Lecturer(s)
|
|
Course content
|
1. Theoretical introduction to the field of animation - its general rules, principles, and terminology. 2. Cartoon animation - practical exercises focusing on animating a subject in a specified planar or spatial representation using linear drawing. 3. The student will learn the basic principles of animation, which will then be applied to other animation techniques. 4. Basic animation principles applied to the simple human figure (movement along a line, movement in space). 5. Basic work with TV Paint (2D digital cartoon animation) and After Effects (2D digital flat animation), Dragonrame (stop-motion animation). 6. The semester ends with producing a semester film, where the student applies the knowledge acquired during the ZS. The student will try to tell his/her own story, work with a production plan and learn the production stages necessary to create an original film.
|
Learning activities and teaching methods
|
Activities related to graphics and visual arts, Exercises on PC, Practice exercises
- Participation in classes
- 117 hours per semester
- Home preparation for classes
- 78 hours per semester
- Preparation for examination
- 80 hours per semester
|
prerequisite |
---|
Knowledge |
---|
Prerequisities are not set. |
Prerequisities are not set. |
Skills |
---|
Prerequisities are not set. |
Prerequisities are not set. |
learning outcomes |
---|
Knowledge |
---|
- be able to characterise the principles of filmmaking in different technologies 2D, 3D, stop motion |
- be able to characterise the principles of filmmaking in different technologies 2D, 3D, stop motion |
- be able to explain and actively use the 12 principles of Disney animation |
- be able to explain and actively use the 12 principles of Disney animation |
- define the concepts of gesture, facial expressions, posturing and proxemics |
- define the concepts of gesture, facial expressions, posturing and proxemics |
- define the terms, main/key phase, extreme phase, intermediate phase, beatboard, storyboard, animatic |
- define the terms, main/key phase, extreme phase, intermediate phase, beatboard, storyboard, animatic |
- be able to describe what is essential for the viewer to correctly read the action of a character |
- be able to describe what is essential for the viewer to correctly read the action of a character |
Skills |
---|
- uses 2D, 3D and stop motion animation in his work |
- uses 2D, 3D and stop motion animation in his work |
- knows how to create a character design based on a real person so that it animates well |
- knows how to create a character design based on a real person so that it animates well |
- works with tempo-rhythm in animation |
- works with tempo-rhythm in animation |
- be able to use in practice the knowledge of the 12 principles of animation according to O. Johnston, F. Thomas |
- be able to use in practice the knowledge of the 12 principles of animation according to O. Johnston, F. Thomas |
- realise an animation that uses knowledge read from reality, highlighting it |
- realise an animation that uses knowledge read from reality, highlighting it |
- applies his knowledge of human perception, works with the viewer's attention, in designing the composition of the scene and choreography, tells the story in such a way as to convey the idea and emotion with maximum legibility |
- applies his knowledge of human perception, works with the viewer's attention, in designing the composition of the scene and choreography, tells the story in such a way as to convey the idea and emotion with maximum legibility |
teaching methods |
---|
Knowledge |
---|
Practice exercises |
Activities related to graphics and visual arts |
Activities related to graphics and visual arts |
Exercises on PC |
Practice exercises |
Exercises on PC |
Skills |
---|
Teamwork |
Teamwork |
Dialogic (Discussion, conversation, brainstorming) |
Dialogic (Discussion, conversation, brainstorming) |
Individual work of students |
Individual work of students |
assessment methods |
---|
Knowledge |
---|
Analysis of creative works (Music, visual arts, literature) |
Analysis of creative works (Music, visual arts, literature) |
Grade (Using a grade system) |
Grade (Using a grade system) |
Analysis of the student's performance |
Analysis of the student's performance |
Recommended literature
|
-
Besen, Ellen. Animation unleashed: 100 principles every animator, comic book writer, filmmaker, video artist, and game developer should know. Studio City, CA: Michael Wiese Productions, 2008. ISBN 978-1-932907-49-0.
-
Dovniković, Borivoj. Škola kresleného filmu. 1. vyd. Praha : Akademie múzických umění v Praze, Filmová a televizní fakulta, katedra animovaného filmu, 2007. ISBN 978-80-7331-105-6.
-
Kačor, Miroslav. Zlatý věk české loutkové animace. 1. vyd. Praha : Animation People : Mladá fronta, 2010. ISBN 978-80-254-5920-1.
-
KERLOW, Isaac Victor. Mistrovství 3D animace: ovládněte techniky profesionálních filmových tvůrců.. Brno: Computer Press, 2011. ISBN 978-80-251-2717-9.
-
Whitaker, Harold. Timing for animation. 2nd ed. Amsterdam ; Boston : Elsevier; Focal Press, 2009. ISBN 978-0-240-52160-2.
-
Williams, R. The Animator's Survival Kit: A Manual of Methods, Principles, and Formulas for Classical, Computer, Games, Stop Motion, and Internet ANimators. Faber and Faber Limited, 2001.
|