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MAT 150 - Animation and Interactivity

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Class Schedule

Week 1 (1/20 + 1/22)

Topics + Learning OBJECTIVES

  • Overview/Introduction to the Class and Syllabus
  • A short history of animation
  • Introduction to Animate CC (previously known as Fla-sh)
  • The Animate Environment: Tools, Windows, Inspectors, Menus
  • Movie Properties
  • Drawing Tools
  • Raster vs. vector graphics
  • Modifying Shapes and Paths
  • Grouping/Arranging
  • Color in Animate
  • Keyframes and Frames
  • Understanding Frame Rate
  • Onion-Skinning
  • Step Animation/Animation Basics

REquired Assignments + Tasks

REcommended or OPTIONAL Tasks

VIDEOS + TUTORIALS

The Art of Animation, Some History, and Inspiration

  1. The Art of Animation and Motion Graphics (from PBS Off Book)
  2. Some History and Inspiration for Step Animation (interactive toys built with Animate)
  3. Film Before Film - Phenakistoscope, Zootrope, Praxinoscope (optional YouTube)
  4. Emile Cohl - The Puppet's Nightmare - The first animated film (optional YouTube)
  5. Winsor McCay - Gertie the Dinosaur - The first animated film using keyframe animation techniques (optional YouTube)

The Animate CC Interface and Workspace (updated for Animate CC)

  1. Animate Interface, Part 1 - Introducing Animate Files and Platform Types (18:49)
  2. Animate Interface, Part 2 - Panels and Workspaces (18:50)

Drawing and Creating Graphics (basics from the instructor)

  1. Drawing with Vectors (vector vs. raster graphics) (5:21)
  2. Working with Color, Strokes and Fills (8:22)
  3. Drawing Modes, Basic and Primitive Shapes (14:47)
  4. The Pencil, Paintbrush, Pen, and Eraser (16:56)
  5. Editing, Manipulating, and Transforming Graphics (5:57)
  6. Using the Width Tool and Width Profiles (6:30)

Drawing in Animate (from Adobe)

  1. Drawing in Animate - Creating a Character Using Primitive Shapes (6:40)
  2. Drawing Artwork with the Brush Tool (5:04)

The Timeline and Step Animation (Techniques for Exercise #1) (updated for Animate CC)

  1. Animation and Illusion of Motion - Introduction, Animation Types (16:28)
  2. Working with the Timeline, Layers, Frames, and Keyframes (23:59)
  3. Step Animation, Onion Skinning, Creating and Exporting (18:09)
    --- Additional Videos in production but these older videos are still relevant--
  4. Step Animation (Key Frames, Reversing Frames) - Part 2 (10:52)
  5. Step Animation (Exercise #1 Example) - Part 3 (19:45)

Saving, Publishing/Exporting, and Turning in Your Work via sFTP (updated for Animate CC)

  1. Saving Files, Using Naming Conventions, and Publishing or Exporting Files to Varying Delivery Formats (12:03)
  2. Uploading Your Files via sFTP to the MAT Server to Turn In Your Work (14:20)

Exercise #1: STEP ANIMATION (Due 1/29)

Explore the drawing tools in Animate CC to create representational or abstract graphic artwork. Animate your artwork using step animation (also known as frame-by-frame or straight ahead animation), as demonstrated in the video tutorials listed above. Finally, export your artwork as an animated .gif image.

Begin by creating a new file (File > New) and selecting "Character Animation" as the category and ActionScript 3.0 as the platform type. Set your screen size to the custom size of 854 x 480 and your frame rate to 12 frames per second.

Create a step animation that is at least 5 seconds long (or around 60 frames minimum with a frame rate of 12 fps). You may wish to use a series of keyframes, erasing and modifying your artwork as you go. Or, you may wish to create straight-ahead animations by creating a series of blank keyframes (by hitting F7 or Modify > Timeline > Convert To Blank Keyframes) and filling the blank keyframes with novel imagery as you progress in time (Tip: be sure to turn on onion-skinning and use the comma (",") and period (".") keys to quickly move forward and back in the timeline. Also, remember the quick keys: F5 = Insert Frame, F6 = Insert Keyframe, and F7 = Insert Blank Keyframe).

