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1|P age
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--11
Self-Check 1.1-1 ----------------------------------------------------------------13
Activity Sheet 1.1-1 ------------------------------------------------------------ 14
Lesson 2- Environment and Market (EM)---------------------------------------17
Learning Outcome 1- Recognize and understand the market in
Animation
Information Sheet 1.2-1 Environment and Market----------------------19
Self-Check 1.2-1---------------------------------------------------------------- 22
Activity Sheet 1.2-1-------------------------------------------------------------23
Lesson 3- Use of Hand Tools and equipment (UT) --------------------------24
Learning Outcome 1- Prepare hand tools and equipment in animation
Information Sheet 1.3-1 Hand Tools and Equipment for
Animation ---------------------------------------26
Self-Check 1.3-1 ---------------------------------------------------------------33
Activity Sheets 1.3-1 ----------------------------------------------------------34
Lesson 4- Maintain Hand Tools, Equipment and Paraphernalia (MT)
Learning Outcome 1- Use and maintain hand tools, equipment and
Paraphernalia
Information Sheet 1.4-1 Maintain Hand Tools, Equipment and
Paraphernalia-----------------------------------38
Self-Check 1.4-1 -------------------------------------------------------------- 42
Activity Sheet 1.4-1 -----------------------------------------------------------43
Information Sheet 1.4-1A Procedures in Preparing Reports to
Property Custodian ---------------------------44
Self-Check 1.4-1A -------------------------------------------------------------46
Lesson 5- Perform Mensuration and Calculation (MC) --------------------- 47
Learning Outcome 1- Perform basic mensuration
Information Sheet 1.5-1 Perform Mensuration and Calculation---48
Self-Check 1.5-1 --------------------------------------------------------------50
Information Sheet 1.5-1A Correct Specifications of the
Relevant Sources --------------------------51
Self-Check 1.5-1A ------------------------------------------------------------55
Learning Outcome 2- Carry out mensuration and calculation
Information Sheet 1.5-2 Carry Out Mensuration and
Calculation-------------------------------------56
Self-Check 1.5-2 -------------------------------------------------------------60
Lesson 6- Prepare and Interpret Technical Drawing (ID) ------------------ 61
Learning Outcome 1- Identify different kinds of technical drawings
Information Sheet 1.6-1 Technical Drawing --------------------------62
Activity Sheet 1.6-1 ---------------------------------------------------------70
2|P age
Activity Sheet 1.6-1A ------------------------------------------------------73
Information Sheet 1.6-1B Basic Elements Used in Technical
Drawing ------------------------------------ 75
Self-Check 1.6-1B ----------------------------------------------------------78
Learning Outcome 2- Interpret technical drawing
Information Sheet 1.6-2 Flowchart Interpretation -------------------80
Self-Check 1.6-2 ------------------------------------------------------------86
Activity Sheet 1.6-2 -------------------------------------------------------- 87
Lesson 7- Practice Occupational Health and Safety (OHS)
Procedures ---------------------------------------------------------------88
Learning Outcome 1- Identify hazards and risks
Information Sheet 1.7-1 Occupational Health and Safety
Procedures -----------------------------------89
Self-Check 1.7-1 ------------------------------------------------------------91
Learning Outcome 2- Evaluate hazards and risks
Information Sheet 1.7-2 Hazards in the Workplace ----------------92
Self-Check 1.7-2 ------------------------------------------------------------94
Learning Outcome 3 – Control Hazards and Risks
Information Sheet 1.7-3 Control Hazard and Risk -----------------95
Self-Check 1.7-3 ----------------------------------------------------------- 99
Information Sheet 1.7-3A Personal Protective Equipment ------100
Self-Check 1.7-3A ---------------------------------------------------------103
Answer Keys
Summative Assessment Quarter I
Quarter 2: Core Competencies
Lesson 8- Producing Cleaned-Up and In-Betweened Drawings (CI) ---110
Learning Outcome 1- Identify requirements for cleaned-up drawings in
actual Scene folders (cartoon-simple)
Information Sheet 2.8-1 Clean-up Requirements for Drawing
(cartoon-simple) --------------------------------111
Self-Check 2.8-1 ------------------------------------------------------------114
Information Sheet 2.8-2 Types of Model Sheets -------------------115
Self-Check 2.8-2 ------------------------------------------------------------119
Information Sheet 2.8-3 Key Drawings and Animation
Breakdown ----------------------------------120
Activity Sheet 2.8-3 --------------------------------------------------------121
Information Sheet 2.8-4 Clean-up Drawing Preparation
(cartoon-simple)---------------------------------122
Activity Sheet 2.8-4 --------------------------------------------------------126
Information Sheet 2.8-5 Animation Workflow -----------------------128
Self-Check 2.8-5 ------------------------------------------------------------134
Information Sheet 2.8-6 Drawing Animals and Props -------------136
Activity sheet 2.8-6 ---------------------------------------------------------145
Information Sheet 2.8-7 Principles and Concepts of
Animation ------------------------------------ 147
Self-Check 2.8-7 ------------------------------------------------------------151
3|P age
Answer Keys
Summative Assessment Quarter II
Quarter 3: Core Competencies
Learning Outcome 2- Produce clean-up drawings for actual scene
folders (cartoon, simple) --------------------------------156
Information Sheet 3.8-1 Clean-up Procedure -----------------------158
Performance Sheet 3.8-1 -------------------------------------------------160
Information Sheet 3.8-2 Production of Clean-up Drawings
(Cartoon-Simple) ----------------------------162
Activity Sheet 3.8-2 --------------------------------------------------------163
Activity Sheet 3.8-2A ------------------------------------------------------165
Activity Sheet 3.8-2B ------------------------------------------------------167
Activity Sheet 3.8-2C ------------------------------------------------------169
Activity Sheet 3.8-2D ------------------------------------------------------171
Information Sheet 3.8-3 Animator’s Key -----------------------------174
