally modeled in the program and


then fitted with skeleton that allows animators to move the models. When the
modeling and /or animation is complete, the computer will render each frame
individually.

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Another big difference with 3D animation is that unlike traditional


animation, the character’s body parts are always present and should be taken
to consideration.

4. Motion Graphics
Motion graphics is quite different from the other types of animation.
Unlike the other types on our list it is not character or story driven. It is the art
of creatively moving graphic elements or texts, usually for commercial or
promotional purposes.

The skills for motion graphics don’t necessarily translate to the other
types of animation, since they don’t require knowledge of body mechanics or
acting, but they do have some attributes in common such as understanding
good composition and the all-important camera motion. Motion graphics
usually involves animating images, texts or video clips using key framing that
are tweened to make a smooth motion between frames.

5. Stop-Motion Animation
Stop motion animation can be referred to any animation that uses
objects that are photographed in a sequence to create the illusion of
movement. The process of stop-motion is very long, as each object has to be
carefully moved inch by inch; while it’s being photographed every frame, to
create a fluid sequence of animation.

Types of Stop-Motion Animation

 Claymation- one of the most popular stop-motion form. Working with clay or
play-doh characters that can easily be manipulated for animation. Advanced
Claymation uses metal skeletons on which the clay is then modeled for more
sturdy rigs.
 Puppets- Some animators use regular Puppets instead of clay ones, usually
also built with some sort of skeleton rig. The faces of the characters can be
replaced based on the expression, or controlled within the rig.
 Cut-out- Another popular form of stop-motion is cut-out. Using construction
paper or cardboard characters and placing them on paper while shooting the
animation from above, the cardboard is then moved a little each frame to
create the illusion of movement.
 Silhouette- Similar to cutout, silhouette animation uses cardboard or some
kind of flat material, but the objects are all black and the shot is depicted with
silhouettes only. This is one of the oldest forms of stop motion and is rarely
used today.
 Action Figures/ Lego- This genre is very popular on YouTube with many
channels dedicated to creating funny skits with Lego characters. They use
famous action figures to make fun of pop culture.
 Pixelation- it is a form of stop motion that uses real people and real
environments to create unreal videos. It uses the stop motion method of

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taking a still photo, moving things around, and then taking another photo, but
the subject matter is usually real people instead of puppets.

SELF-CHECK 2.8-7

Directions: Choose the letter of the best answer, write your answer on a separate
sheet of paper.
_____ 1. A principle of animation which refers to the preparation for the main
action it is also called “Antic”.
a. Staging b. Anticipation
c. Squash and Stretch d. Straight Ahead and Pose-to-Pose
Action
_____ 2. This style has become very popular in the last decade due to the
accessibility of the technology and the growth of online video. Flash
is a cheap and easy to use, as are other vector- based animation
programs.
a. Stop-Motion Animation b. Traditional Animation
c. Vector-Based Animation d. 3D Animation
_____ 3. A stop-motion which uses construction paper or cardboard
characters and placing them on paper while shooting the
animation from above, the cardboard is then moved a little each
frame to create the illusion of movement.
a. Claymation b. Puppets
c. Cut-Out d. Silhouette
_____ 4. It is a form of stop-motion that uses real people and real
environments to create unreal videos.
a. Pixilation b. Action Figure/Lego
c. Silhouette d. Cut-Out
_____ 5. It is quite different from the other types of animation.
Unlike the other types on our list it is not character or story driven.
It is the art of creatively moving graphic elements or texts, usually
for commercial or promotional purposes.
a. Stop-Motion Animation b. 3D Animation
c. Motion Graphics Animation d. Vector-Graphics Animation
_____ 6. A Principle of animation where animated characters should be
pleasing to look at and have charisma aspect to them. Give the
character personality, strive for a good balance between detail
and simplicity.
a. Timing b. Exaggeration
c. Solid Drawing d. Appeal
_____ 7. A principle of animation where character’s features and actions in
an extreme form for comedic or dramatic effect. This include
distortions in facial features, body types, expression, and
movement.
a. Timing b. Exaggeration
c. Solid Drawing d. Appeal

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_____ 8. One of the most popular stop-motion form. Working with clay or
play-doh characters that can easily be manipulated for animation.
a. Claymation b. Puppets
c. Cut-Outs d. Silhouette
_____ 9. It is referred to as CGI, Computer Generated Images using
computers, that series of images are the frames of an animated
shot.
a. Traditional Animation b. Vector-Based Animation
c. 3D Animation d. Motion Graphics Animation
_____10. Similar to cutout, this animation uses cardboard or some kind of flat
material, but the objects are all black and the shot is depicted with
silhouettes only. This is one of the oldest forms of stop motion and
is rarely used today.
a. Claymation b. Puppets
c. Cut-Outs d. Silhouette

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

ANSWER KEYS
Pre-Test 2.8
1. B 6. A
2. D 7. A
3. A 8. D
4. D 9. C
5. C 10. A
Self-Check 2.8-1
1. Storyboard
2. Exposure Sheet
3. Key Animation
4. Model Sheets
5. Layout
Self-Check 2.8-2
1. Fine Line or Clean-up Construction Model
2. Rough Model Sheet
3. General Final Line Model Sheet
4. Rough Dialogue Model Sheet
5. Anatomical Study Model Sheet

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Self-Check 2.8-5
1. Traditional Animation Workflow

SCRIPT

STORYBOARD CHARACTER,PROP & LOCATION DESIGN AUDIO RECORDING

ANIMATIC LAYOUT & POSING

CHARACTER, PROP & BACKGROUND COLOUR STYLING SOUND BREAKDOWN

DIGITAL EXPOSURE SHEET

ANIMATION

SCAN

INK AND PAINT

COMPOSITING

EXPORT & RENDER TO POST PRODUCTION

2. Western and Japanese Animation


Workflow
F. Pre- Production
A.1 Character Designing
A.2 Scheduling and Budgeting
A.3 Planning Session
G. Production
B.1 Storyboarding
B.2 Layouts
B.3 Animation
a. Key Drawing
b. In-between animation
c. Clean-up drawing
d. Line testing
e. Scanning

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f. Digital Painting/coloring
g. Adding Special Effects
h. Compositing and Editing
H. Post Production
C.1 Voice Recording
C.2 Sound effects
C.3 Film Developing
C.4 Dubbing
C.5 Editing

Self-Check 2.8-7
1. B 6. D
2. C 7. B
3. C 8. A
4. A 9. C
5. C 10. D

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9/11

TLE/TVL-ICT
ANIMATION
QUARTER 3- MODULE 9- WEEK 1 to10

Produce Cleaned-up and


In-betweened Drawings
Produce clean-up Drawings for Actual Scene Folders
(Cartoon-Simple)

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LESSON 8.2: PRODUCE CLEAN-UP


DRAWINGS FOR ACTUAL SCENE FOLDERS
(Cartoon, Simple)
INTRODUCTION
This module covers the knowledge, skills and attitudes required to refine key
drawings and to produce in-between drawings to ensure that the creative brief is fully
met for productions.

OBJECTIVES:
At the end of this lesson, you are expected to:
1. Produce clean-up drawings which are consistent with the requirements.
2. Match clean-up drawings to animators’ keys.
3. Model clean-up drawings based on animator’s keys.
4. Number all animation breakdowns onto a clean-up drawing.
5. Copy animation breakdowns onto a clean-up drawing.
6. Identify line-test hardware and software.
7. Perform clean-up procedures
8. Apply software animation on clean-up drawings.
9. Apply the procedures and policies in records keeping.
10. Make appropriate referral to personnel the revised or corrections
on clean drawings.
11. Observe the principles of line quality in producing a clean-up drawing.
12. Follow procedures and policies in keeping records.
13. Implement the necessary corrections/ revisions after referral has
been made.
14. Create model sheets.
15. Follow the procedures in cartoon drawing construction.
16. Observe drawing proportions.
17. Record clean-up drawing drawings in accordance with
company’s specified procedures and policies.
18. Store clean-up drawings in accordance with company’s
specified procedures and policies.

VOCABULARY LIST:
Clean-up Animation the process of creating the final drawings you
see in the finished film.
Pose to Pose a term used in animation for creating the start
and ending key poses for characters .
Key Frame a drawing that defines the starting and ending
points of any smooth transition.
Line Test a process used to check hand drawn frames
prior to them being used for final artwork.
Model Sheet a document used to help standardize the
appearance, poses, and gestures of a character.

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Pre-Test 3.8
Directions: Match column A with column B. write the letter of the correct answer on a
separate sheet of paper.
COLUMN A COLUMN B
1. Clean-Up A. the process of creating the final drawings
2. Onion Skinning B. a drawing that defines the starting and ending
points of any smooth transition.
3. Model Sheet C. the method used to view several frames of an
animation simultaneously
4. Clean-up Animation D. a process used to check hand drawn frames prior
to them being used for final artwork.
5. Proportions E. Tracing
6. Key Animator F. a document used to help standardize the
appearance of characters.
7. Line Testing G. this refers to relationships, ratios between the
Heights, widths, and depths of a subject.
8. Pose to pose H. An artist responsible for producing the principal
Key Frames of animation.
9. line of action I. The is a tool which can be pushed to create for
dynamic poses.
10. Key Frames J. a term used in animation for creating key poses for
characters and then in-betweening them in
intermediate frames to make the character appear
to move from one pose to the next.

Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 3.8-1

Lesson Information 3.8-1

Clean-Up Procedures
Clean-up animation is the process of creating the final drawings you see
in the finished film. It necessarily means a “clean” fine line. The artist, usually a team
of artists, uses key drawings and animation charts from the animator, making it appear
as though one artist has created the whole film.
What are the Requirements for Clean-up Drawings?
1. Actual Scene Folder containing the following:
a. Animators rough key drawings
b. Model sheets
c. Layout
d. Storyboard
e. X-sheets
2. Clean- up tools and materials such as Pencil, animation paper, and eraser

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3. Equipment such as Light box with animation disc and peg bar

Important Tips in Clean-up Drawings

1. “Think of shape not line!” This doesn’t mean that line quality is unimportant.
It means that when lying down your line you should think of yourself as a
sculpture. Sculpting out your shape and defining it with a clean, simple, and
consistent line. Using a nice, smooth line will help to avoid “crawling” or
“popping” against the surrounding drawings.
2. Lead of pencils preferably start with an HB lead, if your line is too light then
try using the B lead. If it is too heavy or hairy, try H lead pencil.
3. “Lazy lines” often seen in trace backs will make a constructed drawing seem
flat. Use both top and bottom lights to help avoid them.
4. Connect all lines! the color will literally leak out in digital ink and paint
systems. Make ink and paints job easier and check your drawings for gaps.
5. Straight against Curve- Use straight lines for tension, strength, hard areas
like knees and elbows. Curves for flow, sag and softness. Let them play off
one another as they do in nature.
6. Varied Lines- if you’ve mastered a consistent line, then you must try to
slightly darken your lines on objects that are closest to the viewer to bring
them forward.
Procedures for Manual or Traditional Clean-up
1. Place the rough drawing on the top of the light box, insert the holes of the
animation paper on the peg bar to prevent them from moving.
2. Switch on and off the light while tracing to check the consistency of the lines
based on the original drawing.
3. Use only one stroke when tracing, it depends on your style of using the pencil.
4. Keep rotating the animation disc while tracing the drawing for more convenient
position of your hands and eyes.
5. Don’t forget to copy in your cleaned-up drawing what is written on the original
drawing.
6. Repeat the previous steps for each drawing.