Create a folder with the naming convention of lastname-e1 (ie. "cleveland-e1). Save your file (File > Save As) into this folder and name it with the naming convention of lastname-e1.fla (ie. "cleveland-e1.fla"). Export an animated gif from the file, using Explort > Export Animated GIF. Upload your folder (with the .gif and .fla file included) to the exercise1 folder on the MAT server. See Publishing Instructions and FTP Info for the MAT Server for detailed instructions and video tutorials.

LINKS + resources

SITES of INSPIRATION

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Week 2 (1/27 + 1/29)

Topics + Learning OBJECTIVES

  • Motion Tweening
  • Working with Frames, Keyframes, and Blank Keyframes
  • Adding, removing, moving, and copying frames
  • Timing and Frame Rates
  • Symbols and Instances
  • Animation Principles
  • Easing
  • Working with Text

REquired Assignments + Tasks

REcommended or OPTIONAL Tasks

VIDEOS + TUTORIALS

Working with Symbols, Instances, and the Library

  1. Introduction to Symbols - Why Use Them (3:54)
  2. Creating Symbols (9:16)
  3. Editing Symbols (9:18)
  4. Editing Continued: Duplicating, Swapping, + Breaking Apart Symbols (11:34)

Motion Tweening

  1. Introduction to Motion Tweening (2:16)
  2. Motion Tweening Basics (8:13)
  3. Classic Tweening and Motion Tweening (12:13)
  4. Motion Tweening in More Detail: Motion Paths and the Motion Editor (23:23)

Animation Principles, Motion Tweening, and the Bouncing Ball (updated for Animate CC)

  1. Animation Principles and the Bouncing Ball - Appeal and Solid Drawing (9:38)
  2. Animation Principles and the Bouncing Ball - Timing, Frame Rates, Basics (11:43)
  3. Animation Principles and the Bouncing Ball - Acceleration, Deceleration, Applying Easing (9:31)
  4. Animation Principles and the Bouncing Ball - Squash and Stretch, Using Exaggeration (10:28)
  5. Animation Principles and the Bouncing Ball - Secondary Animation (12:01)
  6. Animation Principles and the Bouncing Ball - Arcs and Motion Guides (13:15)
  • Animation Principles Documentation (HTML, PDF)
  • Bouncing Ball Files (HTML, FLA)

Animating Properties (Position, Scale, 3D, Alpha, Tint, Filters, etc.)

  1. Animatable Properties with Motion Tweening (20:42)

Working with Text (updated for Animate CC)

  1. Working with Typography: Type Properties, Editing Letter Forms, Static vs. Dynamic Text, Web Fonts (14:46)

Exercise 2 - Kinetic Typography Demos (updated for Animate CC)

  1. Introduction to Exercise 2 - Kintetic Typography (2:56)
  2. Exercise Demos - "Bounce", "Breathe", Export to Video (37:30)
  3. Exercise 2 Demo: "Nervous" (10:18 - optional older demo)

Exercise #2: Kinetic Typography - Motion As Metaphor tweened animationS (Due 2/12)

In Animate, use motion tweening and/or shape tweening to explore animation possibilities using typography.

Begin by creating a new file (File > New) and selecting ActionScript 3.0 as the platform type, as you will ultimately export your animations to video. Set your stage/screen size to 960 x 540 pixels and your frame rate to 24 frames per second.

Animate two of the words listed below (or choose your own words). Be sure that your choices for color, font, style, and most importantly motion/animation are thematically consistent with your word of choice. You may choose to animate properties such as position, scale, rotation, tint, alpha transparency, and/or filters such as blur and glow. Use animation principles such as acceleration and deceleration, squash and stretch, and anticipation and follow-through. Whatever you choose, use motion as a metaphor. In other words, your animations should symbolically represent your chosen words. Animate each word within the same timeline or use Insert > Scene to create a separate scene for each word.

Choose two of the following words (or choose your own words):

  • Anxious
  • Lethargic
  • Bloated
  • Excited
  • Sad
  • Angry
  • Nervous
  • Bursting
  • Kinetic
  • Rhythm
  • Momentum
  • Strong
  • Weak
  • Depressed
  • Amplify
  • Sever
  • Cry
  • Laugh
  • Stress
  • Breathe
  • Ignite
  • Power
  • Haphazard
  • Mischievous
  • Bitter
  • Connect
  • Share
  • Creepy
  • Whisper
  • Turbulent

Create a folder with the naming convention of lastname-e2 (ie. "cleveland-e2). Save your file (File > Save As) into this folder and name it with the naming convention of lastname-e2.fla (ie. "cleveland-e2.fla"). Export an .mp4 video of your file using File > Export > Export Video/Media (the default format should be H.264 .mp4 video, which is what you want). Upload your folder (with the .fla and .mp4 files) to the exercise2 folder on the MAT server. See Publishing Instructions and FTP Info for the MAT Server for detailed instructions and a video tutorial.

