<[Sysop] J.COLE18> Before we start and go to formal mode, I want to point out that there will be a short answer period after the lecture. Use '/rai' to get my attention to ask a question. <[Sysop] J.COLE18> Ok, lets get this going :-) <[Ringo.] R.MONFORT1> Ok! Room is now in listen-only mode. <[Sysop] J.COLE18> Ok, here we go... <[Sysop] J.COLE18> Tonight we begin the Lexicor Virtual Cinematography <[Sysop] J.COLE18> and Graphics arts class. The lecture is about an <[Sysop] J.COLE18> introduction to animation, and explains many of the <[Sysop] J.COLE18> concepts involved with animation in general. Homework <[Sysop] J.COLE18> will be posted along with a full transcript of this <[Sysop] J.COLE18> conference tonight. The due date for the animation <[Sysop] J.COLE18> homework is Feb. 18. <[Sysop] J.COLE18> LECTURE #1 <[Sysop] J.COLE18> <[Sysop] J.COLE18> <[Sysop] J.COLE18> An Introduction to Computer Animation <[Sysop] J.COLE18> <[Sysop] J.COLE18> Animation is not just a series of funny pictures strung <[Sysop] J.COLE18> together in a film. At its most creative, it is a truly <[Sysop] J.COLE18> beautiful art form. Yet the techniques used to create <[Sysop] J.COLE18> computer animations are not widely known outside of a <[Sysop] J.COLE18> very small circle of professionals in the film <[Sysop] J.COLE18> industry. While still in its infancy, computer <[Sysop] J.COLE18> animation has already changed the way traditional <[Sysop] J.COLE18> animation is performed. <[Sysop] J.COLE18> Until the advent of the personal computer, <[Sysop] J.COLE18> animated film-making has traditionally not been <[Sysop] J.COLE18> the available to the individual artist. For <[Sysop] J.COLE18> complex animations, it takes a large team of <[Sysop] J.COLE18> dedicated, talented and cooperative artists to <[Sysop] J.COLE18> produce even a short animation using paper, <[Sysop] J.COLE18> pencils, film and paint. The individual artist, no <[Sysop] J.COLE18> matter how gifted, could not produce the vast <[Sysop] J.COLE18> quantities of individual drawings required to <[Sysop] J.COLE18> create the animation by themselves. <[Sysop] J.COLE18> The objective of this tutorial is to offer the <[Sysop] J.COLE18> computer animator accepted terminology and <[Sysop] J.COLE18> methodological approaches that are currently <[Sysop] J.COLE18> accepted practice in the professional film and <[Sysop] J.COLE18> computer animation industry. <[Sysop] J.COLE18> <[Sysop] J.COLE18> At its best, animation is a wonderfully varied <[Sysop] J.COLE18> form of art that has no potential limitations of <[Sysop] J.COLE18> imagination or technique. Sadly though, what may <[Sysop] J.COLE18> be exciting and inspirational ideas are often <[Sysop] J.COLE18> spoiled by inadequate abilities and/or lack of <[Sysop] J.COLE18> attention to necessary details. In addition to <[Sysop] J.COLE18> being an art, animation is a craft; and, as with <[Sysop] J.COLE18> any craft, it can be taught. The basic <[Sysop] J.COLE18> requirements needed to become an accomplished <[Sysop] J.COLE18> animator are patience, commitment and effort. <[Sysop] J.COLE18> The first step in becoming an animator is to <[Sysop] J.COLE18> completely understand the processes involved in <[Sysop] J.COLE18> making an animated film. <[Sysop] J.COLE18> Animation is the most costly way possible, both in <[Sysop] J.COLE18> time and money, to produce a moving image on <[Sysop] J.COLE18> film. If the average viewer knew what was involved <[Sysop] J.COLE18> in the production of an animation, their respect <[Sysop] J.COLE18> for the underlying creativity would