Activity Sheet 3.8-3 --------------------------------------------------------175
Information Sheet 3.8-4 Familiarization of Line Test Hardware
and Software---------------------------------176
Self-Check 3.8-4 -----------------------------------------------------------184
Information Sheet 3.8-5 Application of Animation Software ----185
Activity Sheet 3.8-5 --------------------------------------------------------188
Information Sheet 3.8-6 Concept of Line Quality ------------------190
Activity Sheet 3.8-6 -------------------------------------------------------194
Information Sheet 3.8-7 Model Sheets ------------------------------ 197
Activity Sheet 3.8-7 --------------------------------------------------------202
Information Sheet 3.8-8 Procedures for Cartoon Drawing
Construction-------------------------------------203
Activity Sheet 3.8-8 --------------------------------------------------------210
Information Sheet 3.8-9 Drawing Proportion ------------------------211
Activity Sheet 3.8-9 --------------------------------------------------------217
Information Sheet 3.8-10 Company Procedures and Policies --219
Self-Check 3.8-10 ----------------------------------------------------------221
Answer Keys
Summative Assessment Quarter III
Quarter 4: Core Competencies
Learning Outcome 3- Identify requirements for in-between drawings
in actual scene folders (cartoon, regular) ----------225
Information Sheet 4.8-1 Requirements for In-between
(cartoon-regular) ------------------------------226
Self-Check 4.8-1 -----------------------------------------------------------231
Information Sheet 4.8-2 Model Sheets (cartoon-regular) --------232
Self-Check 4.8-2 -----------------------------------------------------------237
Information Sheet 4.8-3 Clean-up Key Drawing for Cartoon
Regular ------------------------------------------238
Activity Sheet 4.8-3 --------------------------------------------------------239
4|P age
Information Sheet 4.8-4 Animation Breakdowns and
X- Sheets-------------------------------------241
Activity Sheet 4.8-4 --------------------------------------------------------243
Information Sheet 4.8-5 Materials and Equipment
(cartoon-regular)---------------------------245
Self-Check 4.8-5 -----------------------------------------------------------249
Information Sheet 4.8-6 Concept of In-betweening ---------------250
Activity Sheet 4.8-6 --------------------------------------------------------256
Information Sheet 4.8-7 Procedures for Character Posing ------258
Activity Sheet 4.8-7 --------------------------------------------------------262
Information Sheet 4.8-8 Techniques for Refining Line Quality -263
Activity Sheet 4.8-8 --------------------------------------------------------265
Information Sheet 4.8-9 Concept for Character Design ----------267
Activity Sheet 4.8-9 --------------------------------------------------------278
Information Sheet 4.8-10 Do’s and Don’t’s of In-betweening ---279
Activity Sheet 4.8-10 ------------------------------------------------------280
Answer Keys
Summative Assessment Quarter
References
5|P age
HOW TO USE THIS COMPETENCY-BASED LEARNER’S MODULE
You may already have some or most of the knowledge and skills covered
in this learner’s guide because you have:
Been working for some time
Already completed training in this area
6|P age
TECHNICAL TERMS
Animator The person who draws the moving character in an animated film.
Background A flat piece of artwork that is the setting for a moving character
in an animated film. A background could be a picture of a forest, a sky, a
room, or a castle.
Cel A clear piece of plastic on which the animator's finished drawings are
painted. The cel is clear so that when placed over the background, the
animated characters appear to be in a setting.
Ink and Paint The step in cel animation where the animator's drawings are
placed on cels to be photographed. A drawing is outlined on the front of the
cel with black ink, while the back of the cel is painted.
Script The written story of a film that supplies dialogue, camera moves,
background, staging and action.
7|P age
Storyboard A "storyboard" is a visual representation of a story. Pictures can
be sketched on pieces of paper and pinned to a large board, or they can be
drawn on a large piece of paper, comic-book style, to represent scenes in a
film. A story sketch should show character, attitude, feelings, entertainment,
expressions, type of action, as well as telling the story of what's happening.
When you look at a board, it should reflect the feeling of the sequence so the
viewer starts to pick up some excitement and stimulation. A story sketch artist
at an animation studio us usually an artist who has special interest in
illustration, design, appearance, and character.
Inbetweens Drawings that are inbetween the drawings that are at the
beginning and end poses.
Extremes Drawings that are at the beginning and end of a particular pose.
8|P age
9/11
TLE/TVL-ICT
QUARTER 1
Unit of Competency: Basic and Common Competencies
Module Title: Personal Entrepreneurial Competencies,
Environment and Market,
Use of Hand Tools and Equipment,
Maintain Hand Tools, Equipment and Paraphernalia,
Perform Mensuration and Calculation,
Prepare and Interpret Technical Drawing,
Practice Occupational Health and Safety Procedures
9|P age
DepEd Track/Strand : TLE/TVL- Information Communication Technology
(ICT)
Specialization : Animation NC II
Unit of Competency : Personal Entrepreneurial Competencies
DepEd Code : TLE_PECS9-12-Ia-1
TR Unit Code :
Content Standard:
The learner demonstrates an understanding of one’s PECs for animation.
Performance Standard:
The learner recognizes his/her PECs and prepares an activity plan that aligns
with that of a practitioner/entrepreneur’s in animation.
INTRODUCTION
In this module, you will learn more about entrepreneurship and the
entrepreneurial competencies related to Animation. You will experience various
activities that may lead to your own personal entrepreneurial competency
assessment and as of successful animator within your locality/town. You will
also have some activities that will align your competencies with the
competencies of other successful animators today. Through this module, you
will be enlightened on the important role of entrepreneurship in the economic
and social development as a whole.
To begin with, you will find out the competencies you need to master upon
finishing this module.
10 | P a g e
Pre-Assessment
Multiple Choice: Choose the letter that corresponds to the correct answer and
write on your answer sheets.