LINKS + RESOURCES

SITES of INSPIRATION

  • Favourite Website Awards (lots of cool, inspirational Flash and HTML5 sites)
  • Born Magazine (inspirational poetry and projects that marry design, interactive media, and the literary arts - however, many of these used the Flash player that is now retired)
  • Big Spaceship (design agency known for their cutting-edge interactive work)

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Week 3 (2/3 + 2/5)

Topics + Learning OBJECTIVES

  • Adobe and Animate (breaking news, and more breaking news)
  • Working with Text / Animation Techniques (continued)
  • Shape Tweening
  • Motion Paths
  • Importing Graphics
  • Working with Graphic Symbols and Sequences

REquired Assignments + Tasks

REcommended or OPTIONAL Tasks

VIDEOS + TUTORIALS

Shape Tweening (updated for Animate CC)

  1. Introduction to Shape Tweening (9:16)
  2. Shape Hints (5:14)
  3. Shape Tweening Complex Shapes (11:55)
  4. Shaping Tweening Gradients for Lighting Effects (7:12)

Motion Paths and Motion Guides

  1. Animation Principles and the Bouncing Ball - Arcs and Motion Guides (13:15)
  2. Classic Motion Guides (3:23)
  3. Orient to Path and Other Motion Guide Tips (8:27)

Animating Text / Animation Principles

  1. Animation Principles - Anticipation and Follow-Through (19:34)

Introduction to Exercise #3

  1. Introduction to the Haiku Banner Ad Exercise (8:37)

Importing and Working with Graphics and Graphic Symbols (Ex #3 Demos)

  1. Importing and Working with Graphics (18:50)
  2. Graphic Symbols and Sequences (22:40)
  3. Creating, Converting To, and Publishing HTML5 Canvas Documents (32:21)
    Includes review of the Flash/ActionScript 3 platform vs. HTML5 Canvas/JavaScript, adding some scripting/interactivity, and publishing Exercise #3 to HTML5 Canvas.

Exercise #3: Haiku Banner Ad (DUe 2/19, now due 2/24)

Animate CC publishing to HTML5 Canavs is commonly used for creating the ad banners that are ubiquitous across the web. Such interactive advertising is generally governed by the Interactive Advertising Bureau (IAB), which establishes guidelines for such ads. Your task is to explore animation techniques and principles while creating an ad using Animate. But, rather than advertising a commercial product or service, your ad banner should feature a haiku poem.

You can find a haiku poem (see below for resources) or write one of your own. Use motion tweening, shape tweening, or step animation to animate the phrases, words, and/or individual letters of the poem. Be sure that your choices for color, font, style, and most importantly motion/animation are thematically consistent with the poem. In other words, use motion as metaphor. Your animation and design should function to communicate the theme(s) of the poem.

While your focus should be on typographic design and animation, import and include at least one image in your ad/poem (even if it is not animated and just used for background texture).

You may choose to animate properties such as position, scale, rotation, tint, alpha transparency, brightness, and/or filter effects. Consider contrasting these properties in your animation (such as very small to very big; very slow to very fast; completely transparent to completely opaque, etc). Attempt to use animation principles such as acceleration and deceleration, squash and stretch, and anticipation and follow-through. Whatever you choose, your animation should symbolically represent your poem.

Begin by creating a new file (File > New) and selecting HTML5 Canvas as the platform type (or choose the Ads category which will assign HTML5 as the platform type by default). Choose a stage size from one of the following common ad unit sizes (as per the IAB guidelines for width x height in pixels):

  • Leaderboard: 728 x 90
  • Billboard: 970 x 250
  • Medium Rectangle: 300 x 250
  • Skyscraper: 160 x 600
  • Vertical/Large: 300 x 600

Create a folder with the naming convention lastname-e3 and save (or Save As) your file with the naming convention lastname-e3 (ie. "cleveland-e3.fla") putting it into this folder. Then, publish it to create the .html, .js, and depedent files needed. Upload your lastname-e3 folder (with all the .fla, .html, .js and dependent files/folders within) to the exercise3 folder on the MAT server. See Publishing Instructions and FTP Info for the MAT Server for detailed instructions and a video tutorial.