increase <[Sysop] J.COLE18> measurably. So, just what is involved in the <[Sysop] J.COLE18> production of an animation? <[Sysop] J.COLE18> <[Sysop] J.COLE18> The Storyboard: After the script has been done, <[Sysop] J.COLE18> the artist produces a storyboard. A storyboard is <[Sysop] J.COLE18> a series of images that graphically portray the <[Sysop] J.COLE18> sequence of action to be shown in the animation. <[Sysop] J.COLE18> Again, these drawings need only be minimal at <[Sysop] J.COLE18> first. For computer-generated animations, the <[Sysop] J.COLE18> artist must consider what computer tools are <[Sysop] J.COLE18> available for this step. If you are using the <[Sysop] J.COLE18> Phase-4 animation series you have several choices <[Sysop] J.COLE18> -- a graphics tablet, already created 3D objects <[Sysop] J.COLE18> or a combination both. <[Sysop] J.COLE18> <[Sysop] J.COLE18> The Soundtrack: After the scripting and <[Sysop] J.COLE18> storyboarding is complete, the next step is to <[Sysop] J.COLE18> record the sounds effects, music and dialogue to <[Sysop] J.COLE18> be used in the animation. Without these, the <[Sysop] J.COLE18> animator will have no way of synchronizing the <[Sysop] J.COLE18> animation with what is on the final soundtrack. <[Sysop] J.COLE18> This soundtrack is finalized and separated in to <[Sysop] J.COLE18> its component parts -- a precise breakdown based <[Sysop] J.COLE18> on the number of frames to be used each second. <[Sysop] J.COLE18> Such things as lip-synching are always done <[Sysop] J.COLE18> "phonectically" rather than by spelling. All this <[Sysop] J.COLE18> information is written on a "bar sheet" designed <[Sysop] J.COLE18> to correlate every frame of the animation with the <[Sysop] J.COLE18> audio track. <[Sysop] J.COLE18> <[Sysop] J.COLE18> The Design: Each object or character in the <[Sysop] J.COLE18> animation is drawn from many different angles and <[Sysop] J.COLE18> placed on a single sheet or in a single file on <[Sysop] J.COLE18> disk. The principal background styling for all the <[Sysop] J.COLE18> major scenes are produced as picture files and <[Sysop] J.COLE18> saved in sequentially numbered files. <[Sysop] J.COLE18> <[Sysop] J.COLE18> The Leica Reel: Using the bar sheets and the other <[Sysop] J.COLE18> graphic materials already created, the artist <[Sysop] J.COLE18> produces a Leica reel of the whole animation. The <[Sysop] J.COLE18> Leica reel is basically a filmed or animated story <[Sysop] J.COLE18> board, which can be sychronized with the final <[Sysop] J.COLE18> soundtrack. Adjustments to the number of frames in <[Sysop] J.COLE18> the animation are done at this time to ensure that <[Sysop] J.COLE18> the lip movement and sound effects occur at <[Sysop] J.COLE18> exactly the right time. For the computer artist, <[Sysop] J.COLE18> this is a matter of creating and saving .SEQ, <[Sysop] J.COLE18> .FLM, etc. files using stand-ins and draft <[Sysop] J.COLE18> animations created using Prism Paint and the Prism <[Sysop] J.COLE18> Graphics Tablet or Chronos 3D objects in draft <[Sysop] J.COLE18> form. <[Sysop] J.COLE18> <[Sysop] J.COLE18> The Line Test: When the Leica reel is acceptable, <[Sysop] J.COLE18> the animator finally moves to blending one scene <[Sysop] J.COLE18> into another and producing the final versions of <[Sysop] J.COLE18> the drawings or 3D objects as they will appear in <[Sysop] J.COLE18> the final action. Overlays of action and objects <[Sysop] J.COLE18> are also tested, but are not meant to be combined <[Sysop] J.COLE18> at this time. They exist as sequentially numbered <[Sysop] J.COLE18> files and saved in folders labeled to match the <[Sysop] J.COLE18> bar sheets and dope sheets. <[Sysop] J.COLE18> <[Sysop] J.COLE18> The Clean Up: This is where minor drawing and 3D <[Sysop] J.COLE18> object corrections are done. For most <[Sysop] J.COLE18> computer-generated objects, this step is not <[Sysop] J.COLE18> required unless additions have been added by hand. <[Sysop] J.COLE18> <[Sysop] J.COLE18> Tracing and Painting: When the line tests are <[Sysop] J.COLE18> finished, the animator moves on to adding the dark <[Sysop] J.COLE18> outlines to the drawn characters and adding the <[Sysop] J.COLE18> colors in each cel or for each separate frame in <[Sysop] J.COLE18> an animation. For the animator using 3D objects, <[Sysop] J.COLE18> this requires nothing more than selecting the <[Sysop] J.COLE18> desired rendering mode and re-rendering the <[Sysop] J.COLE18> necessary objects. <[Sysop] J.COLE18> <[Sysop] J.COLE18> Backgrounds: Everything behind (or sometimes in <[Sysop] J.COLE18> front of) the moving characters should now be <[Sysop] J.COLE18> finished. For animators using limited color <[Sysop] J.COLE18> palettes, care must be taken to ensure that the <[Sysop] J.COLE18> same palette is used in every frame of the <[Sysop] J.COLE18> computer animation. <[Sysop] J.COLE18> <[Sysop] J.COLE18> Checking: As the finished cels and backgrounds are <[Sysop] J.COLE18> completed they are matched up and saved in "Take <[Sysop] J.COLE18> files." In these files, the colors and action are <[Sysop] J.COLE18> matched and checked for consistency. <[Sysop] J.COLE18> <[Sysop] J.COLE18> The Final Shoot: After all the takes have been <[Sysop] J.COLE18> matched, checked and touched up if required, they <[Sysop] J.COLE18> are processed for the last time. This may be <[Sysop] J.COLE18> nothing more than saving the animation as an .FLM <[Sysop] J.COLE18> or .SEQ file. Or, it may be the layering and <[Sysop] J.COLE18> rendering out of many separate elements of both <[Sysop] J.COLE18> animated and still, or background, files. <[Sysop] J.COLE18> <[Sysop] J.COLE18> Dubbing: When the final animation sequences are <[Sysop] J.COLE18> finished, the animator proceeds to add sound to <[Sysop] J.COLE18> the animation. This may be done using computer <[Sysop] J.COLE18> tools such as ST REPLAY or may be done in a film <[Sysop] J.COLE18> or video tape transfer at a commercial effects <[Sysop] J.COLE18> company. <[Sysop] J.COLE18> <[Sysop] J.COLE18> Answer Print: This is the final master animation. <[Sysop] J.COLE18> It may exist as a computer file on floppy disk, <[Sysop] J.COLE18> hard disk or hard disk cartridge or on video tape <[Sysop] J.COLE18> or motion picture film. <[Sysop] J.COLE18> <[Sysop] J.COLE18> Animation is an exacting art. To create successful <[Sysop] J.COLE18> animations, the animator must have the appropriate <[Sysop] J.COLE18> tools for their creation. <[Sysop] J.COLE18> <[Sysop] J.COLE18> The first decision for the computer animator is <[Sysop] J.COLE18> what kind of animation is to be done -- <[Sysop] J.COLE18> traditional cel animation, CAD-3D object <[Sysop] J.COLE18> animation, or some combination of the two. These <[Sysop] J.COLE18> two basic methods require very different computer <[Sysop] J.COLE18> tools. <[Sysop] J.COLE18> For the cel type of animation, the artist will <[Sysop] J.COLE18> need a graphics tablet, desktop hole punch, lots <[Sysop] J.COLE18> of paper and pencils, acetate by the roll, a color <[Sysop] J.COLE18> monitor and a computer with at least 2 megabytes <[Sysop] J.COLE18> of RAM. To create commercially acceptable <[Sysop] J.COLE18> animations, the artist will require, in the Atari <[Sysop] J.COLE18> arena, at least a 68030 TT computer or Atari Mega <[Sysop] J.COLE18> ST4 and an ISAC high resolution color board and a <[Sysop] J.COLE18> Multisync monitor. <[Sysop] J.COLE18> <[Sysop] J.COLE18> For real time playback, the artist will need one <[Sysop] J.COLE18> of the 44 megabyte cartridge hard drives and <[Sysop] J.COLE18> several cartridges, in addition to at least a 60 <[Sysop] J.COLE18> Megabyte fixed hard drive system. In general, the <[Sysop] J.COLE18> more RAM and the larger the hard drive the better. <[Sysop] J.COLE18> After this, any speed up tools or hardware <[Sysop] J.COLE18> upgrades are also desirable. <[Sysop] J.COLE18> <[Sysop] J.COLE18> For the CAD-3D animator, the tools are much the <[Sysop] J.COLE18> same, with the exception that the graphics tablet <[Sysop] J.COLE18> is not required and a full 24-bit color board may <[Sysop] J.COLE18> be used in place of the ISAC system. <[Sysop] J.COLE18> Paper and Cel <[Sysop] J.COLE18> <[Sysop] J.COLE18> For the computer animator, it might seem there <[Sysop] J.COLE18> would be no need for paper and cel. To some extent <[Sysop] J.COLE18> this is true, but in reality the computer animator <[Sysop] J.COLE18> will need to understand how they are used, since <[Sysop] J.COLE18> both of these items will inevitably be used from <[Sysop] J.COLE18> time to time. <[Sysop] J.COLE18> <[Sysop] J.COLE18> In the course of normal animation, these tools are <[Sysop] J.COLE18> used to keep an assortment of hand-drawn figures <[Sysop] J.COLE18> in the desired alignment. To do this, the animator <[Sysop] J.COLE18> uses a "peg bar," which is pre-punched paper and <[Sysop] J.COLE18> acetate. This allows the artist to draw many <[Sysop] J.COLE18> sequential versions of a given figure which shows <[Sysop] J.COLE18> how the movement of the characters will appear. <[Sysop] J.COLE18> <[Sysop] J.COLE18> Peg Bar <[Sysop] J.COLE18> <[Sysop] J.COLE18> Depending on the kind of computer animation to be <[Sysop] J.COLE18> done, it may be useful to have a peg bar system <[Sysop] J.COLE18> set up with a graphics tablet to digitize the <[Sysop] J.COLE18> individual cels for use in the computer. In this <[Sysop] J.COLE18> way, the animator can do both traditional and <[Sysop] J.COLE18> computer animation with the same tools. <[Sysop] J.COLE18> <[Sysop] J.COLE18> Graticule <[Sysop] J.COLE18> <[Sysop] J.COLE18> One essential item that the animator should always <[Sysop] J.COLE18> have is a field-size graticule which, when placed <[Sysop] J.COLE18> on the pegs or the computer screen, provides a <[Sysop] J.COLE18> reference guide to the area of the drawing or <[Sysop] J.COLE18> screen that will be seen in the final version of <[Sysop] J.COLE18> the animation. The area chosen for the "Camera" to <[Sysop] J.COLE18> cover in any piece of art is known as the "field" <[Sysop] J.COLE18> size. There are traditionally two standard field <[Sysop] J.COLE18> sizes for animations -- 12 inches and 15 inches. <[Sysop] J.COLE18> Suitable graticules for both sizes are readily <[Sysop] J.COLE18> available. The computer animator can obtain these <[Sysop] J.COLE18> and make suitable conversions to suit whatever <[Sysop] J.COLE18> screen display and graphics tablet they have <[Sysop] J.COLE18> available. <[Sysop] J.COLE18> Bar Sheets and Dope Sheets <[Sysop] J.COLE18> <[Sysop] J.COLE18> Normally, these are provided in a professional <[Sysop] J.COLE18> animation house for the independent animator. <[Sysop] J.COLE18> These are necessary to keep