2 Common Terms in Animation Software StageLibraryTimelineFrameKeyframePlayheadFrames per SecondLayers
3 StageThe part of the animation program window where the animation’s content is composed and manipulated.
4 LibraryStores frequently used graphics, movie clips, and buttons.
5 TimelineThe part of the animation program window that organizes and controls an animation’s content over time using layers and frames.In video-editing software, where source clips, transitions, and audio files are arranged to create the video.Link to flash interface:Link to flash timeline:
7 FramesFrames hold the content that the movie displays or plays at that point in time.The number of frames determines the length of the animation.The higher the number of frames, the longer the animation.
8 Regular FramesContain one image or frame.Regular Frame
9 Keyframes Shows where the key (most important) actions occur. Shows where tweening will occur.KeyframesImage used with permission from
10 PlayheadVertical red marker in the timeline that shows which frame is the current frame.
11 ScrubbingDragging the playhead across the timeline in order to preview the animation.
12 Frames Per Second (FPS) The number of frames that appear in one second of the animation.
13 Frames Per Second (continued) If the animation program creates movies at 12 fps (frames per second) by default, inserting a keyframe and change once every 12 frames results in a change in action for every second.A project with 60 frames results in a 5-second movie.
14 LayersTimeline is divided into layers to help organize content and allow the different layers to be edited separately.Sound would be on a separate layer.Text would be on a separate layer.A motion path would be on a separate layer.Layers
15 Motion Guide Layer Layer on which a motion path is drawn. Objects on different layers can be linked to the motion layer so they will follow the motion path.Once linked, they become “guided layers”Multiple objects can be linked to one motion layer.Text layers can also be linked to a motion layer.Motion Guide Layer
16 Screenshots from Different Animation Software Packages Teacher Note: Have the students identify the different parts of the screens for the different software packages.
17 FlashThis Image has been used with permission from:
18 SynfigImage created by Ricardo Graça and used with permission from:
19 Autodesk 3ds MaxThis image used with permission from:
20 Guidelines For Designing Frame-by-Frame Computer Animations
21 Guidelines For Designing Frame-by-Frame Computer Animations Insert keyframes at each change in the actionContent on keyframes can be changed by:Adding and deleting objects.Replacing one object with another.Moving objects, resizing, or rotating objects.All these actions simulate some kind of motion or action.
22 Guidelines For Creating Frame-by-Frame Animations (continued) Add a keyframe at the point where the animation will stop.Allow sufficient time for the image to be viewed after the final content change.For example, if a new graphic is inserted at frame 35, place the final keyframe at frame 50 to allow time for the display of the final graphic.
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25 Review Parts of Computer Animation Software Parts of the Timeline StageLibraryTimelineParts of the TimelineFrameKeyframePlayheadFrames per SecondLayers
26 Review (Continued) Guidelines for Designing Animation Insert keyframes at each change in the actionChange keyframes by:Adding and deleting objects.Replacing one object with another.Moving objects, resizing, or rotating objects.Add a keyframe at the point where the animation will stop.Allow sufficient time for the image to be viewed after the final content change.