Haiku Resources

Tutoring + Academic Support + OPEN LABS

MiraCosta has a number of tutoring and support services available to you, including the ability to make in-person or zoom appointments with tutors or work in our open labs. For hours and more information, see Tutoring and Student Support Services.

LINKS + RESOURCES

Animation software (beyond Animate)

SITES of INSPIRATION

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Week 4 (2/10 + 2/12)

Topics + Learning OBJECTIVES

  • Custom Easing and the Motion Editor
  • Working with MovieClips and Buttons
  • Rollover Buttons
  • Invisible Buttons
  • Creating Complex/Animated Buttons with Movieclips
  • Building Complexity using Movieclips
  • Nesting Movieclips and Symbols

REquired Assignments + Tasks

REcommended or OPTIONAL Tasks

VIDEO TUTORIALS

Publishing Exerise #3 for HTML5 Canvas in Animate CC

  1. Creating, Converting To, and Publishing HTML5 Canvas Documents (32:21)
    Includes review of the Flash/ActionScript 3 platform vs. HTML5 Canvas/JavaScript, adding some scripting/interactivity, and publishing Exercise #3 to HTML5 Canvas.

Custom Easing and the Motion Editor in Animate CC

  1. Introduction and Custom Easing for Classic Tweens (7:25)
  2. Using the Motion Editor to Refine Motion Tweens (20:12)

Working with Movie Clips

  1. Introduction to Movie Clip Symbols (21:32)

Working with Buttons

  1. Buttons - Intro to Button Symbols (Part 1) (13:28)
  2. Buttons - Creating a Menu (Part 2) (12:08)
  3. Buttons - Remote Rollovers (Part 3) (5:58)
  4. Buttons - Invisible Buttons (Part 4) (8:52)
  5. Buttons - Complex Buttons with Animation and Nested Symbols (Part 5) (22:31)

Tutoring + Academic Support + OPEN LABS

MiraCosta has a number of tutoring and support services available to you, including the ability to make in-person or zoom appointments with tutors or work in our open labs. For hours and more information, see Tutoring and Student Support Services.

LINKS + RESOURCES

SITES of INSPIRATION

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Week 5 (2/17 + 2/19)

Topics + Learning OBJECTIVES

  • Working with MovieClips and Buttons
  • Scripting and Interactivity
  • Controlling the Timeline and Movieclips
  • Rotoscoping
  • Building Complexity using Movieclips

REquired Assignments + Tasks

REcommended or OPTIONAL Tasks

VIDEO TUTORIALS

Introduction to Scripting + Interactivity (updated for Animate CC)

  1. Introduction to Scripting + Interactivity with JavaScript and CreateJS (40:56)

History of Rotoscoping (from Vox)

  1. The Trick that Made Animation Realistic (5:12)

Exercise 4 Demo and Rotoscoping (updated for Animate CC)

  1. Exercise 4 - Intro + Importing/Encoding Video (Part 1) (12:55)
  2. Exercise 4 - Rotoscoping (Part 2) (13:07)
  3. Exercise 4 - Converting to HTML5 and Creating the Animated Movieclip/Button (Part 3) (15:35)
  4. Exercise 4 - Scripting the Button using JavaScript/CreateJS (Part 4) (29:33)

Introduction to CreateJS - The Code Powering HTML5 Canvas in Animate CC (Video #1 is recommended; Video #2 is optional)

  1. Understanding the CreateJS libraries and basic capabilities (22:52)
  2. Using CreateJS External to Animate CC (17:16)

Exercise #4: Button dance - Rotoscoping and INTERACTIVITY (Due 3/5)

In Animate CC, create an animated and interactive button using rotoscoping.

View Rotoscoping Button Samples

You are welcome to explore creative and/or alternative styles of rotoscoping animation, but the instructions and examples focus on creating a "silhouette-style" animated button. Check out how rotoscoping is used in Waking Life and A Scanner Darkly for more sophisticated examples of rotoscoping techniques. You might also check out YouTube videos such as this one and this one.

