Animation Module r5 Format
Animation Module r5 Format
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.
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
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.
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!
9/11
TLE/TVL-ICT
ANIMATION
Quarter 1- Module 1- Week 1
Personal Entrepreneurial
Competencies
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.
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.
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.
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.
o Sound Decision Maker – ability to think quickly by making wise decisions towards
pre-determined set objectives.
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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
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
Always
Sometimes
Never
Creativity
Resourceful
Persistent
Organized
Independent
Confident
Risk Taker
Observant
Competent
Trustworthy
Optimistic
Passionate
Flexible
Sensitive
Committed
Dynamic
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.
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
9/11
TLE/TVL-ICT
ANIMATION
Quarter 1- Module 2- Week 1
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.
Pre-Test 1.2-1
Direction: Choose the letter that corresponds to the correct answer.
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
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.
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.
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
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
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.
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.
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.
3. Answer the questions that may gave you the bases in formulating your
business ideas.
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
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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.
___________________
13
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.
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.
15
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.
16
17
16. Storyboard
A tool composed of a series of drawn images that graphically portrays the
action described in the script.
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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.
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
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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
Direction:
OVERALL EVALUATION
Ask your teacher to
assess your
performance in the Performance Levels
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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
23
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
24
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.
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.
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1. Manpower
2. Money
3. Methods and System
4. Machines
5. Materials and Supplies
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
26
projector,
printer, Digital
pen and tablet
Check and
arrange
animation
paper
27
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: Using the given table below, check/ identify the tool defects with the
corresponding possible remedies.
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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
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.
Name: ________________________________________
Project: _______________________________________
Classification: __________________________________
Purpose: ______________________________________
No.
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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
Borrower’s Slip
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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
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9/11
TLE/TVL-ICT
ANIMATION
Quarter 1- Module 5- Week 5&6
32
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.
33
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
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.
34
SELF-CHECK 1.5-5
Directions: Identify the following. Write your answer on a separate sheet of paper.
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
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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
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
37
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SELF-CHECK 1.5-5A
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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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
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).
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Quantities of Bytes
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.
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
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SELF-CHECK 1.5-5B
1) 19=
Solutions Quotient Remainder
2) 28=
Solutions Quotient Remainder
3) 37=
Solutions Quotient Remainder
1. How many 60 KB jpg files can be stored on a 2 MB folder in your hard drive?
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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
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9/11
TLE/TVL-ICT
ANIMATION
Quarter 1- Module 6- Week 7&8
45
OBJECTIVES:
VOCABULARY LIST:
46
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.
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
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.
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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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
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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.
50
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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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.
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.
54
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.
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For Method 2
1. Lightly draw a center.
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Rating Scale:
Points Earned Numerical Value Descriptive Value
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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58
Rating Scale:
Points Earned Numerical Value Descriptive Value
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
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.
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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.
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
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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64
START
PROCESS
NO
PROCESS DECISION
YES
PROCESS
END
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:
65
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
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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.
______ 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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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.
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
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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
2. Reference Line
4. Center Line
5. Visible Line
Self-Check 1.6-7A
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
71
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:
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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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
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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.
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.
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.
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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
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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SELF-CHECK 1.7-10
A. Directions: Identify the following terms below. Use a separate sheet of paper
for your answer.
77
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
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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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.
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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
2.
5.
4.
3.
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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
87
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
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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SELF-CHECK 2.8-1
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
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.
93
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.
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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.
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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.
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
97
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
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d. Character expressions
e. Layout
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Pencil
Eraser
ACME 3 Holes
Animation Paper
Light Box
Peg
Bar
5. Prepare all necessary materials and equipment.
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.
LINE EXERCISES
Materials:
Drawing Pencil
Animation paper
Eraser
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.
102
Rating Scale:
Points Earned Numerical Value Descriptive Value
103
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
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.
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
ANIMATION
SCAN
COMPOSITING
106
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.