1. What terms best describe an entrepreneur?
a. facilitator, organizer, risk-taker c. facilitator, organizer, innovator
b. manager, risk-taker, organizer d. team leader, facilitator, innovator
2. Which of the following is not included in the roles of a team leader?
a. Serve the team c. create demand
b. Develop strategy d. communicates a vision
3. One of the economic indicators that drives up inflation is ______.
a. poverty c. unemployment
b. demand d. supply
4. It refers to a competency that supports the motive for being successful
entrepreneur.
a. power c. achievement
b. environment d. planning
5. Which of the following are the cluster of PECs?
a. persistence, risk-taking, planning c. persistence, power,
achievement
b. planning, power, achievement d. goal setting, self-confidence,
persistence
6. The following are environment factors that affects business EXCEPT
_____.
a. market, demand, GDP c. demography
b. People d. culture
7. Which of the following are competencies for Planning Cluster?
a. networking, self-confidence c. demand for efficiency, quality
b. risk-taking, persistence d. information seeking, goal
setting
8. Which of the following defines what one thinks is needed to launch
one’s business?
a. action plan c. feasibility plan
b. market plan d. business plan
9. Which are power cluster competencies?
a. risk-taking, persistence c. self-confidence, persuasion
b. self-confidence, persistence d. planning, goal setting
10. Which is set of economic indicators?
a. market, demand, GDP c. inflation, market, demand
b. unemployment rate, inflation, d. GDP, unemployment, inflation
demand
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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 1.1-1
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Important Skills of a Successful Entrepreneur
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SELF- CHECK 1.1-1
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
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
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3. If you want to ensure a profitable business operation, what characteristic
will you maintain?
a. be future-oriented c. be opportunity seeker
b. be committed d. be goal oriented
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
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ACTIVITY SHEET 1.1-1
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.
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3. 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
Assessment Method:
Observation
Interview
17 | P a g e
DepEd Track/Strand : TLE/TVL- Information Communication Technology
(ICT)
Specialization : Animation NC II
Unit of Competency : Environment and Market
DepEd Code : TLE_EM9-12-Ia-1 / TLE_EM9-12-Ia-2
TR Unit Code :
Content Standard:
The learner demonstrates an understanding of “environment and market” in
the animation field in one’s locality/town.
Performance Standard:
The learner independently creates a business vicinity map reflective of the
potential animation market withi n the locality/town.
INTRODUCTION
In this module, you will learn more about entrepreneurship and the
entrepreneurial competencies related to Animation. You will experience in
various activities that may lead to your own personal entrepreneurial
competency assessment and as of successful animator within your
locality/town. You will also have some activities that will align your
competencies with the competencies of other successful animators today.
Through this module, you will enlighten on the important role of
entrepreneurship in the economic and social development as a whole.
To begin with, you will find out the competencies you need to master upon
finishing this module.
18 | P a g e
Pre-Assessment
2. It refers to the increase of the of the general price level of goods and
services.
a. inflation c. unemployment rate
b. GDP d. employment rate
5. The higher the ______, the more spending power a consumer has.
19 | P a g e
Read the Information Sheet very well then find out how much you can remember
and how much you learned by doing Self-check 1.2-1
Environment Factors
3. Culture- refers to people’s way of life, you have to consider the cultural of
the people around your business area.
Inflation – the increase of the general price level of goods and services.
20 | P a g e
and taxes collected by the government. The higher the GDP, the more
spending power a consumer has.
Consumer Analysis
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E. Read articles, news and publications on the new trends and
techniques or technology advancement in business
You can pick up new ideas and techniques in business from these
printed materials. It will also guide you on how to put the right products
and services at the right place, at the right price, at the right time.
22 | P a g e
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
5. Which of the following is an example of needs?
a. Luxury cars c. expensive clothes
b. Impressive house d. health and education
B. Enumeration
Direction: Give what are being asked in each of the following items.
2. Economic indicators
a.
b.
c.
23 | P a g e
ACTIVITY SHEET 1.2-1
Title: Conduct consumer/market analysis
Performance Objectives: Given required supplies and materials you should
be able to:
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.
Assessment Method:
Observation
Interview
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DepEd Track/Strand : TVL- Information Communication Technology
(ICT)
Specialization : Animation NC II
Unit of Competency : Use of Hand Tools and Equipment
DepEd Code : TLE_ICTAN9-12UT-Ib-1 / TLE_ICTAN9-12UT-Ic-2
TR Unit Code :
Content Standard:
The learner demonstrates an understanding of the hand tools and equipment
used in animation.
Performance Standard:
The learner independently uses hand tools and equipment for animation.
INTRODUCTION
In this module, you will learn more about hand tools and equipment used
Animation. You will experience in various activities that may lead to your own
personal competencies of successful animator within your locality/town.
Through this module, you will be enlightened on the procedure in accomplishing
forms and in the used and proper care of tools and equipment.
To begin with, you will find out the competencies you need to master upon
finishing this module.
25 | P a g e
Pre-Assessment
1.
_________________
2.
________________
3.
__________________
4.
___________________
5.
___________________
26 | P a g e
Read the Information Sheet very well then find out how much you can remember
and how much you learned by doing Self-check 1.3-1
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.
27 | P a g e
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.
28 | P a g e
7. Digital and Video Camera
A tool uses for testing the finished pencil drawing and to check its
movement.
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.
29 | P a g e
11. 12” Field Guide/Chart
It is a grid system used to accurately create field guides in the layout.
These guides are what the camera will see in the scene. There are 2
standard field sizes for animation the 12 and 15 inches.
30 | P a g e
14. Model Sheets
A very essential tool in animation and used as guide for the
consistency in drawings characters, backgrounds, animals, and props.
16. Storyboard
A tool composed of a series of drawn images that graphically
portrays the action described in the script.
31 | P a g e
17. Production Folder or Animation Folder
A special folder in animation used to keep and organize the
important sheets and reference materials for the production such as:
Model Sheets, Dope or X- Sheets, Storyboard, Layout, and Key
Drawings.
32 | P a g e
20. Art Gum Eraser
It is a superior in terms of cleaning and removing smudges,
unnecessary lines and blots.
33 | P a g e
SELF-CHECK 1.3-1
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.
34 | P a g e
ACTIVITY SHEET 1.3-1
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
Procedures:
35 | P a g e
For Animation Disc
1. Place the animation paper on the top of the Animation Disc
2. Insert the peg bar to the holes of the animation paper.
3. Switch on the light of the Light Box
4. Start making a simple drawing of objects using the drawing pencil.
5. Rotate the animation disc while making a drawing.
6. Switch on and off the light if applicable.
Direction:
OVERALL EVALUATION
Ask your teacher to
assess your
performance in the Level Performance Levels
following critical task Achieved
and performance
criteria below. 4- Can perform this skill without
supervision and with initiative and
adaptability to problem situations.
3- Can perform this skill satisfactorily
You will be rated based without assistance or supervision.
on the overall
evaluation on the right 2- Can perform this skill satisfactorily
side. but requires some assistance
and/or supervision.
3- Can perform parts of this skill
satisfactorily, but require
considerable assistance and/or
supervision.