1) Shoot around two seconds of video of yourself (or a friend or pet) in motion. You can use any digital camera that can take simple video (and create .avi, .mov, or .mp4 files). If you cannot create your own video, you can download and use this video of me.

2) Create a new file in Animate using the platform type of ActionScript 3.0. Import the video (File > Import > Import Video) onto the stage in Animate and choose to "Embed H.264 video". Note that Animate does not natively support all video formats, so you must convert your video to H.264 encoded video in the .mp4 format or .flv encoded video prior importing your video. You can accomplish this with the Adobe Media Encoder (AME), which should launch automatically if you click the "Convert Video" button. Lock the video layer, and create a new layer on top of it. Insert a series of blank keyframes (Modify > Timeline > Convert To Blank Keyframes) into the new layer.

3) Using the brush tool in Animate/Flash, paint (rotoscope) on top of the video. To create "silhouette-style" artwork, outline the shape of your body and then fill in the outlines with the paint bucket tool. Create a series of 12 - 24 frames in this manner, choosing to paint the series of frames that contain the most interesting motion.

4) Once complete, copy the painted frames (without the video). To copy frames, select the sequence of frames you wish to copy and right click to choose Copy Frames (or Edit > Timeline > Copy Frames). Paste your copied frames into a movieclip (Insert > New Symbol > Movieclip). Paste them again a second time, and then reverse the second sequence of copied frames (Modify > Timeline > Reverse Frames) so that your created animation loops seamlessly back and forth inside the movieclip symbol.

5) Add your movieclip to the stage and give it an instance name (such as roto_mc).

6) Create an "invisible" button about the size of or in the shape of the artwork on frame 1 of your movieclip. To do so, create a new button symbol (Insert > New Symbol > Button). Select and insert a blank keyframe (F7) in the "Hit" frame. Either draw a shape in that frame or insert/nest the movieclip created in step 4 into the "Hit" frame of the button by dragging it in from the library. Select the movieclip in the "Hit" frame and break it apart (Modify > Break Apart) so that the artwork will take on the shape of your frame 1 artwork (but no longer be an animated symbol).

5) Return to the main movie scene, create a new layer and add your button (from the library) to the stage, placing it on top of the movieclip you create. Give you button an instance name (such as "invis_btn"). You can delete your other layers (or turn them into guides).

6) Convert your file to HTML5 Canvas to add scripting (File > Convert To > HTML5 Canvas). Open your "Actions" panel and add some JavaScript/CreateJS code to enable your interactive button to control the playback of your animation.

Add the following sample script to enable roll over and roll out controls:

//note that this assumes your movieclip has the instance name of "roto_mc" and your button is named "invis_btn"

var _this = this;
_this.stop();
_this.roto_mc.stop();

stage.enableMouseOver();

_this.invis_btn.on('mouseover', function(){     _this.roto_mc.play();

});

_this.invis_btn.on('mouseout', function(){     _this.roto_mc.stop();

});

Add the following sample script to enable play/pause controls:

//note that this assumes your movieclip has the instance name of "roto_mc" and your button is named "invis_btn"

var _this = this;
_this.stop();
_this.roto_mc.stop();

var playing = false; _this.invis_btn.addEventListener('click', onClick); function onClick(e) {
     if (!playing) {
         _this.roto_mc.play();
         playing = true;
    } else {
         _this.roto_mc.stop();
         playing = false;
    }
}

Create a folder with the naming convention lastname-e4 and save (or Save As) your file with the naming convention lastname-e4 (ie. "cleveland-e4.fla") putting it into this folder. Then, publish it to create the .html, .js, and dependent files needed. Upload your lastname-e4 folder (with all the .fla, .html, .js and dependent files/folders within) to the exercise4 folder on the MAT server. See Publishing Instructions and FTP Info for the MAT Server for detailed instructions and a video tutorial.

Tutoring + Academic Support + OPEN LABS

MiraCosta has a number of tutoring and support services available to you, including the ability to make in-person or zoom appointments with tutors or work in our open labs. For hours and more information, see Tutoring and Student Support Services.