SCRIPT
ANIMATION
ANIMATION CLEAN UP
INK &PAINT
COMPOSITING
TO POST PRODUCTION
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109
SELF-CHECK 2.8-5
Directions:
1. Complete the Traditional Animation Workflow
SCRIPT
TO POST PRODUCTION
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c. ________________
d. ________________
e. ________________
f. ________________
g. ________________
h. ________________
E. Post Production
C.1 __________________
C.2 __________________
C.3 __________________
C.4 __________________
C.5 __________________
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
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.
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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.
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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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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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Materials:
Drawing Pencil
Animation Paper
Eraser
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Rating Scales:
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
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?
Types of Animation
Animation Industry experts explain the different types of animation and classify the
whole thing into two the 2D and 3D 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.
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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.
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
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
ANIMATION
SCAN
COMPOSITING
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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
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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
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
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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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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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
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
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Key Drawing 1
Key Drawing 2
135
Model Sheet 1
Model Sheet 2
136
Clean-up Backgrounds
Background 1
Background 2
137
Props 1
Props 2
138
Rating Scales:
139
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
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.
To check the cleaned-up drawings with the animator’s keys, here are
some tips to be consider:
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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.
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
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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
To start with the Digicel Flipbook here are the basic steps:
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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 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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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.
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.
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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
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.
SELF-CHECK 3.8-4
149
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
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.
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.
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Materials:
Animation Software
Scanned Rough Drawing
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.
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Rating Scales:
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
153
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.
Implied Lines are those created by visually connecting two or more areas together.
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.
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.
LINE QUALITY
Materials:
Animation Paper
Drawing Pencil/ Mechanical Pencil
Eraser
Rough Drawings
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Directions: Perform clean-up procedures and observe the principles of line quality in
producing a clean-up drawing.
Rough Drawing
157
Rating Scales:
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
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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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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Draw the simple shapes in the views to match the character’s rotation.
When in doubt always go back to basics.
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.
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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:
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Rating Scales:
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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
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.
Turnaround Example
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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:
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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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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.
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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Rating Scales:
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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
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”.
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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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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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Materials
Drawing Pencil
Animation Paper
Eraser
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.
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Rating Scales:
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
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1. From the animator’s key drawings, the clean-up artists will clean-up the
rough drawings by establishing a single quality line.
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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
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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
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
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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
2. Bull Clip
3. Lead of Clutch/Mechanical
Pencil
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5. X-sheets
6. Model Sheets
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2. Drawing Pencil
3. Clutch/Mechanical Pencil
4. Feather Duster
6. Peg Bar
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9. Light Box
10. 3 in 1 Printer
11. Scanner
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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
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.
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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.
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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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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
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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Materials
Animation Paper
Drawing Pencil/ Mechanical Pencil
Eraser
Directions: Clean-up the given key drawings in a separate animation paper and
check for possible errors following the given important points.
Key Drawing
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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 4.8-4
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.
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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 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.
In-between Drawings
Materials
Drawing Pencil
Animation Paper
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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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
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SELF-CHECK 4.8-5
_____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
_____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
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
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.
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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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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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.
IN-BETWEENING
Materials
Animation Paper
Drawing Pencil/ Mechanical Pencil
Eraser
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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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
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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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Directions: Draw the following in separate sheets of drawing papers. Follow the
procedures correctly.
Head construction applying facial expressions, attitudes, and
costumes or clothing.
Rating Scales:
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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
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.
1. Small dashes
2. Hatching (long, parallel lines)
3. Cross-hatching (parallel line at right angles)
4. Stippling
5. Small crosses
6. Small circles
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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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.
1. Drawing of Lines
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
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
Rating Scales:
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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
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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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.
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.
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.
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.
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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
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.
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Rating Scales:
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
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
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Do’s
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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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
White, Tony. 2009. How to Make Animated Films: Tony White’s Complete
Masterclass on the Traditional Principles of Animation. Amsterdam:
Elsevier/Focal.
“The Animator’s Survival Kit”, A Manual Methods, Principles and Formulas for
Classical, Computer, Games, Stop Motion and Internet Animators.
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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