36 | P a g e
PERFORMANCE CRITERIA CHECKLIST 1.3-1
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DepEd Track/Strand : TLE/TVL- Information Communication Technology
(ICT)
Specialization : Animation NC II
Unit of Competency : Maintain Hand Tools, Equipment and Paraphernalia
DepEd Code : TLE_ICTAN9-12MT-Id-1
TR Unit Code :
Content Standard:
The learner demonstrates an understanding of the concepts and underlying
principles of maintaining hand tools, equipment and paraphernalia.
Performance Standard:
The learner independently performs maintenance of hand tools, equipment
and paraphernalia.
INTRODUCTION
In this module, you will learn more about hand tools and equipment used
in Animation. You will experience various activities that may lead to your own
personal competencies as successful animator within your locality/town.
Through this module, you will be enlightened on the procedures in preparing
report, safety procedures, simple repair and in the proper care of tools,
equipment and paraphernalia.
To begin with, you will find out the competencies you need to master upon
finishing this module.
38 | P a g e
Read the Information Sheet very well then find out how much you can remember
and how much you learned by doing Self-check 1.4-1
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.
39 | P a g e
What we can gain form maintaining our facilities?
1. Manpower
2. Money
3. Methods and System
4. Machines
5. Materials and Supplies
40 | P a g e
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
projector,
printer,
Digital pen
and tablet
Check and
arrange
animation
paper
41 | P a g e
Safety Precautions in using Hand Tools and Equipment
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.
42 | P a g e
SELF-CHECK 1.4-1
43 | P a g e
ACTIVITY SHEET 1.4-1
Directions: Using the given table below, check/ identify the tool defects with
the corresponding possible remedies.
44 | P a g e
Read the Information Sheet very well then find out how much you can remember
and how much you learned by doing Self-check 1.4-2
Name: ________________________________________
Project: _______________________________________
Classification: __________________________________
Purpose: ______________________________________
No.
45 | P a g e
B.Sample Inventory Form of Animation Tools and Equipment
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
46 | P a g e
SELF-CHECK 1.4-1
C. 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
D. Directions: Describes briefly at least two (2) of your correct answer in Part
A.
1. ________________________________________________ .
2. ________________________________________________ .
47 | P a g e
DepEd Track/Strand : TLE/TVL- Information Communication Technology
(ICT)
Specialization : Animation NC II
Unit of Competency : Perform Mensuration and Calculation
DepEd Code : TLE_ICTAN9-12MC-Ie-1 / TLE_ICTAN9-12MC-If-2
TR Unit Code :
Content Standard:
The learner demonstrates an understanding of the concepts and underlying
principles of performing measurements and calculation.
Performance Standard:
The learner independently performs accurate measurements and calculation
based on a given tasks.
INTRODUCTION
This module is designed to familiarize students with mensuration and
calculation. A description of shape is valueless without proper and complete
indication of size. The shop worker preferably the animators must know the
exact width, height and depth of a work piece.
Accuracy of measurements depends on one's ability to use measuring
tools correctly. Proper practice in holding different tools, instruments and
materials as well as safety measures are also included in this module.
48 | P a g e
Read the Information Sheet very well then find out how much you can remember and
how much you learned by doing Self-check 1.5-1
49 | P a g e
4. Video Card – it is used to process images so they can be displayed in
the monitor. A good video card can result to quality of the graphics, so
this is important in playing games, photography and video. Using a
dedicated video card may improve overall system performance
because it includes its own RAM, power regulators, and cooling so that
the system RAM and CPU can be used for other things.
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SELF-CHECK 1.5-1
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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 1.5-1A
1. Date Storage
Samsung 2TB (HD204UI) hard Disk Drive
Capacity- 2 TB
Interface- Serial ATA 3.0Gbps
Buffer DRAM Size- 32 MB
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
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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
4. Video Card
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Required
Software - ASUS GPU tweak & Driver
Asus Feature - OC series
- Super Alloy Power
Dimensions - 8.58” x 4.527” x 1.53” inch
- 21.8 x 11.5 x 3.9 Centimeter
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Some features MAC OS Intel HD Graphics
in Adobe Bridge Multicore Intel 5000- Video Card
rely on a processor NVIDIA GeForce
DirectX 9- Mac OS X GT 640M
capable video v10.11 (64 bit) Intel Iris Pro
adapter with at or v10.12 (64 Graphics 6200
least 64 MB of bit) 1536 MB
VRAM 2 GB of RAM ( 8 recommended
GB
recommended)
MAC OS 4 GB of
Multicore Intel available hard-
processor disk space for
Mac OS X v installation
10.6.8 or v 10.7 1024 x 900
2GB of RAM display (1280 x
(3 GB 1024
recommended) recommended)
4GB of Quick Time 10.
available hard- X software
disk space for recommended
installation Internet
1024 x 768 connection and
display (1280 x registration are
800 necessary for
recommended) required
Java Runtime software
Environment 1.6 activation.
DVD-ROM drive
Quick Time
7.6.6 software
required for
multimedia
features.
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SELF-CHECK 1.5-1A
E. 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
F. 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.
G. 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 1.5-2
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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25 = 10011- Binary Equivalent
Checking
Multiplier 1 1 0 0 1
Equivalents 16 8 4 2 1
Results 16 8 0 0 1
16 + 8 + 1 = 25
Quantities of Bytes
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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If a 20 KB file is stored in a 1MB folder (1 MB = 1,048,576 bytes of space):
then approximately a total of 51 files of the same size can be stored in that
folder (1,048,576 / 20.480 = 512).
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SELF-CHECK 1.5-2
1) 19=
Solutions Quotient Remainder
2) 28=
Solutions Quotient Remainder
3) 37=
Solutions Quotient Remainder
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DepEd Track/Strand : TLE/TVL- Information Communication Technology
(ICT)
Specialization : Animation NC II
Unit of Competency : Prepare and Interpret Technical Drawing
DepEd Code : TLE_ICTAN9-12ID-Ig-1 / TLE_ICTAN9-12ID-Ih-2
TR Unit Code :
Content Standard:
The learner demonstrates an understanding of the concepts and underlying
principles of preparing and interpreting technical drawings in animation.
Performance Standard:
The learner independently and accurately prepares and interprets technical
drawing.