LINKS + RESOURCES

SITES of INSPIRATION

  • The Story of Stuff (video/animation originally built using Flash, documentary, activism)
  • Jonathan Harris (computer science, anthropology, visual art, and storytelling)

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Week 6 (2/24 + 2/26)

Topics + Learning OBJECTIVES

  • Buttons, Scripting, and Interactivity
  • Building Complexity using Movieclips and Symbols
  • Project #1 Introduction and Demos
  • Character Development and Drawing

REquired Assignments + Tasks

REcommended or OPTIONAL Tasks

VIDEO TUTORIALS

Character Development and Drawing (for Project #1)

  1. Character Development - Research + Creative Investigation - Part 1 (7:47)
  2. Character Development - Drawing - Primitive Shapes, Width Tool and Profiles, Face, Eyes, and Ears - Part 2 (19:41)
  3. Character Development - Drawing - Nose and Mouth- Part 3 (20:37)
  4. Character Development - Drawing - Texture, Shading, Brushes - Part 4 (22:03)

Introduction to Scripting + Interactivity (updated for Animate CC)

  1. Introduction to Scripting + Interactivity with JavaScript and CreateJS (40:56)
  2. Exercise 4 - Scripting the Button using JavaScript/CreateJS (Part 4) (29:33)

Project #1 - Animation (Due 4/17)

Create an animated character and scene.

Using the drawing tools in Animate (and/or imagery created in Photoshop, Illustrator, or elsewhere), create an animated character of your choice (this can be an animal, bird, fish, robot, spaceship, or anything you can think of). Using nested movieclips and/or graphic symbols, animate at least two elements on the character (such as the wings and eyes).

Place your character within a scene that contains a foreground, middleground, and background. Animate the scene.

At minimum, you are required to create one animated character/scene. This requirement is purposely broad so that you can adapt this assignment to your own creative goals and level of expertise. However, you are encouraged to expand upon your animation and/or explore animation techniques in one of several ways, such as:

  • Using your animation to tell a simple short story, wherein you include a beginning, middle, and end (or have a narrative structure of some kind such as a setup, a conflict, and and a resolution).
  • Alternatively (or in addition), you are encouraged to explore voice-over and lip-syncing techniques so that you make your character sing or talk.
  • Alternatively (or in addition), you are encouraged to explore rigging a character and animating it using layer parenting and/or inverse kinematics (and the bone tool).
  • Alternatively (or in addition), you are encouraged to explore using the Camera tool to stage and animate your scene using panning and zooming as appropriate.
  • Alternatively (or in addition), you are encouraged to explore "parallax scrolling" wherein you animate the foreground, middleground, and background at varying relative speeds such that it appears that the background graphics move more slowly than foreground graphics, creating the illusion of depth in your 2D scene. If your character is in the foreground, for example, you may choose to create simple panning (and perhaps looping) animations for the background (such as clouds or mountains) and middleground (such as trees or objects) and animate the foreground/middleground graphics so that they are faster than the background graphics to give a sense of perspective, realism, and immersion.

Your animation project must include appropriate sound (background sounds, event sounds, or both).

Lastly, your project must include opening credits and/or a title screen with the project’s title and your name.

Begin by creating a new file (File > New) and selecting ActionScript 3.0 as the platform type, as you will ultimately export your animation to video. I recommend a stage size of 1280x720 and frame rate of 24 fps for the project, but you may use any size you feel is appropriate (no larger than 1920x1080).

Create a folder with the naming convention of lastname-p1 (ie. "cleveland-p1). Save your file (File > Save As) into this folder and name it with the naming convention of lastname-p1.fla (ie. "cleveland-p1.fla"). Export an .mp4 video of your file using File > Export > Export Video/Media (the default format should be H.264 .mp4 video, which is what you want). Upload your folder (with the .fla and .mp4 files) to the project1 folder on the MAT server. See Publishing Instructions and FTP Info for the MAT Server for detailed instructions and a video tutorial.

Project #1: Character Animation – Creative Research and Process Work

Some Sample Student Work From Previous Semesters

  1. Sample Project
  2. Sample Project
  3. Sample Project

LINKS + RESOURCES

Tutoring + Academic Support + OPEN LABS

MiraCosta has a number of tutoring and support services available to you, including the ability to make in-person or zoom appointments with tutors or work in our open labs. For hours and more information, see Tutoring and Student Support Services.

SITES of INSPIRATION

> Go to Top

Week 6 (2/24 + 2/26)

UPCOMING Topics + Learning OBJECTIVES

  • Project #1 Character Animation Demos
  • Building Complexity using Graphic Symbols and Movieclips
  • Nesting Movieclips and Symbols

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