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PERFORMANCE SHEET 3.8-1


Procedures on Traditional Clean-up Drawings
Materials:
 Drawing Pencil
 Animation Paper
 Eraser
 Rough Drawings
 Model Sheets

Tools and Equipment:


 Peg Bar
 Light Box

Directions: Perform Clean-up Drawings following the given procedures on a


separate animation paper.

Procedures for Manual or Traditional Clean-up

1. Place the rough drawing on the top of the light box, insert the holes of the
animation paper on the peg bar to prevent them from moving.
2. Switch on and off the light while tracing to check the consistency of the lines
based on the original drawing.
3. Use only one stroke when tracing, it depends on your style of using the pencil.
4. Keep rotating the animation disc while tracing the drawing for more convenient
position of your hands and eyes.
5. Don’t forget to copy in your cleaned-up drawing what is written on the original
drawing.
6. Repeat the previous steps for each drawing.

PERFORMANCE CRITERIA CHECKLIST 3.8-1

For acceptable achievement, all items should Yes No N/A


receive a “Yes” or “N/A” response.
1. Correctly place the rough drawing on the top of the
light box, insert the holes of the animation paper on the
peg bar to prevent them from moving.
2. Perform switch on and off the light while tracing to
check the consistency of the lines based on the original
drawing.
3. Use only one stroke when tracing, it depends on
your style of using the pencil.
4. Keep rotating the animation disc while tracing the
drawing for more convenient position of your hands
and eyes.
5. Don’t forget to copy in your cleaned-up drawing what
is written on the original drawing.
6. Repeat the previous steps for each drawing.

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Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 3.8-2

Lesson Information 3.8-2

Production of Clean-up Drawings (cartoon-simple)

When your rough animation is ready, it’s time to clean it up. The clean-up
is also called tracing. It consists of tracing solid and clean lines over the rough
animation to get closed zones.

Clean-up Exercises:
1. Clean-up animator’s rough sketches
2. Clean-up key drawings
3. Clean-up model sheets
4. Clean-up backgrounds Drawings
5. Clean-up rough Props drawings

Activity Sheets 3.8-2

Clean-up Animators Rough Sketches

Tools and Materials:


 Pencil
 Animation paper
 Animators Rough Sketches
 Light box

Directions: Clean-up animator’s rough sketches 1 and 2.

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Animators Rough Sketch 1

Animators Rough Sketch 2

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Activity Sheets 3.8-2a

Clean-up Key Drawings

Tools and Materials:


 Pencil
 Animation paper
 Animators Rough Sketches
 Light box

Directions: Clean-up Key Drawings 1 and 2.

Key Drawing 1

Key Drawing 2

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Activity Sheets 3.8-2b


Clean-up Model Sheets
Tools and Materials:
 Pencil
 Animation paper
 Animators Rough Sketches
 Light box
Directions: Clean-up Model Sheets 1 and 2.

Model Sheet 1

Model Sheet 2

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Activity Sheets 3.8-2c

Clean-up Backgrounds

Tools and Materials:


 Pencil
 Animation paper
 Animators Rough Sketches
 Light box

Directions: Clean-up Backgrounds 1 and 2.

Background 1

Background 2

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Activity Sheets 3.8-2d


Clean-up Props

Tools and Materials:


 Pencil
 Animation paper
 Animators Rough Sketches
 Light box

Directions: Clean-up Props 1 and 2.

Props 1

Props 2

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Criteria for Assessment: Analytic Rubrics Scoring

Criteria 5-points 3-points 1-point


Accuracy The rough The rough The rough
drawing was drawing was drawing was
cleaned-up somehow NOT cleaned-up
according to cleaned-up according to
standard. according to standard.
standard.
Neatness Finished output Pleasing but Finished output
was neatly done, erasures and has so many
pleasing, and no smudges are erasures and
erasures/ observable on smudges and
smudges. the finished quite unpleasant.
output.
Time Finished the task Finished the task Unable to finish
Management 1 day before the on time. the given task.
given time
period.

Rating Scales:

Points Earned Numerical Value Descriptive Value


12-15 91-100 Very Good
8-11 86-90 Good
4-7 81-85 Fair
1-3 75-80 Needs Improvement

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

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Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 3.8-3

Information Sheet 3.8-3

Animator’s Keys

A Key Animator is the artist responsible for producing the principal Key
Frames of animation. Basically key animators draw the essential frames that mark a
distinct position or expression of a character in a particular scene. In other words,
they draw the structure of animated scene.

Pose to pose is a term used in animation for creating key poses for
characters and then in-betweening them in intermediate frames to make the
character appear to move from one pose to the next.

A key frame in animation and filming is a drawing that defines the starting
and ending points of any smooth transition. A sequence of key frames defines which
movement the viewer will see, whereas the position of the key frames on the film,
video, or animation defines the timing of the movement.

The individual frames of a traditionally animated film are photographs of


drawings, first drawn on paper. To create the illusion of movement, each drawing
differs slightly from the one before it. Today, animators’ drawings and the
backgrounds are either scanned into or drawn directly into a computer system.

To check the cleaned-up drawings with the animator’s keys, here are
some tips to be consider:

1. Check the consistency of the characters specially the actions based on


animator’s keys.
2. Look for the likeness of character against model sheets and key
drawings.
3. Check the consistency of lines in terms of thickness.
4. Make some adjustments of any inconsistency on the cleaned-up
drawings.

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ACTIVITY SHEET 3.8-3


Checking of Cleaned-Up Drawings Based on the Animator’s Keys
Materials:
 Drawing Pencil
 Eraser
 Animation Paper
Tools and Equipment:
 Cleaned-Up Drawings
 Animator’s Key
 Peg bar
 Light Box

Directions: Providing a set of key drawings, perform clean-up and try to match them
and model the drawings based on the given key drawings.

Criteria for Assessment: Analytic Rubrics Scoring

Criteria 5-points 3-points 1-point


Accuracy The rough The rough The rough
drawing was drawing was drawing was
cleaned-up somehow NOT cleaned-up
according to cleaned-up according to
standard. according to standard.
standard.
Neatness Finished output Pleasing but Finished output
was neatly done, erasures and has so many
pleasing, and no smudges are erasures and
erasures/ observable on smudges and
smudges. the finished quite unpleasant.
output.
Time Finished the task Finished the task Unable to finish
Management 1 day before the on time. the given task.
given time
period.

Rating Scales:
Points Earned Numerical Value Descriptive Value
12-15 91-100 Very Good
8-11 86-90 Good
4-7 81-85 Fair
1-3 75-80 Needs Improvement

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

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Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 3.8-4

Information Sheet 3.8-4


Familiarization with Line-Test Hardware and Software
A Line Test is a process used to check hand drawn frames prior to them
being used for final artwork. Frames are capture either via video camera, frame by
frame or by scanning them into a computer. The resulting sequence allows the
animator to assess how well the sequence is flowing.

Onion Skinning is the method used to view several frames of an


animation simultaneously, it allows the animator to check the changes occurring
within each frame and how they flow together. Traditionally this process involved
comparing drawn frames on light box but many animation software packages include
the ability to preview frames with several previous and upcoming translucent frames
visible.
Line Testing Hardware in Animation

Line Tester Personal Computer

Software in Line Testing


1. Synfig for Windows, Linux and OSX
2. Opentoonz for Windows and OSX
3. Maefloresta for iPhone and Android
4. Pencil 2D for Windows, Linux and OSX

A Flipbook is one of the software use in Animation. Animation gets even


easier whether you use pencil and paper or draw right on the computer. DigiCel
Flipbook follows the same process that has been part of traditional cel animation for
over fifty years. Background Flipbook will be very easy and intuitive.

To start with the Digicel Flipbook here are the basic steps:

1. Click on start >Programs> Flipbook or Double click on the Icon of Flipbook.


You will see the Flipbook Start-Up Dialogue.

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Note: There are five buttons on the start-up dialogue.


a. Create New Scene, if you want to create a new presentation
b. Open Existing Scene, if you want to see a sample flipbook presentation
project.
c. Open Previous Scene, if you want to see the latest project made.
d. Exit Program, if you want to close the program and
e. About Flipbook, if you want to look for the details on how to use the
software.
TWO MAIN WINDOWS OF FLIPBOOK
1. IMAGE WINDOW- this is where you will draw, paint and preview your movies.

2. X SHEETS – made up of rows and columns. The scene information is stored


in an exposure sheet or X sheets.

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Other Parts of Flipbook Software

Tool Bar-
Tool bar has an Icon that you will use in flipbook.
The Icons on the first group are: Creating, Opening and Saving scenes as well
as Cutting, Copying and Pasting images.

The next 2 icons are for Undo and Redo followed by a Printing icon.
These are all standard Windows functions.

The next 4 icons are for controlling in the image window.


The first icon is for enabling the Light Box or `Stack'. In B&W mode when the
`Stack' is on FlipBook keeps track of up to 10 drawings on your light table and can
simulate traditional page flipping.

The second icon is the Light for the `Light Table'. When the Light is on
you can see all of the images that are currently on the Stack in the Image Window.
The Light only works when the Stack is on.

The third icon controls whether or not the background image (BG) will
be displayed in the image window during editing.
The fourth icon turns the AutoSave feature on and off.

The next 3 Icons control the exposure sheet or x-sheets for short.
The X-sheet icon turns the x-sheet on or off.
The Sound icon shows or hides the sound level in the x-sheet.
The Thumbnail icon switches you back and forth between viewing
thumbnail images in the x-sheet or just their labels.

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The Capture icon brings up the Capture dialog box so you can adjust your
settings and capture drawings directly into the x-sheet. You can also capture directly
into the x-sheet by pressing the F8 key. This uses the current capture settings but
bypasses the Capture dialog.

The Scanner icon opens the Scanner dialog box. Scanning gives you the
best quality but takes a little longer.

The Color icon lets you switch between the Color mode and B&W mode.
In the Color mode you can see the Color Palette or Color Model and the additional
tools in the Tool Box for painting. Your animation will also play back in color.

The Camera icon lets you toggle in and out of Camera mode and brings
up the Camera Move dialog box so you can compose your key frames to add
camera moves to your scenes.

The Boomerang icon passes images to and from FlipBook to your favorite
graphics editing program so you can edit them there.

The Tone Matte icon brings up the Layer dialog box so you can select
which tone matte layer you want to work with and set its values. Tone mattes are
used to create shadows, glows and highlights.