INTRODUCTION
This module is designed to familiarize student with technical drawings in
animation and to have basic knowledge and skills on basic symbols used or
applied in creating a flowchart.
This is also designed to teach students how to interpret simple animation
flowchart.
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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 1.6-1
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.
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2. T – Square – it is a drawing instrument used when making horizontal
line. It is also used for guiding triangles when drawing vertical and
inclined lines.
Three (3) Types of T- Square
a. Fixed Head – The head is fastened to the blade.
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4. Ruler – used to measure short distances.
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Symbols Used in Technical Drawing
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Long Break Line A break line which are solid with
a Z symbol inserted in several
places and done mechanically
and applicable for big objects
only.
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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.
Basic Strokes
There are 4 basic strokes in drawing, straight vertical, straight
horizontal, slanted line, and curved strokes.
Example of application of basic strokes.
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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.
Sketching Technique
Creating proportional objects can be achieved using the circle
technique.
Steps:
1. Draw the three circles.
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ACTIVITYSHEET 1.6-1
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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Find out by accomplishing the Scoring Rubric honestly and
sincerely. Remember it is your learning at stake!
Rating Scale:
Points Earned Numerical Value Descriptive Value
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ACTIVITYSHEET 1.6-1A
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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Find out by accomplishing the Scoring Rubric honestly and
sincerely. Remember it is your learning at stake!
Rating Scale:
Points Earned Numerical Value Descriptive Value
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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 1.6-2
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.
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.
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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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3. Layout Plans is deciding on the best physical arrangement of all
resources that consume space within a facility. These resources might
include a desk, a work center, a cabinet, a person, an entire office, or
even a department.
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SELF-CHECK 1.6-2
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Pre-Test
A. 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. It is represented by a rectangle. It refers to an a. Decision
action in a business process.
2. It is represented by a diamond. A process that b. Process
can answer a decision of yes or no requires a
decision box.
3. It is represented by a small circle or a connector c. Arrow Line
box and is labeled using letters.
4. Drawn in one direction, preferably from top to d. Connector
bottom to keep a flowchart clear.
5. A process is represented by a rectangle with e. Sub-process
double lines on each side.
B. Directions: Interpret the flowchart.
Begin
Open File
Read Record
NO
Print Print Name
NOT! EOF Black Line Print Street
Print City
YES
Close File
Print Two A
Blank Lines
End
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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 1.6-3
Flowchart Interpretation
Flowchart
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.
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.
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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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Example of a Simple Flowchart
START
PROCESS
NO
PROCESS DECISION
YES
PROCESS
END
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How Do You Interpret Flowchart?
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:
Types of Flowchart
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2. Workflow Chart. Shows the way a business or process functions.
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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 1.6-3
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.
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ACTIVITY SHEET 1.6-3
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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DepEd Track/Strand : TLE/TVL- Information Communication Technology
(ICT)
Specialization : Animation NC II
Unit of Competency : Practice Occupational Health and Safety Procedures.
DepEd Code : TLE_ICTAN9-12OS-Ii-1 / TLE_ICTAN9-12OH-Ij-2 /
TLE_ICTAN9-12OH-Ij-3
TR Unit Code : 500311108
Content Standard:
The learner demonstrates an understanding of the concepts and underlying
principles of Occupational Health and Safety (OHS) procedures in relation to
hazards and risks in the workplace.
Performance Standard:
The learner consistently observes and practices OHS procedures in the
workplace.
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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 1.7-1
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.
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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 1.7-1
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 1.7-2
There are many things that affect the health of a person, such as his
environment, lifestyle, etc. Work is an important determinant of health. It can
influence health in a positive or negative way.
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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 1.7-2
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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 1.7-3
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.
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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.
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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.
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Hazard Alerting Avoid getting into contact to
places, equipment or tools with this
sign.
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SELF-CHECK 1.7-3
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.
4. Safety Sign D.
5. Danger Sign E.
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how much you learned by doing Self-check 1.7-4
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Gloves A pair of protective coverings
for the hands, usually with
separate divisions for the
fingers and for the thumb.
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.
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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 1.7-3
2.
5.
4.
3.
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QUARTER 1
ANSWER KEYS
Answer Key 1.1-1 PECs
Pre- Assessment
1. E
2. K
3. H
4. A
5. J
6. B
7. C
8. I
9. D
10. F
A. Matching Type
1. C
2. D
3. E
4. A
5. B
B. Multiple Choice
1. C
2. D
3. A
4. A
5. C
Answer Key 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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Answer Key : Pre –assessment
1. C
2. A
3. B
4. C
5. A
Answer Key 1.3-1
1. Pencil Sharpener
2. Storyboard
3. Animation Paper Puncher
4. Peg Bar
5. Animation Table
Pre-assessment
1. light box
2. photocopier machine
3. peg bar
4. animation paper
5. bar sheets
Answer Key 1.4-1
1. T
2. F
3. F
4. T
5. F
Answer Key 1.4-1
1. INVENTORY FORM
2. DELIVERY RECEIPT
3. BORROWER SLIP
4. PURCHASED ORDER
5. REQUISITION FORM
Answer Key 1.5-1
1. Processor
2. Memory
3. Video Card
4. Data Storage Capacity
Answer Key 1.5-1
1. C
2. A
3. B
Answer Key 1.6-1
A.
1.) 19= 50055
Quotient Remainder
19 ÷ 2 9 5
9 ÷2 4 5
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4 ÷2 2 0
2÷ 2 1 0
1÷2 0 5
B.
1. 33.333
2. 200
3. 5.733
Answer Key 1.6-2
1. Light and Shadow
2. Proportion
3. Perspective
4. Line
5. Shape
Answer Key 1.6-3
Pre-Test
A.
1. B
2. A
3. D
4. C
5. E
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B.
Post Test
A.
1. B
2. A
3. D
4. C
5. E
B.
1___
3___
5___
6___
7___
2___
4___
Answer Key 1.7-1
1. E
2. F
3. A.
4. C
5. D
Answer Key 1.7-2
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
Answer Key 1.7-3
Matching Type:
1. C
2. D
3. E
4. B
5. A
6.