track of camera and <[Sysop] J.COLE18> sound dubbing instructions. <[Sysop] J.COLE18> <[Sysop] J.COLE18> Production Folders <[Sysop] J.COLE18> <[Sysop] J.COLE18> It is essential to keep the dope sheet <[Sysop] J.COLE18> instructions for each scene separate from each <[Sysop] J.COLE18> other, in order to avoid the disaster of getting <[Sysop] J.COLE18> this information mixed up. For any production, no <[Sysop] J.COLE18> matter how simple, the bar sheets and dope sheets <[Sysop] J.COLE18> are stapled into a folder known as a 'production <[Sysop] J.COLE18> folder'. On the outside of each production folder, <[Sysop] J.COLE18> a great deal of information can be written, <[Sysop] J.COLE18> including the production title, sequence number, <[Sysop] J.COLE18> scene number, scene title, footage length, <[Sysop] J.COLE18> animator's name, etc. <[Sysop] J.COLE18> <[Sysop] J.COLE18> The computer animator should get used to using <[Sysop] J.COLE18> these tool even if it seems unnecessary. Every <[Sysop] J.COLE18> professional outside customer will expect the <[Sysop] J.COLE18> animator to not only understand these terms, they <[Sysop] J.COLE18> will also expect the animator to use the same <[Sysop] J.COLE18> formats and tools in presenting ideas to be sold <[Sysop] J.COLE18> to the client or other animators. In other words, <[Sysop] J.COLE18> if you wish to be an animator you must speak the <[Sysop] J.COLE18> language. <[Sysop] J.COLE18> <[Sysop] J.COLE18> Paper/Cel Rack <[Sysop] J.COLE18> <[Sysop] J.COLE18> This is an organizing tool for the animator in <[Sysop] J.COLE18> which the animator stores a number of paper/cels. <[Sysop] J.COLE18> This unit is simply a box with closely spaced <[Sysop] J.COLE18> shelves which can hold the current paper/cels <[Sysop] J.COLE18> being used in a small space. The average rack <[Sysop] J.COLE18> measures 20 inches wide, 20 inches deep and stands <[Sysop] J.COLE18> 30 inches high with shelves spaced every two <[Sysop] J.COLE18> inches. <[Sysop] J.COLE18> <[Sysop] J.COLE18> Getting Started <[Sysop] J.COLE18> <[Sysop] J.COLE18> The process of actually creating an animated sequence using a <[Sysop] J.COLE18> computer can be accomplished one of three ways: <[Sysop] J.COLE18> <[Sysop] J.COLE18> 1. Through traditional hand-drawn cels, using the computer alone <[Sysop] J.COLE18> or the computer and a graphics input system such as a <[Sysop] J.COLE18> digitizing tablet or image scanning tool. <[Sysop] J.COLE18> <[Sysop] J.COLE18> 2. Through CAD object creation and motion control. <[Sysop] J.COLE18> <[Sysop] J.COLE18> 3. A combination of the above. <[Sysop] J.COLE18> <[Sysop] J.COLE18> To better understand how to use the computer <[Sysop] J.COLE18> tools (programs) that control object motion, we <[Sysop] J.COLE18> will cover the fundamentals using the hand-drawn <[Sysop] J.COLE18> figures found in the more traditional animation <[Sysop] J.COLE18> world. By learning how this kind of motion is <[Sysop] J.COLE18> created, you will know how to apply motion to <[Sysop] J.COLE18> three dimensional objects using computer programs. <[Sysop] J.COLE18> <[Sysop] J.COLE18> Inbetweens <[Sysop] J.COLE18> <[Sysop] J.COLE18> An 'inbetween' (or 'tween' for short) is a <[Sysop] J.COLE18> drawing that is usually exactly between two <[Sysop] J.COLE18> extremes, or Key drawings. Consider, for example, <[Sysop] J.COLE18> a ball rolling from A to C. The inbetween of A to <[Sysop] J.COLE18> C is B. <[Sysop] J.COLE18> <[Sysop] J.COLE18> If the animator wants more inbetweens between the <[Sysop] J.COLE18> Key drawings (frames), say 1 to 9, they would <[Sysop] J.COLE18> appear as: <[Sysop] J.COLE18> <[Sysop] J.COLE18> [1] 2 3 4 (5) 6 7 8 [9] ^ <[Sysop] J.COLE18> --------------------- ^ Key <[Sysop] J.COLE18> Inbetween Key Frame Frames <[Sysop] J.COLE18> Frame <[Sysop] J.COLE18> <[Sysop] J.COLE18> In a studio, an assistant does the inbetweens. <[Sysop] J.COLE18> For the independent animator, the same system of <[Sysop] J.COLE18> charting the motion is used. This provides the <[Sysop] J.COLE18> animator with the same tools as the commercial <[Sysop] J.COLE18> studio and the same level of perfection in the <[Sysop] J.COLE18> finished work. <[Sysop] J.COLE18> <[Sysop] J.COLE18> To plan just how many inbetweens are needed <[Sysop] J.COLE18> between two keys, the animator draws a chart. <[Sysop] J.COLE18> Drawing (5) is indicated in parenthesis because it <[Sysop] J.COLE18> is the first inbetween to be done between [1] and <[Sysop] J.COLE18> [9] (the brackets are used to indicate the Key <[Sysop] J.COLE18> drawings/frames). It is called the breakdown <[Sysop] J.COLE18> drawing. <[Sysop] J.COLE18> <[Sysop] J.COLE18> When the breakdowns between all Key drawings are <[Sysop] J.COLE18> completed, the animator then puts in the drawings <[Sysop] J.COLE18> between the Key frames and the breakdowns. In our <[Sysop] J.COLE18> above example, these would be the two inbetween <[Sysop] J.COLE18> drawings in the middle of 1 and (5) and in the <[Sysop] J.COLE18> middle of (5) and 9 -- drawings 3 and 7, <[Sysop] J.COLE18> respectively. <[Sysop] J.COLE18> <[Sysop] J.COLE18> When these are completed, they are then "shot." <[Sysop] J.COLE18> This will produce an evenly paced movement of the <[Sysop] J.COLE18> subject, because the amount of movement and the <[Sysop] J.COLE18> distance traveled is divided equally between each <[Sysop] J.COLE18> of the frames "shot." <[Sysop] J.COLE18> Slowing In and Slowing Out <[Sysop] J.COLE18> <[Sysop] J.COLE18> When the animator wants to create animations that <[Sysop] J.COLE18> are more life-like, much thought must be given to <[Sysop] J.COLE18> the fact that all motion is not even and smooth. <[Sysop] J.COLE18> This is where "slowing in" and "slowing out" comes <[Sysop] J.COLE18> in. These techniques are used when the animator <[Sysop] J.COLE18> wants movement to slow down or speed up between <[Sysop] J.COLE18> two key frames. <[Sysop] J.COLE18> <[Sysop] J.COLE18> Always remember that the more frames used to <[Sysop] J.COLE18> produce movement, the slower the movement will <[Sysop] J.COLE18> appear to be. Conversely, the fewer frames used, <[Sysop] J.COLE18> the faster the movement. Therefore, if more frames <[Sysop] J.COLE18> are placed toward the end of movement, it will <[Sysop] J.COLE18> appear to slow down the motion. This is known as <[Sysop] J.COLE18> "slow-in," because the action is slowing into the <[Sysop] J.COLE18> final Key position. <[Sysop] J.COLE18> <[Sysop] J.COLE18> If, on the other hand, the animator places most <[Sysop] J.COLE18> of the inbetween frames at the beginning of the <[Sysop] J.COLE18> movement, it is known as "slow-out." <[Sysop] J.COLE18> <[Sysop] J.COLE18> <[Sysop] J.COLE18> Homework Assignments <[Sysop] J.COLE18> <[Sysop] J.COLE18> Throughout this "class," you will be given <[Sysop] J.COLE18> homework assignments. Read each assignment Job 1)<[Sysop] J.COLE18> carefully and follow the instructions. <[Sysop] J.COLE18> <[Sysop] J.COLE18> IMPORTANT: NEVER, NEVER discard any of the "end <[Sysop] J.COLE18> result" animations you create for these homework <[Sysop] J.COLE18> assignments. You never can tell when we might ask <[Sysop] J.COLE18> you