Below the image window are controls, like those on a VCR. They can be
used at any time to play back the active levels of your scene or view the frame you
want to see. From left to right the buttons are: Stop, Home, Reverse, Step
Backward, Pause, Step Forward, Play, End and Loop. The next two buttons
adjust the playback rate, even while the scene is playing. This can also be done
with the plus (+) and minus (-) keys. The current rate is displayed in the status bar
at the bottom of the Image Window.

To the right of the VCR controls there is a Slider. This lets you drag the
pointer to move forward and backward through the scene and set start and stop
points for playback.

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Steps in making New Scene or Project in Flipbook


1. Double click on the Icon of Flipbook, or go to Start Menu go to Program, then
click Filpbook Icon. Start-up Dialogue will appear.

2. Click > Create New Scene.


New Dialogue Box will appear.
Change the Frame Rate, No. of Levels, and
No. of Frames.

3. Click > Ok button. Image Window will


Appear.

Image Window X-Sheets

4. Click the X-sheets Icon on the Tool Bar. To make it Visible.

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5. Place the drawings (Capture the first drawing until the last drawing) on the Peg
Bar attached on the Line Tester,
Then click < Camera Icon on the tool bar, camera dialogue will appear.

6. Set the frame, level, hold, and label accordingly.

7. Start capturing the drawing until the last drawing then click< quit button to finish
the job.

8. Check the action using the VCR tools, Click< Play Button

9. To save the work Click the File button on the Tool bar, select save as new
dialogue will appear, type the file name and choose the destination folder, then click<
save.

DRAWING TOOLS IN FLIPBOOK

THE TOOL BOX

Pencil Magnifying Glass Hand

Eraser Selection Tool

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The Pencil is for drawing lines.

The Magnifying Glass lets you zoom in to get better control over both drawing and
erasing. Click or drag on the image with Magnifying glass to zoom in. Hold the
Control key or the Alt key and click to zoom back out. Control+Alt+0 will reset the
zoom value to 100%.

The Hand lets you move the image around within the Image Window whenever the
image is larger than the window. While in the drawing mode, you can also press the
space bar to temporarily make the cursor turn into the Hand and allow you to move
the image within the Image Window.

The Eraser works in conjunction with each of the other drawing tools and can be
used to erase either lines or fills. For example, when the Pencil and the Eraser are
selected you can erase lines drawn by the Pencil.

The Selection Tool is used to select the part of the image you want to cut, copy or
paste. When you paste the image back in to a cel you can also scale and/or rotate it.
COLORING TOOLS

COLORING TOOL BOX

Fill Tool Tracing Pen

Paint Brush Eyedropper

The Fill Tool works just like in other paint programs, but FlipBook’s Fill Tool does
much more. If you drag the Fill Tool the way you drag the Paint Brush it will fill all of
the areas it touches.

The Paint Brush lets you apply paint exactly where you want it by brushing it on.

The Eyedropper picks colors from where ever you click in the painted image while it
is selected. Shift-Click will pick colors from the background.

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The Tracing Pen is used to change the color of lines that were scanned or captured.

THE COLOR PALETTE


When you are in Color mode you will see either the Color Palette or the
Color Model. Each Color Palette has 256 colors and every level can have its own
palette. You can change the color of any square in the color palette by right-clicking
on the square and selecting the color from the box or typing in the RGB or HSL
values and the opacity. The palettes are stored in the scene files.

SELF-CHECK 3.8-4

I. DIRECTION: Name the given illustrations. Write your answer on a separate


sheet of paper. Choose from the options below:

Redo, Light Table, Stack/Light Box, BG , Auto Save, Xsheets,

Sound, Thumbnail, Capture, Scanner, Undo, Color,

Camera,Tone Matte, Boomerang, Printing, Creating, Opening,

Saving, Cutting, Copying, Pasting, Images.

_______1. _______ 2. _______ 3. ________ 4.

_______5. _______6. _______7. _______ 8.

_______9. _______10. _______11. _______ 12.

______13. _______14. _______15. _______16.

______17. _______18. _______19. _______20.

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

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Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 3.8-5

Information Sheet 3.8-5

Application of Animation Software

Procedures in Digital or Paperless Clean-up Drawing

Using Toon Boom Harmony software, here are the steps to clean-up the
drawings. You will need to add a new drawing layer to create your cleaned up drawing.
This is the equivalent of adding a sheet of paper and tracing the rough using the
animation disk.

This method allows you to keep the roughs and the cleans intact. You only
need to disable the rough layer to prevent it from appearing in the scene.

If you plan on tracing your animation in the Drawing view, enable the light
table to display all the layers in your project.

1. In the Layer toolbar, click the Add Drawing Layer button.

2. In the Timeline view, click the Lock button of the layer containing your rough
animation to avoid selecting the layer in the Camera view.

3. In the Timeline or X-sheet view, in the new layer, select the cell corresponding
to the first key drawing of your rough animation.

4. In the Tools toolbar, select the drawing tool of your choice. The Pencil tool
is recommended.

5. In the Color view, select a color for tracing your animation. A dark bold color,
such as black, would ensure that it contrasts well with the light color of your
rough animation.

6. In the Camera or Drawing view, start tracing the first key drawing.

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7. If you have some other layers in the way, you can disable them temporarily
from the Timeline view so that only the rough animation and clean-up layer
are displayed in the Camera view.

8. In the Tools toolbar, click the Onion Skin button and pull on the blue onion
skin handles in the Timeline view to extend the number of frames you can
see.

9. In the Camera View or Drawing View toolbar, press either the Onion Skin
Reduce One Next/Previous Drawing or Onion Skin Add One Next/Previous
Drawing to reduce or increase the number of previous and next visible
drawings. The red icons are for the previous drawings and the green
icons are for the next drawings.

10. In the Timeline or X-sheet view, select the next cell corresponding to a rough
drawing.

11. In the Drawing or Camera view, trace your next drawing.

12. Repeat the previous steps for each drawing.

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Basic procedures and policies in Records Keeping

1. Always stay on schedule or date line.


2. Store your drawing in a safe place or safe your digital file on the computer.
3. Back up your date.
4. Always keep a record of files or drawing that is finish.

PERFORMANCE TASK 3.8-5

Application of Software Animation

Materials:
 Animation Software
 Scanned Rough Drawing

Tools and Equipment:


 Pen Tablet
 Computer Set
 Scanner

Directions: Cleaned-up rough drawings using animation software application.

J. Preparatory Steps:
1. Prepare a rough drawing
2. Scanned the rough drawing using the scanner and computer set with
animation software and save in specific file folder.
K. Digital Clean-up procedures:
1. Open the animation software in your computer.
2. Drag or export the scanned rough drawing from your files in your
computer.
3. Follow the specific step in using the tools in the software animation.
4. Save the cleaned-up rough drawings in a specific file folder.

Criteria for Assessment: Analytic Rubrics Scoring

Criteria 5-points 3-points 1-point


Accuracy The rough The rough The rough
drawing was drawing was drawing was
cleaned-up somehow NOT cleaned-up
according to cleaned-up according to
standard. according to standard.
standard.
Neatness Finished output Pleasing but Finished output
was neatly done, erasures and has so many
pleasing, and no smudges are erasures and
observable on

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erasures/ the finished smudges and


smudges. output. quite unpleasant.
Time Finished the task Finished the task Unable to
Management 1 day before the on time. finished the
given time given task.
period.

Rating Scales:

Points Earned Numerical Value Descriptive Value


12-15 91-100 Very Good
8-11 86-90 Good
4-7 81-85 Fair
1-3 75-80 Needs Improvement

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 3.8-6

Information Sheet 3.8-6

Concept of Line Quality

Line in animation should be consistent to avoid any jitters in the


movement. Range in line quality heightens descriptive potentials, you can describe
textures, movement, light, space, etc. Using many different kinds of lines in your
drawing can also add visual interest. When the drawing is of a recognizable image,
the types of lines you use can add to what you say about your subject matter.

An animation drawing should be tight enough that a clean-up artist or inker


can preserve what the animator wants. The animator should not hand in vague
scribbles and then expect an assistant to figure out where the drawing is. Both these
artists have some responsibility to use lines to convey distinct drawings that have a
commitment to an idea.

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A line isn’t important for its own sake. There are some artists think having
a big bold clean line is practically the art itself. On the other hand, great drawings
can also be ruined by poor line work. Each animator, layout artist and clean-up artist
should all understand and feel how to do warm descriptive lines that draw attention
to the good qualities in the drawing they are bordering.

Definitions and Qualities of Line


A line can be lyrically defined as appoint in motion. There are many
different types of lines, all characterized by their length being greater than their
width. Line can be static or dynamic depending on how the artist chooses to use
them.
Actual Lines are those that are physically present.

Implied Lines are those created by visually connecting two or more areas together.

Straight or Classic Lines provide structure to a composition. They can be oriented


to the horizontal, vertical or diagonal axis of a surface. Straight lines are by nature
visually stable, while still giving direction to a composition.

Expressive Lines are curved, adding an organic, more dynamic character to a work
of art. Expressive lines are often rounded and follow undetermined paths.

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Outline or Contour Line is the simplest of these. They create a path around the
edge of a shape. In fact, outlines define shapes.

Cross Contour Lines follow paths across a shape to delineate differences in


surface features. They give flat shapes a sense of form (the illusion of three
dimensions), and can also be used to create shading.

Hatch Lines are repeated at short intervals in generally one direction. They give
shading and visual texture to the surface of an object.

Cross-Hatch Lines provide additional tone and texture. They can be oriented in any
direction. Multiple layers of cross hatch lines can give rich and varied shading to
objects by manipulating the pressure of the pencil.

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Line Quality is that sense of character embedded in the way a line presents itself.
Certain lines have qualities that distinguish them from others.

Calligraphy Lines use quickness and gesture, more akin to paint strokes, to imbue
an artwork with fluid, lyrical character.

ACTIVITY SHEET 3.8-6

LINE QUALITY

Materials:
 Animation Paper
 Drawing Pencil/ Mechanical Pencil
 Eraser
 Rough Drawings

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Tools and Equipment:


 Peg Bar
 Light Box/ Animation Table

Directions: Perform clean-up procedures and observe the principles of line quality in
producing a clean-up drawing.

Rough Drawing

Sample Cleaned-Up Drawing

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Criteria for Assessment: Analytic Rubrics Scoring

Criteria 5-points 3-points 1-point


Accuracy The rough The rough The rough
drawing was drawing was drawing was
cleaned-up somehow NOT cleaned-up
according to cleaned-up according to
standard. according to standard.
standard.
Neatness Finished output Pleasing but Finished output
was neatly done, erasures and has so many
pleasing, and no smudges are erasures and
erasures/ observable on smudges and
smudges. the finished quite unpleasant.
output.
Time Finished the task Finished the task Unable to finish
Management 1 day before the on time. the given task.
given time
period.

Rating Scales:

Points Earned Numerical Value Descriptive Value


12-15 91-100 Very Good
8-11 86-90 Good
4-7 81-85 Fair
1-3 75-80 Needs Improvement

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 3.8-7

Information Sheet 3.8-7

Model Sheets
In visual arts, a model sheet, also known as a character board, character
sheet, character study or simply a study, is a document used to help standardize the
appearance, poses, and gestures of a character in arts such as animation, comics,
and video games.