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Answer Key 1.7-3
1. Protective Headgear
2. Over-All/ Cover-All Suit
3. Safety Boots or Shoes
4. Gloves
5. Mask and Respirators
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9/11
TLE/TVL-ICT
QUARTER 2
Unit of Competency: Produce Cleaned-Up and In-Betweened
Drawings
Module Title: Identify Requirements for Cleaned-up Drawings in Actual
Scene Folders (Cartoon-Simple)
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DepEd Track/Strand : TLE/TVL- Information Communication Technology
(ICT)
Specialization : Animation NC II
Unit of Competency : Producing Cleaned-up and In-Betweened Drawings
DepEd Code : TLE_ICTAN9-12CI-IIa-j-1
TR Unit Code : ICT 313313
Content Standard:
The learner demonstrates an understanding of the concepts and underlying
principles of producing clean-up and in-between drawings.
Performance Standard:
The learner independently produces clean-up and in-between drawings as
prescribed in the TESDA Training Regulations.
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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
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3. Exposure Sheet- chart that shows frame by frame of all
drawings of every animated scene.
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6. Collecting All Relevant Model Sheets
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SELF-CHECK 2.8-1
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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 2.8-2
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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” design.
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
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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 2.8-3
In-betweens fill the gaps between key frames and represented only
by a numbers. The key frames are drawn by skilled animators; in-betweens
are drawn by less experienced animators which also known as assistant
animator.
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ACTIVITY SHEET 2.8-3
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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4. Identify all necessary materials and equipment according to the task
undertaken.
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.
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ACTIVITY SHEET 2.8-4
LINE EXERCISES
Materials:
Drawing Pencil
Animation paper
Eraser
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Rating Scale:
Points Earned Numerical Value Descriptive Value
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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 2.8-5
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
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import it into the project before the animation. This allows the animator
to do the sound 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 colourist can clean the scanned artwork and start
applying colour to the different drawings.
13. Compositing the compositor imports the coloured 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
TO POST PRODUCTION
EXPORT & RENDER
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Paperless animation requires the user to be familiar with digital
graphic applications and be able to convert this traditional knowledge to a
digital medium. This method of animation allows significant control over the
drawings, a possibility for greater quality and an infinite number of complex
poses and rotations for the 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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Western and Japanese Animation
Generally, the term anime refers to a style of animation originating
from Japan. As Japanese Animation called anime became increasingly
popular, Western Animation studios began implementing some visual
stylizations typical in anime- such as exaggerated facial expressions and
“super deformed” versions of characters.
Western Animation (often simply called “cartoons”) is a general
term used to describe animated media that comes from the Americas,
Western Europe, Australia, and New Zealand. Though it’s called western
animation, in the present most of the actual animation is outsourced to Korea,
but the rest of the process is done in the west. Though its main demographic
is young children, there have been plenty of shows and films targeted towards
adults and teenagers.
Western and Japanese Animation Workflow
A. Pre-Production
This process depends on who’s pushing for an idea and who is
backing it up, it can be animation studios themselves along with sponsors, but
many anime are adaptations of manga or light novels.
When the core staff is arranged, they meet and plan out the project.
Creating staff as Character Designers. One of the most crucial staff is the
Director, they dealing with the animators who make the character’s movie. He
is one responsible in making decisions in order to manage the schedule,
budget and quality of an anime.
Following the early panning sessions, designs of characters,
costumes, etc. are then created. Once the story and design are mapped out,
the first episode is tackled.
B. Production
The first step is to write the episode scripts. Following the
episode’s synopsis/plans, the full script is written. The script is reviewed by
the director, producers, and the author of the original work before being
finalized. This stage is expressed as a storyboard and marks the beginning of
actual animation production.
1. Storyboarding it is created by the director but usually separate
storyboard artist is used to actually draw them. It is drawn on A-4 paper
and contain most of the vital building blocks of anime- the cut numbers,
actor movements, camera movements such as zooming and panning,
the dialogue, the length of shot.
2. Layouts is the beginning of art production. Developing a layout is
about positioning the cels that will be used in cut and the background
art that will be needed.
3. Animation it is initially drawn by hand, there are some animators who
draw 2D animation directly onto computer, but in anime this is largely
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restricted to in solo animation production rather than commercial
anime. Here’s how animation is done:
a. Based on the storyboard, the key animators start working on the
Key Drawing or Key Frames guided by the layout drawing.
b. We have approved key frames, but we need to complete the
animation to make the moves fluidly, more drawings have to be
completed to go between the key frames. This is called In-between
animation. It is handled by less experienced animators called
assistant animators which is the in-between artists.
c. Clean up the drawing
d. Line testing the animation
e. Scanning the cleaned-up drawings
f. Digital Painting/ coloring
g. Adding special effects
h. Compositing and editing
C. Post-Production
a. Voice recording
b. Sound effects
c. Film developing
d. Dubbing
e. Editing
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SELF-CHECK 2.8-5
Directions:
1. Complete the Traditional Animation Workflow
SCRIPT
TO POST PRODUCTION
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2. Complete the Western and Japanese Animation Workflow
C. Pre- Production
A.1 __________________
A.2 __________________
A.3 __________________
D. Production
B.1 __________________
B.2 __________________
B.3 __________________
a. ________________
b. ________________
c. ________________
d. ________________
e. ________________
f. ________________
g. ________________
h. ________________
E. Post Production
C.1 __________________
C.2 __________________
C.3 __________________
C.4 __________________
C.5 __________________
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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 2.8-6
Examples:
Realistic Lion, slightly simplified, would move and act like animal it is. This
characteristic could not speak.
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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.
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.
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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.
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.
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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
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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2. Start sketching the cushions that
defines the sofa.
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Drawing a Gun Prop
1. Sketch guides, keeping to basic
rectangular shapes: a standard
sidearm is formed of three tilted
rectangles, as shown.
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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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ACTIVITY SHEET 2.8-6
Materials:
Drawing Pencil
Animation Paper
Eraser
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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 2.8-7
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.
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.
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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.
What is Animation?
Types of Animation
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2. Vector-Based 2D Animation
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.
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.
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.
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
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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.