to dig one of them up in a future homework <[Sysop] J.COLE18> assignment! <[Sysop] J.COLE18> <[Sysop] J.COLE18> <[Sysop] J.COLE18> ASSIGNMENT #1: Creating Inbetweens <[Sysop] J.COLE18> <[Sysop] J.COLE18> Tools Needed: Prism Paint or other drawing <[Sysop] J.COLE18> package with animation capabilities. <[Sysop] J.COLE18> <[Sysop] J.COLE18> Download: HW1.LZH <[Sysop] J.COLE18> <[Sysop] J.COLE18> Using the Key drawings in files HW_WALK.FLM, <[Sysop] J.COLE18> create inbetweens for each action. Then save this <[Sysop] J.COLE18> as a sequential animation using .DLT, .SEQ, .FLM, <[Sysop] J.COLE18> etc. file format (or as individual picture files <[Sysop] J.COLE18> usable by a "slide show" program). Play the <[Sysop] J.COLE18> animation and look for jumps, kicks or other <[Sysop] J.COLE18> problems that disrupt smooth movement of the <[Sysop] J.COLE18> action. <[Sysop] J.COLE18> <[Sysop] J.COLE18> (NOTE: This assignment is due to be turned in no <[Sysop] J.COLE18> later than February 18th for grading.) <[Sysop] J.COLE18> <[Sysop] J.COLE18> <[Sysop] J.COLE18> NEXT CLASS: Tuesday, February 11th. Same Bat <[Sysop] J.COLE18> Time, Same Bat Place. <[Sysop] J.COLE18> <[Sysop] J.COLE18> And now for any questions. Remember, you can use the '/rai' to raise your hand to get my attention. thanks So any questions <[Ringo.] R.MONFORT1> John. Thank you. I will let Lee first. <[Sysop] J.COLE18> Bill Wheler has a question. Bill... <[Ringo.] R.MONFORT1> Lee, the Cycle in Chronos can be use for the between effects? <[Bill] B.WEHLER> For those of us who do not have Prism yes that is correct. <[Bill] B.WEHLER> Paint yet, is there a conversion to .SEQ But a bit different in that when doing cad <[Sysop] J.COLE18> Bill, there will be a .SEQ file included with the HW1.LZH animations the compyter will do all the frames including the key frames. We will get to that in up comming classes. <[Bill] B.WEHLER> Great! OK <[Sysop] J.COLE18> Bob Sims is next... <[BOB] B.SIMS3> LEE, will the HW1 file be available in mono? I am not sure? if not we will make one that is. won't we John C! <[BOB] B.SIMS3> How about it John? <[Sysop] J.COLE18> Yes, I will make a PI3 file for you. There will be .PI1 files that can be converted with picswitch to use in your favorite paint program. Next! <[Sysop] J.COLE18> Bill Wheler again ;-) <[Bill] B.WEHLER> When will we be able to DL the homework assignment? John? <[Sysop] J.COLE18> Bill, that depends on how soon GEnie puts them up, they are ready except for the SEQ file, and I will add that right after the class and then up it goes! <[Sysop] J.COLE18> Ringo is up... <[Ringo.] R.MONFORT1> Will be have GIF files? For what? <[Ringo.] R.MONFORT1> for the single frames. Why do you need gif files of the home work? <[Sysop] J.COLE18> Ringo, there will be GIF, PNT, PI1, IFF, NEO, and PI3 along with .SEQ and .FLM animation files. <[Ringo.] R.MONFORT1> Thanks John C. RUMble Rumble... <[Sysop] J.COLE18> They will be all LZH'ed together so one stop will get them all (about 60K all told) <[Sysop] J.COLE18> Are there any more questions? <[Sysop] J.COLE18> Bill has another one! <[Bill] B.WEHLER> One more. Is there any recommended reading to go along with the tutorials. <[Sysop] J.COLE18> Lee, that one is for you :-) Yes there is. Go to your local library and gead everything you can on traditional animation, Disney, what ever. I can't stress enough how important this is. I know it seems unimportant for computer animations but take my word for it that if <[Ringo.] R.MONFORT1> I would say this and Lee is going to kill me but here it goes. He has an animation