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A Model sheet is usually several drawings showing a character in many


angles and poses to define its style, look and behavior throughout a show. You will
usually see the character in front T-stance, side view standing straight and some
more relaxed positions and close ups on hand, faces and props. In a model sheet
you can find the respective character in different poses like side, back, front and
three-fourth.

Front Back Side Three-Quarter


Animating any character without a model sheet will produce animations
with major problems like non-consistency of character. Even an experienced
animator will find it hard to conceived how a character looks in different poses, so it
is best advised to start animation with a proper model sheet.

Character Model Sheets are templates of the characters used by the animation
staff. They provide the construction, structure, proportion, design, etc. for each
character. Usually several models sheets are needed for each character to show the
physical and design nuances. Each animator, artist has their own style of drawing.
The model sheet guides the 300 artists working on the production toward making all
characters look “On Model”. On model means the model sheets have been followed
to perfections as if one artist has drawn the character. Below is the example of
Model Rotation. Its purpose is to show the character from all sides. This called
“Character Rotation”.

Below are the three options you should consider for your character design.
They are: 1. Ball 2. A Triangle or Cone and 3 a combination- a ball and a
cone. Please keep in mind the dimensional aspects of your drawing, in other words,
what appear to be shapes are really 3D forms.

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Try to Design People or Animals.

Draw the simple shapes in the views to match the character’s rotation.
When in doubt always go back to basics.

Tips in Making Model Sheets for Simple-Cartoon Characters

1. Make the ball of the head and the body different sizes (big head with small
body or small head with a big body). The head is always on the front side of
the body.

2. Once the basic forms are drawn, the details are drawn over top the forms.
Hair and fur are like carpeting over the form. Try to simplify the details and
apply basic rules of design. (check to make details asymmetrical and pay
attention to your positive and negative space.

Model Sheet involves a close-up with the details, proportions and structure of the
characters’ head. Use the same procedure for the construction of the head as you
did with the body.

1. Begin with the simple forms, then


2. add the eye line and center line and then
3. layer the details over top. The eyes are anchored on top of the eye line, the
nose or snout is anchored below the eye line.

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Character Model Sheets is also for action poses. Its purpose is to make sure the
character works in actions. Character is always defined by his or her or its needs,
and those needs are reflected on his or her actions. Keep your action drawings
quick, spontaneous and dynamic. The line of action is a tool which can be pushed
to create for dynamic poses. Check your silhouettes for your action poses to make
sure they “READ” as a graphic.

Aside from characters, model sheets are also used for the following:

a. Props Model Sheets


The props sheet is used to ensure consistency in size, form,
structure and proportion.

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b. Accidental Characters Model Sheets

c. Background Model Sheets

d. Expressions Model Sheets

e. Character Mouth Dialogue Model Sheets

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ACTIVITY SHEET 3.8-7

Create Model Sheet


Materials:
 Animation Paper
 Drawing Pencil
 Eraser
Tools and Equipment:
 Model Sheets
 Animation Table

Directions: Create a model sheet of cartoon character of human and animal on a


separate sheet of animation paper. Draw the basic turn-around pose of each
character.

Note: You are given 2 days to finish this activity.

Criteria for Assessment: Analytic Rubrics Scoring

Criteria 5-points 3-points 1-point


Accuracy The drawing was The drawing was The drawing was
drawn according somehow drawn NOT drawn
to standard. according to according to
standard. standard.
Neatness Finished output Pleasing but Finished output
was neatly done, erasures and has so many
pleasing, and no smudges are erasures and
erasures/ observable on smudges and
smudges. the finished quite unpleasant.
output.
Time Finished the task Finished the task Unable to finish
Management 1 day before the on time. the given task.
given time
period.

Rating Scales:

Points Earned Numerical Value Descriptive Value


12-15 91-100 Very Good
8-11 86-90 Good
4-7 81-85 Fair
1-3 75-80 Needs Improvement

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

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Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 3.8-8

Information Sheet 3.8-8

Procedures for Cartoon Drawing Construction

In cartoon, there are several different styles of characters, such as


“goofy” and “bully”.

To Start the construction here are the basic Steps in Cartoon Drawing
Construction:

1. Rough Sketches
When creating characters, use the rough sketches beforehand. This
will provide you with the perfect direction of style and nature of your
character.
First, draw the basic shape of the figure and then go adding features
and other details of the body. This is the basic procedure that should
be followed regardless of your character to be a human, an animal or
even an object that you want to bring to life.

Once you have defined your ideal proportions, the second step is to
develop the expressions of body movement, hand and legs. Hands
even can tell a complete story with only one position.

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2. Proportion
Proportion is the most important factor to consider in building a cartoon
character. The artist should keep in mind the relative size of body
parts, because it’s based on them we’ll define the structural features of
our characters. Animated studios have famous practice of using oval
shapes to measure the height of a character. Example, a child usually
has a head larger than the rest of the body. But the adult has different
proportions, which varies according to gender and physique of each
character.

When designing a character’s entire body, it’s recommended to keep


several drawings of it on a separate piece of paper. Thus, it’s possible to have a
reference of his proportions to draw it in different poses and actions.

Turnaround Example

It is important to draw your character in different positions, situations, and


clothing, until you can find the ideal body proportion.

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3. The Body is a Pear


It’s common practice among designers to use pear shapes or similar
objects to build the body format. This is a common technique among
cartoon studios, since several different artists work on the same
character and must maintain the correct proportions of each one.

4. Addition of the Skeleton


Now that we know how to define the forms, we need to define a simple
skeleton structure. If you draw any kind of character in a cartoon style,
you need to understand the main differences in muscles and bones
among different cartoon categories, such as cats, birds and humans.
This knowledge is necessary and it will guide us in relation to the
character's joints, such as elbows and knees.

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To summarize
 Measure the proportions of your character with rounded shapes;
 Wrap the body using the famous rule of pear shapes;
 Trace the lines that serve as guides of the main points of
character’s joints (skeleton);
 Complete your character with the final details around the structure
you’ve built.
5. Inverting the Pear
Reversing the pearl shape, it makes sense of strength and power in
our character. Example:

6. The Goofy Character


It is one who walks on two legs (even the animals) and looks silly,
clumsy and generally, lazy. This kind of character is often represented
as coward. They are generally more interested in staying out of trouble
than anything else.

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There is a main attributes needed to make goofy guy, although not a


definitive rule, and may be changed to suit the nature of each character.
 Thinner heads;
 Big noses (snout, if animal);
 Big teeth;
 Small shoulders;
 Virtually no chin;
 Rule of Pear (never inverted, always upward).

7. Create a Heroic Character


Steps:
1. Draw the head and body with rounded shapes. Don’t worry
about making several sketches until you reach the ideal
proportion and shapes.

2. Let's add the lines that simulate the joints of skeleton. Notice
that we're adding a common posture for cartoon hero - where
the body weight is hanging on just one leg.

3. Finally, we will include the face details and the body muscle of
our great hero.

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4. Once you've defined the whole structure, we can add some


clothing.

What to Remember in Cartoon Drawing Construction?

1. Construction (Done in Red or Blue or whatever color the photocopy or digital


scanning process can ignore)

2. Even though it’s a cartoon, think of it as having a skeleton and muscle - not just
an assemblage of lines!

3. When starting a new character, read over available model sheets - noting any
"formulas" ( ie : Mickey is 3 heads high, Mcleaches eyes are one eye width
apart, Bernards are 1 1/2).

4. If you have time, go over the model sheets and draw the character’s basic
construction This will help to familiarize you with the character’s proportions.

5. Draw through shapes - objects.

6. Watch the ends of your lines, they determine the entire shape. (Draw through
both connecting shapes and solid objects, feel the form as you draw).

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ACTIVITY SHEET 3.8-8

Cartoon Drawing Construction


Materials:
 Animation Paper
 Drawing Pencil
 Eraser
Tools and Equipment:
 Animation Table

Directions: Draw cartoon characters, following the given procedures on a separate


drawing paper.
Note: You are given 8 days to finished this activity.
f. Cartoon drawing using basic shapes.
g. Goofy character
h. Heroic character

Criteria for Assessment: Analytic Rubrics Scoring

Criteria 5-points 3-points 1-point


Accuracy The drawing was The drawing was The drawing was
drawn according somehow drawn NOT drawn
to standard. according to according to
standard. standard.
Neatness Finished output Pleasing but Finished output
was neatly done, erasures and has so many
pleasing, and no smudges are erasures and
erasures/ observable on smudges and
smudges. the finished quite unpleasant.
output.
Time Finished the task Finished the task Unable to finish
Management 1 day before the on time. the given task.
given time
period.

Rating Scales:

Points Earned Numerical Value Descriptive Value


12-15 91-100 Very Good
8-11 86-90 Good
4-7 81-85 Fair
1-3 75-80 Needs Improvement

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

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Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 3.8-9

Information Sheet 3.8-9

Drawing Proportions
Throughout the ages, artists have been fascinated by the challenge of
depicting accurate proportions of the human body. There have been countless
attempts to standardize figure drawing proportions and lay down proportional rules to
follow when depicting the body.

What is Proportion?

Proportions are the relationships, ratios between the heights, widths, and
depths of a subject. In order to draw a believable likeness of any subject, no matter
what or who it is, we must draw the proportional relationships as they appear on that
specific subject.

In Greek canon by Polycleitus, the palm of the hand was chosen as the
unit of measurement. Marcus Vitruvius, a first-century BC Roman architect and
writer, believed that the height of the figure was eight heads, or ten faces. Leonardo
de Vinci demonstrated many of Vitruvius’ ideas on proportion in the well-known
image of the man in two superimposed positions inscribed in a square and circle: the
“Vitruvian man”.

In standing position, seven figure drawing proportions to keep in mind are:

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1. The figure is approximately 7.5

2. About two heads down from the top of the figure is the line
of the nipples.

692Save

3. About three heads down from the top of the figure is the navel, or
belly button.

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4. About four heads down from the top of the figure is the
pubic bone.

5. The pubic bone is approximately the half way point on the body.

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6. The wrists line up with the greater trochanters of the femurs


(upper leg bone).

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7. The elbows line up with the navel (belly button).

BODY PROPORTIONS OF DIFFERENT AGES

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MALE AND FEMALE BODY PROPORTION

Pros and Cons of Using Proportional Systems:


Cons:

1. Relying heavily on memorized proportions can lead you to become lazy


in observing the model, which can result in generic drawings
2. There is so much variation in body types, no proportional
system can be accepted as a “rule”

Pros:

 A proportional system gives you a general reference guide for assessing the
relative lengths and widths of the body

 Proportions can lead to more accurate and convincing drawings if they are
used to compare to the proportions on the model

 Memorizing certain figure drawing proportions can greatly help you draw from
memory and imagination
 Memorizing proportions can help you design figures – for example, an
animator may consciously choose to lengthen a figure to 8 or 8.5 heads tall if
their intention is to draw a heroic figure.