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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
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QUARTER 2
ANSWER KEYS
ANSWER SHEET 2.8-1
1. Storyboard
2. Exposure Sheet
3. Key Animation
4. Model Sheets
5. Layout
ANSWER KEY 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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9/11
TLE/TVL-ICT
QUARTER 3
Unit of Competency: Produce Cleaned-Up and In-betweened
Drawings
Module Title: Produce clean-up Drawings for Actual Scene Folders
(Cartoon-Simple)
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DepEd Track/Strand : TLE/TVL- Information Communication Technology
(ICT)
Specialization : Animation NC II
Unit of Competency : Producing Cleaned-up and In-Betweened Drawings
DepEd Code : TLE_ICTAN9-12CI-IIIa-j-2
TR Unit Code : ICT 313313
Content Standard:
The learner demonstrates an understanding of the concepts and underlying
principles of producing clean-up and in-between drawings.
Performance Standard:
The learner independently produces clean-up and in-between drawings as
prescribed in the TESDA Training Regulations.
INTRODUCTION
This module covers the knowledge, skills and attitudes required to refine
key drawings and to produce in-between drawings to ensure that the creative
brief is fully met for productions.
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2.11 Observe the principles of line quality in producing a clean-
up
drawing.
2.12 Follow procedures and policies in keeping records.
2.13 Implement the necessary corrections/ revisions after
referral has
been made.
2.14 Create model sheets.
2.15 Follow the procedures in cartoon drawing construction.
2.16 Observe drawing proportions.
2.17 Record clean-up drawing drawings in accordance with
company’s specified procedures and policies.
2.18 Store clean-up drawings in accordance with company’s
specified procedures and policies.
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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 3.8-1
Clean-Up Procedures
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.
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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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PERFORMANCE SHEET 3.8-1
Materials:
Drawing Pencil
Animation Paper
Eraser
Rough Drawings
Model Sheets
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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PERFORMANCE CRITERIA CHECKLIST 3.8-1
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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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Activity Sheets 3.8-2
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Animators Rough Sketch 2
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Activity Sheets 3.8-2a
Key Drawing 1
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Key Drawing 2
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Activity Sheets 3.8-2b
Model Sheet 1
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Model Sheet 2
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Activity Sheets 3.8-2c
Clean-up Backgrounds
Background 1
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Background 2
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Activity Sheets 3.8-2d
Clean-up Props
Props 1
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Props 2
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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 3.8-3
Animator’s Keys
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.
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ACTIVITY SHEET 3.8-3
Checking of Cleaned-Up Drawings Based on the Animator’s Keys
Materials:
Drawing Pencil
Eraser
Animation Paper
Tools and Equipment:
Cleaned-Up Drawings
Animator’s Key
Peg bar
Light Box
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 3.8-4
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A Flipbook is one of the software use in Animation. Animation
gets even easier whether you use pencil and paper or draw right on the
computer. DigiCel Flipbook follows the same process that has been part of
traditional cel animation for over fifty years. Background Flipbook will be very
easy and intuitive.
To start with the Digicel Flipbook here are the basic steps:
1. IMAGE WINDOW- this is where you will draw, paint and preview your
movies.
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2. X sheets – made up of rows and columns. The scene information is
stored in an exposure sheet or X sheets.
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.
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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 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.
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 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.
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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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Image Window X-Sheets
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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DRAWING TOOLS IN FLIPBOOK
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.
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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.
The Tracing Pen is used to change the color of lines that were scanned or
captured.
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SELF-CHECK 3.8-4
I. DIRECTION: Name the given illustrations. Choose from the options below:
Redo, Light Table, Stack/Light Box, BG , Auto Save, Xsheets,
Sound, Thumbnail, Capture, Scanner, Undo, Color, Camera,Tone Matte,
Boomerang, Printing, Creating, Opening, Saving, Cutting, Copying, Pasting,
images.
1. 2. 3. 4. 5. 6.
19. 20.
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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 3.8-5
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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Basic procedures and policies in Records Keeping
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ACTIVITY 3.8-5
Materials:
Animation Software
Scanned Rough Drawing
F. 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.
G. 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:
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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 3.8-6
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.
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Implied Lines are those created by visually connecting two or more areas
together.
Outline or Contour Line is the simplest of these. They create a path around
the edge of a shape. In fact, outlines define shapes.
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Cross Contour Lines follow paths across a shape to delineate differences in
surface features. They give flat shapes a sense of form (the illusion of three
dimensions), and can also be used to create shading.
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.
Line Quality is that sense of character embedded in the way a line presents
itself. Certain lines have qualities that distinguish them from others.
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Calligraphy Lines use quickness and gesture, more akin to paint strokes, to
imbue an artwork with fluid, lyrical character.
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ACTIVITY SHEET 3.8-6
LINE QUALITY
Materials:
Animation Paper
Drawing Pencil/ Mechanical Pencil
Eraser
Rough Drawings
Rough Drawing
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Sample Cleaned-Up Drawing
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Criteria for Assessment: Analytic Rubrics Scoring
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 3.8-7
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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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.
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.
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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.
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.
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Aside from characters, model sheets are also used for the following:
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e. Character Mouth Dialogue Model Sheets
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ACTIVITY SHEET 3.8-7
Create Model Sheet
Materials:
Animation Paper
Drawing Pencil
Eraser
Tools and Equipment:
Model Sheets
Animation Table
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:
3. 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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4. 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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5. The Body is a Pear
It’s common practice among designers to use pear shapes or
similar objects to build the body format. This is a common
technique among cartoon studios, since several different artists
work on the same character and must maintain the correct
proportions of each one.
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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.
7. Inverting the Pear
Reversing the pearl shape, it makes sense of strength and
power in our character. Example:
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8. The Goofy Character
It is one who walks on two legs (even the animals) and looks
silly, clumsy and generally, lazy. This kind of character is often
represented as coward. They are generally more interested in
staying out of trouble than anything else.
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3. Finally, we will include the face details and the body
muscle of our great hero.
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.
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5. Draw through shapes - objects.
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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ACTIVITY SHEET 3.8-8
Cartoon Drawing Construction
Materials:
Animation Paper
Drawing Pencil
Eraser
Tools and Equipment:
Animation Table
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?
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1. The figure is approximately 7.5
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.
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6. The wrists line up with the greater trochanters of the femurs
(upper leg bone).
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7. The elbows line up with the navel (belly button).