book. any one wanting to do this kind of work on computers does any commerical work you must understand the terms and functions of the traditional approach. not to mention that in learning these techniques you will also create better animations and more exciting action in computer generated animations. OK <[Bill] B.WEHLER> Let's have it Ringo. Thanks Lee :-) <[Ringo.] R.MONFORT1> The book is one that he created. It recommended reading. <[Sysop] J.COLE18> Ok, Great! I now end the formal portion of the first class and return you to frenzy mode... Room is now in the talk mode. FrenZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZy <[Bill] B.WEHLER> Lee, you created a book? Or is Ringo dead? <[Sysop] J.COLE18> and what was that rumble stuff? :-) <[Ringo.] R.MONFORT1> Lee talk about animation work has always help me. Riingo may or may not be dead? who can really say, but yes <[John] J.CROMWELL2> I would say that given what I just read, I do have a lot more respect for the amount of work that goes into a full length animation. I wrote a book some years back dealing with stop motion animation. <[BOB] B.SIMS3> LEE, Will you discuss the professional side of individual animators, ie., <[Bill] B.WEHLER> I would love to get a copy if one is available. <[BOB] B.SIMS3> pricing of services, avenues for obtaining clients, etc.? <[Ringo.] R.MONFORT1> Bill, he even tell you how to create creatures. <[Sysop] J.COLE18> Thanks to everyone for attending tonights RTC, if anyone has questions on the homework after tonight, leave Email to J.Cole18 or drop by next week for a 'tween' RTC where we will be available for help. See everyone in two weeks. Thanks again. BOB sure I can talk about that: first and formost the artist <[Bill] B.WEHLER> Cool. must have some knid of demonstration of their skill. By john! <[Ringo.] R.MONFORT1> John Cole. Very good work tonight! Nice going. <[Bill] B.WEHLER> Bye John. <[John] J.CROMWELL2> yes, thanks fior the info This does not need to be the greatest animation ever done. <[Sysop] J.COLE18> Thanks Ringo, oh yea, I'm not going anywhere at the moment, just a closing remeark for the transcirpt :-) it really needs to be good solid work which demonstrates know- ledge of animation. it can even be a animated wire frame. Next the artist needs to send their work to any one who will take the time to view it. it helps to get involved in any local UHF or VHF tevelision station. This leads to meeting people who are in the industry. <[BOB] B.SIMS3> Lee, Understood - you will have some indication of skill by virtue of the class-work turned in. Hopefully you will give feedback as to possible future based ondemonstrated skill in the assignments completed. Read everything you can on animation, all kinds and see and or collect as much animations as you are able. You can not see to many or have to many animations in you libary. <[Ringo.] R.MONFORT1> Lee, the Video tape that you send me is very good. I did not see any bad pixel lines. The 24bit images are great. How did you create them?!> get a still frame VCR (4) head ...very common these days and tape animations. watch them one frame at a time. make some sketches of motion, try to understand why things work. <[BOB] B.SIMS3> Lee, I have 2 4-head VCR's and the still frame tears. Could be that I need a newer unit or possibly a 5 head unit. try adjusting the tracking while in pause, you may get a lousy play but you are interested in stills. ** is here. <[Ringo.] R.MONFORT1> WElcome back V.Hutz! Genie is screwie tonight, must be Pres. Speach? <[Ringo.] R.MONFORT1> Animation room is open.