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ACTIVITY SHEET 3.8-9


Drawing Proportion

Materials
 Drawing Pencil
 Animation Paper
 Eraser

Tools and Equipment


 Model Sheets
 Animation Table

Directions: Draw a male and female characters of different ages and observed the
correct body proportion on a separate drawing paper.
Note: You are given 4 days to finished the activity.

Male (1 yr. Old) Female (1 yr. Old)

Male (3- yrs. Old) Female (3- yrs. Old)

Male (5- yrs. Old) Female (5- yrs. Old)

Male (10- yrs. Old) Female (10- yrs. Old)

Male (15 yrs. Old) Female (15 yrs. Old)

Male (Adult) Female (Adult)

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Criteria for Assessment: Analytic Rubrics Scoring

Criteria 5-points 3-points 1-point


Accuracy The drawing was The drawing was The drawing was
drawn according somehow drawn NOT drawn
to standard. according to according to
standard. standard.
Neatness Finished output Pleasing but Finished output
was neatly done, erasures and has so many
pleasing, and no smudges are erasures and
erasures/ observable on smudges and
smudges. the finished quite unpleasant.
output.
Time Finished the task Finished the task Unable to
Management 1 day before the on time. finished the
given time given task.
period.

Rating Scales:

Points Earned Numerical Value Descriptive Value


12-15 91-100 Very Good
8-11 86-90 Good
4-7 81-85 Fair
1-3 75-80 Needs Improvement

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 3.8-10

Information Sheet 3.8-10

Company Procedures and Policies in Recording Clean-up Drawings


Company procedures is clearly indicating how instructions in the policy
should be carried out. The policy takes into consideration the benefits of the
employees, making sure the rules are fair. It provides employees with a clear
understanding of what is expected of them. Department managers also develop
department-specific policies and procedures based on the nature of the work tasks.

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Here are the procedures and policies in recording clean-up drawings.

1. From the animator’s key drawings, the clean-up artists will clean-up the
rough drawings by establishing a single quality line.

2. The cleaned-up key drawings will be pass to the in-between artists to


draw the missing drawings which is also known as in-betweens.

3. The finished in-between will be checked by the in-between checker and


when it passes the company standard, it will turn over to clean-up artist
to do the finalization of the drawing.

4. All finished cleaned-up drawings will be recorded on the front cover of


the animation folder where the details of the scene are written. This will
help the other personnel to track down the development of the project.

5. Cleaned-up drawings must be kept inside the animation scene folder in


proper order together with the other reference materials provided inside,
and the clean-up artist should sign accordingly for future reference.

Proper Arrangement of Documents:


 Complete Cleaned-up Scene Drawings must be arranged in order,
the first drawing on top and the last drawing at the back, all
materials inside must also arranged based on how it is listed on
the cover page.

Sample of Animation Scene Folder

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Sample of Cover of Animation Scene Folder

SELF-CHECK 1.9-11

SELF-CHECKED 3.8-10
Directions: Given the listed materials to be stored inside the animation scene folder.
Arrange them according to company’s specified arrangement. Write the
corresponding numbers, start from 1 as the first up to 10 the last number in a
separate sheet of paper.

_______ animation
_______ In-between drawings
_______ Layout
_______ To camera
_______ Final Test
_______ X-Sheets
_______ Scan In
_______ Pencil Test
_______ Color-Style
_______ Clean-up Drawings

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

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QUARTER 3
ANSWER KEYS

Pre-test 3.8
1. E 6. H
2. C 7. D
3. F 8. J
4. A 9. I
5. G 10. B

Self-Check 3.8-4
1. Creating
2. Saving
3. X-sheets
4. Stack/ Light Box
5. Color
6. Camera
7. Light Table
8. Capture
9. BG
10 Thumbnail
11. Cut
12. Opening
13. Sound
14. Scanner
15. Tone Matte
16. Auto Save
17. Undo
18. Copying
19. Pasting
20. Redo

Answer Key 3.8-10

3 animation
5 In-between drawings
1 Layout
10 To camera
7 Final Test
2 X-Sheets
9 Scan In
6 Pencil Test
8 Color-Style
4 Clean-up Drawings

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9/11
TLE/TVL-ICT
ANIMATION
QUARTER 4- MODULE 10- WEEK 1 to 10

Produced Cleaned-Up and


In-betweened Drawings
Identify Requirements for In-Between Drawings in
Actual Scene Folders (Cartoon-Regular)

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LESSON 8.3: IDENTIFY REQUIREMENTS FOR


IN-BETWEEN DRAWINGS IN ACTUAL SCENE
FOLDERS (Cartoon- Regular)
INTRODUCTION
This module covers the knowledge, skills and attitudes required to refine key
drawings and to produce in-between drawings to ensure that the creative brief is fully
met for productions.

OBJECTIVES:
At the end of this lesson, you are expected to:
1. Identify all requirements for in-betweened from source materials.
2. Identify model sheets for reference.
3. Collect model sheets for reference.
4. Check all clean-up key drawings for errors.
5. Check against x-sheet for errors all animation breakdowns.
6. Identify materials and equipment for in-between drawings.
7. Prepare materials and equipment for in-between drawings.
8. Apply concepts of in-betweening based on specifications.
9. Follow procedures for character posing.
10. Apply techniques in refining line quality.
11. Apply concepts used of character designing.
12. Observed the do’s and don’ts of in-betweening

VOCABULARY LIST:
Tweening is a key process in all types of animation
including computer animation.
Model Sheets are the templates of the character used by the
animation staff. They provide the construction,
structure, proportion, design, etc. for each
character.
Breakdown is a pose between keys to help the key frame
animator describe the action to in-between.
X-sheets is also known as the Exposure Sheet is used
when animator is planning a scene.
In-betweening is the process of creating transitional frames
between two separate actions in order to show
the appearance of movement from the first
drawing to the second drawing.

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Pre-Test 4.8-1
Directions: Read and understand the statements carefully. Write the letter that best
describes the statement, and write your answer on a separate sheet of paper.
_____ 1. This serves as the templates of the character used by the animation
staff. They provide the construction, structure, proportion, design.
a. Layout b. Model sheets c. x-sheets d. storyboard
_____ 2. This is a key process in all types of animation including computer
animation. Generating intermediate frames between two images, called
key frames, to give the appearance that the first image involves smoothly
into the second image.
a. Clean-up b. Character designing c. tweening d. Line testing
_____ 3. Used to fasten animation paper to prevent from moving while working on
the drawing.
a. Peg bar b. Tape c. Clip d. Glue
_____ 4. It is a pose between keys to help the key frame animator describe the
action to in-between. These are extra drawings used to make the animation
smooth.
a. Model Sheets b. Key Drawings c. In-betweens d. Breakdown
_____ 5. A drawing disc placed on a light box and used to work out camera moves
and panning walk cycles.
a. Animation disc b. light box c. animation table d. line test
_____ 6. It refers to the impacts, rhythm of where things happen or the
accents, beats, and hits happen.
a. X-sheets b. timing c. spacing d. layout
_____ 7. It serves as a clue to the animators thinking and guide for the in-between
artists to where the drawings are to be placed between the extremes.
a. Clean-up b. in-between c. line test d. timing chart
_____ 8. This is the process which comes after the characterization and consists in
defining the character through his/her physical appearance.
a. Clean -up b. character design c. in-betweening d. Line testing
_____ 9. An animation designer who love a blank piece of paper in designing
characters.
a. Character polisher b. blue sky designer c. visual artist d. Cartoonist
_____10. This refers to the spaces or gaps between the shapes which will help you
to define the character visually.
a. sizes b. variance c. recurring shapes d. negative space

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Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 4.8-1

Information Sheet 4.8-1

Requirements for In-Between (cartoon-regular)


In-betweening or tweening is a key process in all types of animation
including computer animation. It is a process of generating intermediate frames
between two images, called key frames, to give the appearance that the first image
involves smoothly into the second image. Without the in-betweens the animation
would look so jugged and jittery. It helps just to have the key frames of the beginning
and end of the motion as this gives the animator a very good idea of how the frames
in-between should look like.
In-betweening needs the following basic requirements:

1. Supplies and Materials

Supplies and Materials Pictures/Illustrations


1. Eraser

2. Bull Clip

3. Lead of Clutch/Mechanical
Pencil

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4. 3 Hole Punched ACME


Animation Paper.

5. X-sheets

6. Model Sheets

7. Learning Materials Guide

8. Printable Story Board

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9. Tools and Equipment


TOOLS EQUIPMENT
1. 3 Hole Punched ACME Puncher

2. Drawing Pencil

3. Clutch/Mechanical Pencil

4. Feather Duster

5. Non Photo Blue Pencil

6. Peg Bar

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7. Ergonomic Computer Tables and


Chair

8. Computer Sets with Animation


Software Installed

9. Light Box

10. 3 in 1 Printer

11. Scanner

12. Animation Disc

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13. Life Size Mirror

SELF-CHECK 4.8-1

Directions: Identify the basic requirements for in-betweening. Write the name of the
given illustrations in a separate sheet of paper.

Name Illustrations
1.

2.

3.

4.

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5.

Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 4.8-2

Information Sheet 4.8-2

Model Sheets (cartoon-regular)

Model Sheets are the templates of the character used by the animation
staff. They provide the construction, structure, proportion, design, etc. for each
character.
Create a character of your own design. Draw the different angle or views of
the character on a single sheet of paper horizontally with the same size where the
head and fingers tips and feet at the same height across all views.
In animation, a model sheet, also known as character board, character
sheet, character study. It is a tool used to help standardize the appearance, poses
and gestures of an animated character. Model sheets are required when large
numbers of artists are involved in the production to help maintain continuity in
characters from scene to scene.

Types of Model Sheets

General Final Line Model Sheet


A single character is portrayed in turn around drawings that give us a
sense of how to draw the character from any angle, along with some facial
expressions, attitude and action poses.

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Rough Character Concept Model Sheets


The general design concept of the character needs to be approved before
the character was fully finalized. It gives a sense of the basic design of the character,
along with attitude poses that help to tell the story of just who he is, in case of a
character with unique anatomy requires unique reference for artists working on the
team.

Anatomical Study Model Sheet


It gives animators a better idea of the structure that exist under all that
hair.

Rough Construction Model Sheet


It shows the underlying structure of the character or the same poses fully
clothed. These designs are great help for building 3D characters. Rough construction
model sheets can sometimes focus only on details of a character, such as hair, eyes,
and even spots.

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Rough Model Sheets


Rough Model Sheets are created from the best studies or keys from the
most successful scenes that have been animated of the character. They often show
action, they often show action, expressions, and attitude that best display the
character’s personality.

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Sometimes a turn-around drawing which also shows how many heads high
the character is can be added to the rough model sheet, which create a version of
the “all-in-one” design.

Rough Dialogue Model Sheet


Rough dialogue model sheet shows various mouth shapes that are created
when the character is speaking. This one has the added benefit of also showing a
range of emotions.

Final Line or Clean Up Construction Model Sheet


This model sheet helps animators to see volume as well as structure for
even the most cartoony of characters.