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MALE AND FEMALE BODY PROPORTION
Pros:
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ACTIVITY SHEET 3.8-9
Drawing Proportion
Materials
Drawing Pencil
Animation Paper
Eraser
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Criteria for Assessment: Analytic Rubrics Scoring
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 3.8-10
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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Sample of Animation Scene Folder
SELF-CHECK 1.9-11
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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
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
QUARTER 4
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DepEd Track/Strand : TLE/TVL- Information Communication Technology
(ICT)
Specialization : Animation NC II
Unit of Competency : Producing Cleaned-up and In-Betweened Drawings
DepEd Code : TLE_ICTAN9-12CI-IVa-j-3
TR Unit Code : ICT 313313
Content Standard:
The learner demonstrates an understanding of the concepts and underlying
principles of producing clean-up and in-between drawings.
Performance Standard:
The learner independently produces clean-up and in-between drawings as
prescribed in the TESDA Training Regulations.
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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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4. 3 Hole Punched ACME
Animation Paper.
5. X-sheets
6. Model Sheets
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9. Tools and Equipment
TOOLS EQUIPMENT
1. 3 Hole Punched ACME Puncher
2. Drawing Pencil
3. Clutch/Mechanical Pencil
4. Feather Duster
6. Peg Bar
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7. Ergonomic Computer Tables and
Chair
9. Light Box
10. 3 in 1 Printer
11. Scanner
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13. Life Size Mirror
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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.
5.
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how much you learned by doing Self-check 4.8-2
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Rough Character Concept Model Sheets
The general design concept of the character needs to be approved
before the character was fully finalized. It gives a sense of the basic design of
the character, along with attitude poses that help to tell the story of just who
he is, in case of a character with unique anatomy requires unique reference
for artists working on the team.
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Rough Construction Model Sheet
It shows the underlying structure of the character or the same poses
fully clothed. These designs are great help for building 3D characters. Rough
construction model sheets can sometimes focus only on details of a character,
such as hair, eyes, and even spots.
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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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Turn Around Model Sheet
A standard reference of a character drawn in different views such
as: front, side quarter, and back views.
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SELF-CHECK 4.8-2
Directions:
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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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ACTIVITY SHEET 4.8-3
Materials
Animation Paper
Drawing Pencil/ Mechanical Pencil
Eraser
Key Drawing
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PERFORMANCE CRITERIA CHECKLIST 4.8-4
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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 4.8-4
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.
11
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.
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The X-sheets is composed of columns corresponding to the layers.
Each column is splint into rows representing the frames (images) in the scene.
A paper X-sheets usually has 80 rows and 10 columns. This enables the
animator to associate a layer with a certain element like character, props, lip
sync, etc. and make a record of the frame at which each drawing appears.
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.
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ACTIVITY SHEET 4.8-4
In-between Drawings
Materials
Drawing Pencil
Animation Paper
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PERFORMANCE CRITERIA CHECKLIST 4.8-4
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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 4.8-5
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6. Brush Used to get rid of any
carbon dust or eraser
residue.
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13.Camcorder It is used to record and
shore images that will
be imported to the
computer.
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19.Printer It is a device made up
of multiple peripheral
functionalities and
capabilities, including
printing, copying, and
scanning.
20.Scanner It is used as an
alternative device to
camera to capture
images or hand
drawing
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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.
a. 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
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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 4.8-6
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.
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.
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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
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.
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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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Basic Rules in In-betweening
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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The Different Timings
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4. Slow-in/Slow-out- actions picks up speed and slow down
gradually.
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ACTIVITY SHEET 4.8-6
IN-BETWEENING
Materials
Animation Paper
Drawing Pencil/ Mechanical Pencil
Eraser
Note: You are given 8 days to finish the given 4 exercises on in-betweening.
1.
2.
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3.
4.
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and how much you learned by doing Self-check 4.8-7
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Seasoned artists often draw a character a front-view profile then
slowly trying a side view, three-quarter view, and back view that looks like the
same character. Remember, all this character angles should have a strong
appeal. Here are some steps to draw the characters in different angles.
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2. Turning the Character in Different Angles.
When you draw a character, it’s strongly suggest to draw the
front, side, three-quarter and back views of your character free
hand without considering the horizontal lines. This will help you
concentrate on the strongest design of your character and
personality implied by the pose and face. Once you are feeling
comfortable with the design, you may now set out to draw the
turnaround model sheet with the use of the horizontal lines as
guide to line up them all in one presentation.
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3. Push Your Design
Often times after creating a design, you feel and decided that
you’re done. It’s time to push your drawing by trying it to become
stronger and you can decide which of these drawing is the best.
Beginning Design
of Character
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ACTIVITY SHEET 4.8-7
Character Posing Drawing
Materials
Drawing Paper
Drawing Pencil or Mechanical Pencil
Eraser
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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Quick Strokes Are Better Than a Slow Lines
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.
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ACTIVITY SHEET 4.8-8
H. Drawing of Lines
Directions: Using the correct drawing instruments, draw the types of lines.
1. Straight Lines (horizontal, vertical, diagonal)
2. Combination of lines
3. Lines with various thickness through varying pressure on the
pencil.
4. Curved and Irregular Curves
I. 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
Clothing
Any kind of transportation vehicles
Anything inside and outside the house
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Criteria for Assessment: Analytic Rubrics Scoring
Rating Scales:
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and how much you learned by doing Self-check 4.8-9
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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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They are considered as a traditional artists who create their original
drawings that fulfill what is needed on the script, scene, game, or story suited
the storyline. They play also like an actor and perform the style required for
each role to find the right gesture and expressions, since a character will
seem stiff unless the artist draws the figure in a way that expresses a sense of
personality.
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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 )
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)
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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)
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)
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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?
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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.
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TRIANGLES
Easily lend themselves to more sinister, suspicious types and represents the
bad guy or villain in character design.
While combining shapes makes more complex characters. Some slightly more
complex characters will be made up of altered shapes.
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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?
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.
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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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ACTIVITY SHEET 4-8-9
Note: You are given 12 days’ grace period to finish all the drawings.
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 4.8-10
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
Do’s
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ACTIVITY SHEET 4.8-10
Simple In-betweening
Materials:
Animation Paper
Drawing Pencil or Mechanical Pencil
Eraser
Tools
Peg bar
Equipment
Light box
1 1
3
4
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PERFORMANCE CRITERIA CHECKLIST 4.8-10
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QUARTER 4
ANSWER KEYS
1. Animation Disc
2. Printable Storyboard
3. Peg bar
4. 3 Hole Punched ACME Puncher
5. X-Sheets
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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