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Turn Around Model Sheet


A standard reference of a character drawn in different views such as: front,
side quarter, and back views.

Final Line Turn Around Model Sheet


It is also known as cleaned-up turn-around model sheet considered as
final model sheet of a character.

SELF-CHECK 4.8-2
Directions: Identify the following. Write you answer on a separate sheet of paper.

______________ 1. A model sheet shows various mouth shapes that are created
when the character is speaking.
______________ 2. A standard reference of a character drawn in different views
such as: front, side quarter, and back views.
______________ 3. It shows the underlying structure of the character or the same
poses fully clothed. These designs are great help for building 3D characters.
______________ 4. A single character is portrayed in turn around drawings that give
us a sense of how to draw the character from any angle, along with some facial
expressions, attitude and action poses.
______________ 5. It gives animators a better idea of the structure that exist under
all that hair.

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Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 4.8-3

Information Sheet 4.8-3

Cleaned-up Key Drawings for Cartoon-Regular


The process of clean-up is usually done by an assistant animator, not the
key animator. There are important points you need to know and understand when
you get a scene from the key animator.

1. Look at the story board and familiarize with what’s going on in the
scene.
2. Take the key animation out of the folder and flip the drawing several
times. Be sure you understand everything about the character’s action.
3. Talk to the animator about the motivation and emotion of the scene.
4. Practice drawing the character using the model sheets, then trace the
model sheets and keep the character completely on model.
5. Pay attention to the details and line quality.
6. In major production the assistant animator’s and in-betweener’s
drawing that are seen on the screen. It’s the assistant that redraws the
animators rough drawing and makes them good and final.
7. When cleaning up the drawing make a necessary adjustment to the
volumes and proportions to bring the character on model.
8. Compare the first pose top the model sheet to be sure it’s correct.
9. Get the final approval of the animator before moving on the rest of the
drawings.

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ACTIVITY SHEET 4.8-3

Clean-up Key Drawings

Materials
 Animation Paper
 Drawing Pencil/ Mechanical Pencil
 Eraser

Tools and Equipment


 Model Sheets
 X-Sheets
 Light Box
 Peg Bar

Directions: Clean-up the given key drawings in a separate animation paper and
check for possible errors following the given important points.

Key Drawing

PERFORMANCE CRITERIA CHECKLIST 4.8-4

For acceptable achievement, all items should Yes No N/A


receive a “Yes” or “N/A” response.
1. Familiarized with the story board and recognize what
is going on in the scene.
2. Take the key animation out of the folder and flip the
drawing several times. Understand
everything about the character’s action.
3. Talk to the animator about the motivation and
emotion of the scene.
4. Practice drawing the character using the model

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sheets, then trace the model sheets and keep the


character completely on model.
5. Pay attention to the details and line quality.
6. Redraws the animators rough drawing and
makes them good and final.
7. When cleaning up the drawing make a necessary
adjustment to the volumes and proportions to bring
the character on model.
8. Compare the first pose top the model sheet to be
sure it’s correct.
9. Get the final approval of the animator before moving
on the rest of the drawings.

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 4.8-4

Information Sheet 4.8-4

Animation Breakdowns and X-sheets

Breakdown Drawings
A Breakdown is a pose between keys to help the key frame animator
describe the action to in-between. These are important because they describe
rotation trajectories, timing eases, elbow bending, etc. These are extra drawings
used to make the animation smooth.
Breakdowns are the gaps between the keys. By placing key action on
breakdowns, you can loosen up your animation, and offload a lot of your animation
work onto an in-between drawing, which is far easier than creating another key
drawing.

11

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Exposure Sheet
Exposure sheet is also known as the X-sheet or Dope sheet, is used
when animator is planning a scene. The animator enters data in different columns
(layers), it allows you to see the animation timing in detail.

The X-sheets is composed of columns corresponding to the layers. Each


column is splint into rows representing the frames (images) in the scene. A paper X-
sheets usually has 80 rows and 10 columns. This enables the animator to associate
a layer with a certain element like character, props, lip sync, etc. and make a record
of the frame at which each drawing appears.

The traditional paper X-sheet was mainly created for the animator to
communicate with the camera man regarding the scene’s timing, the camera moves
and element trajectories. It is still used today to express the same information to
other people who are working on the studio.

ACTIVITY SHEET 4.8-4

In-between Drawings
Materials
 Drawing Pencil
 Animation Paper

Tools and Equipment


 X-Sheets
 Key Drawings and Breakdown Drawings
 Light Box

Directions: Given a sample copy of X-sheets and Key Drawings, check breakdown
drawings against X-sheets and make a listing of possible errors and refer it to your
personnel. Make a necessary adjustments based on the given suggestions.

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PERFORMANCE CRITERIA CHECKLIST 4.8-4

For acceptable achievement, all items should Yes No N/A


receive a “Yes” or “N/A” response.
1.Followed the in-betweening procedures correctly.
2. Observed the basic rules on in-betweening.
3. Interpreted the timing correctly.
4. Checked all required materials needed in in-
betweening.
5. Collected model sheets for reference.
6. Checked key drawings properly.
7. Provided the in-between drawings correctly.
8. Drawn the in-betweens completely.

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Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

Read the Information Sheet very well then find out how much you can remember
and how much you learned by doing Self-check 4.8-5

Information Sheet 4.8-5

Materials and Equipment (cartoon-regular)

Creating Animation requires a set of materials, tools and equipment that


helps process and create manual, graphics and content.

MATERIALS, ILLUSTRATION FUNCTION


TOOLS, AND
EQUIPMENT
1. Animation Paper A special type of paper
used to rough out
animation drawings.
Commonly comes in
field sizes (12 field or
15 filed). A4. etc.

2. Drawing Pencil Used to rough-out key


drawings. HB or B
pencil is needed for
clean drawings, while
colored pencil is used
for roughing out the
animation.
3. Eraser Used to remove pencil
markings on a surface
such as paper. It is
available in soft plastic
and rubber.

4. Clutch Pencil A pencil commonly


used by animators for
clean-up drawings. It is
a mechanical type of
pencil that doesn’t have
to be sharpened.

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5. Pencil Sharpener Used to sharpen a


pencil’s lead by shaving
away its wood surface.

6. Brush Used to get rid of any


carbon dust or eraser
residue.

7. Masking Tape Used to secure


animation papers or for
taping down the peg
bar.

8. Mirror Used to catch the right


facial expression and
action for a character.

9. Peg bar Used to fasten


animation paper to
prevent from moving
while working on the
drawing.

10.Animation Disc A drawing disc placed


on a light box and used
to work out camera
moves and panning
walk cycles.

11.Animation Light Used to clearly through


Box all the layers of
drawing.

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12.Camera Rig It is made up of metal


frame to hold and
control the camera
without shaking when
being used.

13.Camcorder It is used to record and


shore images that will
be imported to the
computer.

14.Line Tester It is a device used for


line testing, where hand
drawn frames are being
check to assess how
well the sequence is
flowing.

15.Computer Set It is used in animation


for line testing and
editing, compositing.

16.Computer Table It is a special type of


table designed in
various colors,
materials, drawers
suitable for desktop
computer.

17.Computer Chair A type of chair created


and designed in various
colors, materials,
mechanisms, size,
shapes, and styles for
more convenient and to
avoid back injury while
working,
18.Animation animation software
Software allows for the creation
of motion on a frame -
by-frame basis. The
frames are often

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created within the


software, although most
animation software
allows frames to be
brought from external
sources.

19.Printer It is a device made up


of multiple peripheral
functionalities and
capabilities, including
printing, copying, and
scanning.
20.Scanner It is used as an
alternative device to
camera to capture
images or hand
drawing

21.Drawing Tablet It is used for digital


coloring and drawing.

22.Printable Story It is a copy of


Board storyboard made up of
a number of squares
with illustrations or
pictures representing
each shot, with notes
about what’s going on
in the scene and what
being said in the script.
23.Exposure Sheets It is mainly created for
the animator to
communicate with the
camera man regarding
the scene’s timing,
camera moves. It is
also used to express
the same information to
the compositors and
the persons working on
the animation.

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SELF-CHECK 4.8-5

Directions: On your answer sheet, write the letter of your answer.

_____1. It is mainly created for the animator to communicate with the camera
man regarding the scene’s timing, camera moves.
b. Story Board b. Model Sheets c. X-Sheets d. Printer

_____2. It is used as an alternative device to camera to capture images or


hand drawing.
a. Drawing Tablet b. Printer c. Computer Set d. Scanner

_____3. It is a device used for line testing, where hand drawn frames are
being check to assess how well the sequence is flowing.
a. Cam Coder b. Line Tester c. Computer set d. Light Box

_____4. A drawing disc placed on a light box and used to work out camera
moves and panning walk cycles.
a. Light Box b. Animation Disc c. Line Tester d. Computer Set

_____5. A special type of paper used to rough out animation drawings.


a. Drawing Paper b. Watercolor Paper c. Animation paper d. Oslo

Read the Information Sheet very well then find out how much you can remember
and how much you learned by doing Self-check 4.8-6

Information Sheet 4.8-6

Concept of In-betweening

Meaning of In-betweening
In-betweening is the process of creating transitional frames between two
separate actions in order to show the appearance of movement from the first
drawing to the second drawing. The frames between the key frames are called “in-
betweens”.

TIMING
It refers to the impacts, rhythm of where things happen or the accents,
beats, and hits happen.

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SPACING
Refers to how close or far apart those cluster is. The bouncing ball overlaps
itself when it’s at the slow part, but when it drops fast, it’s spaced further apart.

KEY DRAWINGS
Key Drawings are the essential to animating a character that represents the
extremes of that actions. The key point in an action can be identified by a moment of
rest and no acceleration, moment of maximum position, zero velocity and maximum
acceleration. It is a drawing that shows what’s happening on the story.

Key Drawings

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BREAKDOWNS
A Breakdown is a pose between two key drawings. They describe rotation
trajectories, timing eases, elbow bending, etc. These are extra drawings used to
make the animation smooth.
In traditional animation breakdown is an in-between that requires a special
interpretation, it does not have to be drawn exactly in the middle of the two key
drawings but it has to be drawn a bit like a key drawing.

We must understand the value of a “second of time” 24 frames of a film per


second of that movie screen. We must capably break our action down into “seconds”
and “frames” – one second for 24 frames- one halves second for 12 frames and one
third seconds for 8 frames. Remember that in a single presentation there are 24
drawings per second, while in double presentation there are only 12 drawings per
second.

1 3 5 7

TIMING CHART
To perform the in-betweening correctly you need to familiarized the most
important in in-betweening, the Timing Chart, it’s a clue to the animators thinking
and guide for the in-between artists to where the drawings are to be placed between
the extremes. Basically, it indicates the small incremential movements that get you
from one extreme to another.

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Basic Rules in In-betweening

This might be a slight simplification for you to come up with a good in-
between.

1. Path of Action
You have three options when it comes to a path of action for any point
on a line or the line itself:
a. Straight
b. “C” Curve
c. “S” Curve

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2. Timing and Spacing


Your timing and spacing is also very limited in that you must stick to
Even Spacing. All your in-between must be either halves or thirds and
occasionally the odd favor or cushion. Remember that cushion is not
the same as a Slow-In or Slow-Out in its spacing.

There are special circumstances where a half is not necessarily and


exact half way position as in overlapping actions. Think when you
draw!

The Different Timings

1. Slow In- actions picks up speed gradually.

2. Slow Out- actions slow down speed gradually

3. Even Halves/Thirds- keeps action in a constant speed.

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4. Slow-in/Slow-out- actions picks up speed and slow down gradually.

Don not bunch up your in-betweens anywhere along the path of


action.

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SELF-CHECK 4.8- 6
Directions: Identify the following. Write your answer on a separate sheet of paper.
________________ 1. This serves as a clue to the animators
thinking and guide for the in-between artists to where the
drawings are to be placed between the extremes.
________________ 2. A timing where actions picks up speed and slow down
gradually.
________________ 3. A pose between two key drawings is called ______.
________________ 4. This is essential to animating a character that
represents the extremes of that actions.
________________ 5. It is the process of creating transitional frames between two
separate actions in order to show the appearance of
movement from the first drawing to the second drawing.

ACTIVITY SHEET 4.8-6

IN-BETWEENING

Materials
 Animation Paper
 Drawing Pencil/ Mechanical Pencil
 Eraser

Tools and Equipment


 Light Box
 Peg bar

Directions: Perform simple in-betweening. Draw the missing drawings of the given
key drawings. Observed the timing, distance and speed, lines and curves, and
rotating objects in in-betweening.

Note: You are given 8 days to finish the given 4 exercises on in-betweening.
1.

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2.

3.

4.

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PERFORMANCE CRITERIA CHECKLIST 4.8-6

For acceptable achievement, all items should Yes No N/A


receive a “Yes” or “N/A” response.
1.Followed the in-betweening procedures correctly.
2. Observed the basic rules on in-betweening.
3. Interpreted the timing correctly.
4.Checked all required materials needed in in-
betweening.
5. Collected model sheets for reference.
6. Checked key drawings properly.
7. Provided the in-between drawings correctly.
9. Drawn the in-betweens completely.

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

Read the Information Sheet very well then find out how much you can remember
and how much you learned by doing Self-check 4.8-7

Information Sheet 4.8-7

Procedures for Character Posing

Character drawings need an appealing look. Animators should pass this


term APPEAL down for decades to describe a character’s pose, expression, or
movement and even props can have appeal. It has “extra something” if the drawing
has an appeal that makes it stand out.
Start with the basic shapes like circle, ovals, squares, and triangles. Using
this basic shapes in drawing characters can easily duplicate and rotate in three-
dimensional space than it is to rotate more complex shapes without compromising
the proportion and proper volume of the drawing. You will be able to draw it easily
and quickly without wasting your time. Here are some examples of different
characters that use only basic shapes that even without details, you get an idea of
what the characters are like.

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Seasoned artists often draw a character a front-view profile then slowly


trying a side view, three-quarter view, and back view that looks like the same
character. Remember, all this character angles should have a strong appeal. Here
are some steps to draw the characters in different angles.

1. Line Up the Drawing.


You need to draw the characters with the horizontal lines going behind
them. This lines run from key points on a character such as: a. bottom
of the feet, b. top of the head, c. chin. d. eyes, e. nose, f. waist, g.
shoulders, and h. knees. This is a good way to figure out the proportion
and what your character might look like from different angles.

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2. Turning the Character in Different Angles.


When you draw a character, it’s strongly suggest to draw the
front, side, three-quarter and back views of your character free
hand without considering the horizontal lines. This will help you
concentrate on the strongest design of your character and
personality implied by the pose and face. Once you are feeling
comfortable with the design, you may now set out to draw the
turnaround model sheet with the use of the horizontal lines as
guide to line up them all in one presentation.

Here are front views, three-quarter views and side views of a character that
works technically but also has stronger appeal. There is more variety in the shapes
in chin, mouth, and slope of the nose. Rather than just being a flat side views where
it has stronger silhouette appeal.

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3. Push Your Design


Often times after creating a design, you feel and decided that you’re
done. It’s time to push your drawing by trying it to become stronger and
you can decide which of these drawing is the best.

Beginning Design of Character

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ACTIVITY SHEET 4.8-7


Character Posing Drawing
Materials
 Drawing Paper
 Drawing Pencil or Mechanical Pencil
 Eraser

Tools and Equipment


 Animation Table

Directions: Draw the following in separate sheets of drawing papers. Follow the
procedures correctly.
 Head construction applying facial expressions, attitudes, and
costumes or clothing.

Criteria for Assessment: Analytic Rubrics Scoring

Criteria 5-points 3-points 1-point


Accuracy The drawing was The drawing was The drawing was
drawn according somehow drawn NOT drawn
to standard. according to according to
standard. standard.
Neatness Finished output Pleasing but Finished output
was neatly done, erasures and has so many
pleasing, and no smudges are erasures and
erasures/ observable on smudges and
smudges. the finished quite unpleasant.
output.
Time Finished the task Finished the task Unable to finish
Management 1 day before the on time. the given task.
given time
period.

Rating Scales:

Points Earned Numerical Value Descriptive Value


12-15 91-100 Very Good
8-11 86-90 Good
4-7 81-85 Fair
1-3 75-80 Needs Improvement

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

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Read the Information Sheet very well then find out how much you can remember
and how much you learned by doing Self-check 4.8-8

Information Sheet 4.8-8

Techniques for Refining Line Quality

Lines are basic tools for an artist’s. If you want to improve the quality of
your line, it’s important to have the proper tools for the job. There are basic
techniques in order to achieved line quality. First, avoid tension in your hand all you
need is to keep calm and loosen your hand while drawing lines. Second, practice
your line by exercises and remember the phrase “constant correct practice”.
There are many lines for you to use, like thick and thin lines, horizontal and
vertical lines, zigzag, diagonal and curved lines, spiral, etc.

Common Techniques Include:

1. Small dashes
2. Hatching (long, parallel lines)
3. Cross-hatching (parallel line at right angles)
4. Stippling
5. Small crosses
6. Small circles

7 Tips to Improve your Line Quality

1. Draw straight lines. This will help you relax your hands to make
smoother lines. (horizontal, vertical and diagonal lines)
2. Draw a combination of this lines.
3. When you feel confident in your lines, start drawing lines applying
various pressure on it.
4. Draw curved lines and irregular curved lines
5. Connect the dots. This basically a variant exercise, start with two dots
in straight path closer to each other and gradually improve the distance
and the direction.
6. Line shading. This is also a very simple pressure and control of line
weight exercise.
7. Loosen up your drawing by simple line of actions.

As you get more confident with your drawings and lines, you’ll notice that you’ll be
more relaxed while doing a line drawings. You’ll also notice that the more relaxed
you are, the smoother your lines will be.

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Quick Strokes Are Better Than a Slow Lines

You can try drawing a line very slowly. Just a straight horizontal line from
left to right. Then do the same, but very quickly and smoothly. The first thing you
might notice is how darker and rigid the first line, while the second line is very
straight. At time doing slower lines might be necessary for more control and
accuracy, while drawing it faster, this will give you more movement and dynamic.

Before going for your final line, you usually start with sketching and refine
later. Redraw all your lines as many times as you need. It’s all about practice.

ACTIVITY SHEET 4.8-8

1. Drawing of Lines

Supplies and Materials


o Drawing Paper
o Drawing Pencil
o Eraser

Tools and Equipment


o Animation Table

Directions: Using the correct drawing instruments, draw the types of lines.
2. Straight Lines (horizontal, vertical, diagonal)
3. Combination of lines
4. Lines with various thickness through varying pressure on the pencil.
5. Curved and Irregular Curves

2. Clean-up Lines

Supplies and Materials


o Drawing Paper
o Drawing Pencil
o Eraser

Tools and Equipment


o Animation Table

Directions: Draw a simple object, then clean-up your drawing and apply the
techniques in refining line quality.

Suggested Objects:
 Any kind of weapon

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 Clothing
 Any kind of transportation vehicles
 Anything inside and outside the house

Criteria for Assessment: Analytic Rubrics Scoring

Criteria 5-points 3-points 1-point


Accuracy The drawing was The drawing was The drawing was
drawn according somehow drawn NOT drawn
to standard. according to according to
standard. standard.
Neatness Finished output Pleasing but Finished output
was neatly done, erasures and has so many
pleasing, and no smudges are erasures and
erasures/ observable on smudges and
smudges. the finished quite unpleasant.
output.
Time Finished the task Finished the task Unable to finishs
Management 1 day before the on time. the given task.
given time
period.

Rating Scales:

Points Earned Numerical Value Descriptive Value


12-15 91-100 Very Good
8-11 86-90 Good
4-7 81-85 Fair
1-3 75-80 Needs Improvement

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

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Read the Information Sheet very well then find out how much you can remember
and how much you learned by doing Self-check 4.8-9

Information Sheet 4.8-9

Concept of Character Design


Character Design is the process which comes after the characterization
and consists in defining the character through his/her physical appearance. We need
to consider a character as little fictional creature, human or not, that aims to please
its creator and the public as well.

Character Design is a simple study of a character and visually designing


it in the most appealing way for the target audience. A good character design is a
successful balance between a concept that is well suited for the story and a beautiful
visual design.

Who are the Character Designer?

There are two kinds of Character Designers. A BLUE SKY DESIGNER


who love a blank piece of paper. They create many different variations of character
based on the given description and he started from a scratch. This often includes a
deep look into the character’s personality to develop a visual idea of the character’s
physical features.

The other one is the CHARACTER POLISHER who usually work off
sketches that the latter have created, or refining an existing character. They can
replicate other styles while still being able to make a character their own.

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What is Character Designer actually do?

They are considered as a traditional artists who create their original


drawings that fulfill what is needed on the script, scene, game, or story suited the
storyline. They play also like an actor and perform the style required for each role to
find the right gesture and expressions, since a character will seem stiff unless the
artist draws the figure in a way that expresses a sense of personality.

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A Character Designer begin by imagining the characters. He requires to


conduct a simple research on it. The point is to learn anything that’s going to make a
character feel real and strengthened his or her personality. They often go through
books and go online, looking at costuming, ethnic influences, cultural references and
anatomy.

Before he/she put pencil to paper, there are some questions to considered:
 What is the character’s place in the story? (hero, villain, side kick,
heroin, etc.)
 What is the character’s personality? (content, dysfunctional,
passionate, loving, etc.)
 Are the plot points within the storyline that affect the design?
(Dumbo’s big ears, Pinocchio’s small nose, which become long,
Shrek’s ugliness, etc.)
Anything you will want to establish before start the drawing is the hierarchy
of the cast of characters. Character Hierarchy refers to the different levels of
simplicity or realism based on the character’s role and function in the story.

Six Main Category of Character Design

1. ICONIC
Simple, almost graphics, stylized but not very expressive. Eyes without
pupils. ( sample: Early Mickey Mouse and Hello Kitty )

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2. SIMPLE
Very stylized, but more expressive than Iconic characters. ( Sample:
Fred Flintstone, Sonic the Hedgehog, and Dexter Lab)

3. BROAD
Much more expressive than the two styles, have big eyes and mouth
because of the extreme expressions needed for humor. (Sample: The
Wolf in Tex Avery Cartoons, Roger Rabbit)

4. COMEDY RELIEF
Does not convey the broad visual humor but can achieve through their
acting and dialogue. (Sample: Nemo, Mushu, and Kronk)

5. LEAD CHARACTER
Very realistic in facial expressions, acting and anatomy and
proportions. (Sample: Sleeping Beauty, Cinderella, Moses from Prince
of Egypt)

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6. REALISTIC
The highest level on the realism, short of photorealism but still with
some caricature in the design. Strong effects film monsters, comic-
book characters, and some computer-graphics animated characters.
(Sample: The Princess in Shrek, most comic-book characters)

To Start Designing Characters, you go first with some visual design basics that will
apply to our character designs. Shape, Size and Variance are the basic elements of
character design.

1.SHAPES
The overall shape will speak for the character’s personality. Also knowing how to
break your character into basic shapes is key to recreate that same design from
different angles and poses.

SHAPES SYMBOLISM
When you start thinking of your characters, always remember the description
of the character on the script or in client’s requests. Try to ask yourself a questions
like: How old are they? Where do they live now? Are they rich or poor? Genius or
dope? Hero or villain?

Base on the questions, the next step is understanding the symbolism of the
basic shapes. This basic shapes will give you the visual cues you need to describe
your character, and this will be the foundation of your characters’ personality traits
and attitudes.

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CIRCLES
Evoke appealing, good characters and are typically used to connote cute, cuddy,
friendly types. Attractive women are often described with curves and circles and
babies usually rely heavily on circular shapes as their visual cues.

SQUARES
Usually depict characters who are dependable or solid, or play the heavy. Like the
bouncer in a club and even superheroes often relies on square shapes.

TRIANGLES
Easily lend themselves to more sinister, suspicious types and represents the bad
guy or villain in character design.

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While combining shapes makes more complex characters. Some slightly more
complex characters will be made up of altered shapes.

Here is a variety of different characters comprised only of basic shapes or variations


of them. Even without expressions, details and clothing, you can start to see some
personality coming through.

Feel free to experiment the used of shapes. This phase of designing your character
is about looking what is really work and what doesn’t work? Which combination of
shapes best describes the character and fulfills the criteria of a story?

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2.SIZE
Size relationships between shapes make for a stronger design with more visual
interest.

Think of small, medium and large shapes. By placing them on the right arrangement
we can create a look that is more interesting, stronger and the relationships are more
dynamic.

DULL ARRANGEMENT BETTER ARRANGEMENT

3.VARIANCE
Variance refers to the spacing and variety of sizes and shapes in a design. Applying
more variety in your design will result to good design and turn to great one.

Here are some Principles of Design that will help achieving a great design.

CONSTRAST IN LINE can apply to differences in thickness of lines as well as in


length. Placing the lines at angles to one another creates tension and contrast.

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STRAIGHT LINES AGAINST CURVES can make a design livelier and interesting.
By putting a curved line opposite a straight line you introduce dynamism and avoid
parallel lines. With this principle it will lend natural looks to a design.

RECURRING SHAPES WITHIN THE DESIGN can help create a theme. The
different sizes add variety in a design.

NEGATIVE SPACE the spaces or gaps between the shapes will help you to define
the character visually. Variety of negative shapes interplay with the positive shapes,
makes a stronger, and interesting silhouettes.

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SELF-CHECK 4.8-9
Directions: Read and understand the statements carefully. Write the letter that best
describes the statement on a separate sheet of paper.
______ 1. The highest level on the realism, short of photorealism but still with some
caricature in the design.
a. Broad b. Simple c. Realistic d. Iconic
______ 2. This artist usually work off sketches that the
latter have created, or refining an existing character.
a. Blue Sky Designer b. Character Polisher
c. Animators d. Cartoonist
______ 3. The spaces or gaps between the shapes will help you
to define the character visually is refers to_______.
a. Recurring Shapes b. Straight lines against curves
c. Contrast on line d. Negative Space
______ 4. This character has much more expressive than the two styles, have big
eyes and mouth because of the extreme expressions needed for humor.
a. Broad b. Simple c. Realistic d. Iconic
______ 5. Which artist who love a blank piece of paper and create
many different variations of character based on the given description and
he started from a scratch?
a. Character Polisher b. Cartoonist
c. Blue Sky Designer d. Animators

PERFORMANCE TASK 4-8-9

Directions: Draw a cartoon character-regular and apply the concepts you have
learned on character designing in a separate drawing paper.

Note: You are given 12 days’ grace period to finish all the drawings.

Specific subjects to draw:

1. Cartoon Male Anatomy


2. Cartoon Female Anatomy
3. Body Parts (Head, Hands, Feet)
4. Types of Characters (Iconic, Simple, Broad, Comedy Relief, Lead
Character, Realistic)
5. Own character

Criteria for Assessment: Analytic Rubrics Scoring

Criteria 5-points 3-points 1-point


Accuracy The drawing was The drawing was The drawing was
drawn according somehow drawn NOT drawn
to standard. according to according to
standard. standard.

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Neatness Finished output Pleasing but Finished output


was neatly done, erasures and has so many
pleasing, and no smudges are erasures and
erasures/ observable on smudges and
smudges. the finished quite unpleasant.
output.
Time Finished the task Finished the task Unable to finish
Management 1 day before the on time. the given task.
given time
period.

Rating Scales:

Points Earned Numerical Value Descriptive Value


12-15 91-100 Very Good
8-11 86-90 Good
4-7 81-85 Fair
1-3 75-80 Needs Improvement

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 4.8-10

Lesson Information 4.8-10

Do’s and don’ts of In-betweening

In-betweening is more fun and exciting, it’s like providing the lacking
drawing in an action. You don’t need to overdo it because it may distract and takes
away the purpose of the presentation. You need only to make it simple and clean.
Consider the following Do’s and Don’ts in in-betweening.

Don’ts

 Don’t need to animate every object on your stage.


 Don’t move every object across the stage.
 Don’t animate first and then position your object.
 Don’t animate all objects at the same time frame.
 Don’t create long animation. Your audience has a short attention span.

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Do’s

 Keep it simple. Be selective about what object you animate.


 Position your objects as you intend them to be at end of animation and
then apply your animation.
 Keep it short. If you creating a presentation slide, make sure to limit
animation to just a few seconds.
 Use animation as a tool to support your contents.
 Do ask yourself. Does this look better animated or will it be cleaner in its
current position?
 Use subtle animation effects (not every object has to move from one side
of the screen to another)
 Do preview often. Make subtle adjustments and preview. Repeat.

ACTIVITY SHEET 4.8-10

Simple In-betweening
Materials:
 Animation Paper
 Drawing Pencil or Mechanical Pencil
 Eraser
Tools
 Peg bar
Equipment
 Light box
Directions: Given a set of key drawings, perform simple in-betweening and observe
the Do’s and Don’ts of In-betweening.

1 1

3
4

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PERFORMANCE CRITERIA CHECKLIST 4.8-10

For acceptable achievement, all items should Yes No N/A


receive a “Yes” or “N/A” response.
1.Keep it simple. Be selective about what object you
animate.
2. Don’t move every object across the stage.
3. Don’t animate first and then position your object.
4. Don’t animate all objects at the same time frame.
5. Don’t create long animation. Your audience has a
short attention span.
6. Keep it simple. Be selective about what object you
animate.
7. Position your objects as you intend them to be at
end of animation and then apply your animation.
8. Keep it short. If you creating a presentation slide,
make sure to limit animation to just a few seconds.
9. Use animation as a tool to support your contents.
10. Do ask yourself. Does this look better animated or
will it be cleaner in its current position?
11. Use subtle animation effects (not every object has
to move from one side of the screen to another)
12. Do preview often. Make subtle adjustments and
preview. Repeat.

Congratulations! You did a great job! Rest and relax a


while then move on to the next lesson. Good luck!

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QUARTER 4
ANSWER KEYS
Pre-Test 4.8
1. B 6. B
2. C 7. D
3. A 8. B
4. D 9. B
5. A 10. D

Self-Check 4.8-1
1. Animation Disc
2. Printable Storyboard
3. Peg bar
4. 3 Hole Punched ACME Puncher
5. X-Sheets

Self-Check 4.8-5
1. Rough Dialogue Model Sheet
2. Turn Around Model Sheet
3. Rough Construction Model Sheet
4. General Final Line Model Sheet
5. Anatomical Study Model Sheet

Self-Check 4.8-6
1. Timing Chart
2. Slow-in/Slow-out
3. Breakdown
4. Key Drawings
5. In-betweening

Self-Check 4.8-9
1. C
2. D
3. B
4. B
5. C

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REFERENCES

“Cartoon Animation (Collector’s Series) Paperback – January 1, 1994.”


Cartoon Animation (Collector’s Series): Preston Blair: 9781560100843:
Amason.com: Books. n.p., n.d. Web. 18 June 2015.

“Drawing For Dummies Paperback – February 22, 2011.Drawing For


Dummies: Brenda Hoddinott, Jammie ombs: 9780470618424:
Amazon.com: Books, n.p., n.d. Web. 18 June 2015.

“Innovative Training Works. 2012. Digital Whizkids Computer Animation Using


Flash. Quezon City: Rex Book Store.

“The Illusion of Life: Disney Animation Hardcover – October 5, 1995.” The


Illusion of Life: Disney Animation: Ollie Johnston, Frank Thomas:
9780786860708: Amason.com: Books. n.p., n.d. Web. 18 June 2015.

Unctad.org. 2015. “Empretec Programme The Entrepreneur’s Guide.


Accessed November 26, 2015. http://
unctad.org/en/Docs/diaeed20093_en.pdf.

White, Tony. 2009. How to Make Animated Films: Tony White’s Complete
Masterclass on the Traditional Principles of Animation. Amsterdam:
Elsevier/Focal.

Competency Based Learning Material, Drafting Technology

Competency Based Learning Material, CSS

Procedural Guidelines Governing Occupational Safety and Health in the


Construction.

“Creating Characters with Personality”, Tom Bancroft, Introduction by Glen


Keane.

“The Animator’s Survival Kit”, A Manual Methods, Principles and Formulas for
Classical, Computer, Games, Stop Motion and Internet Animators.

Lynda.com, Pinterest, Miracleananimationstudioinc.com, angryanimator.com


Artstation.com Geronimo Stilton Animation Layout.

Quizanjacy.wordpress.com/2015/09/13/types-of-model-sheets/

www.patton-patton.com/basic_flow_chart_sy. http://www.lakeland
www.edrawsoft.com/flowchart.php

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http://johnkstuff.blogspot.com/2007/10/is-good-line-important.html
https://learn.canvas.net/courses/24/pages/m3-definitions-and-qualities-of-line

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