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EYE LEARNING MATERIALS


VOCATIONAL LESSONS

STANDARD SECONDARY SCHOOL CURRICULUM

PRODUCTION
MULTIMEDIA
FORM 5

DEPARTMENT OF EDUCATION RESOURCES AND TECHNOLOGY


WITH COOPERATION
DEPARTMENT OF VOCATIONAL TECHNICAL EDUCATION AND TRAINING
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LEARNING MATERIALS
VOCATIONAL SUBJECTS

STANDARD SECONDARY SCHOOL CURRICULUM

MULTIMEDIA PRODUCTION

FORM 5

DEPARTMENT OF EDUCATIONAL RESOURCES AND TECHNOLOGY


WITH COOPERATION
DEPARTMENT OF TECHNICAL AND VOCATIONAL TRAINING EDUCATION

2020

0
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RUKUN STATE
That our country is Malaysia
support the ideals;

Achieve closer unity among the entire community;

Maintaining a democratic way of life;

Creating a fair society where the prosperity of the country will be


shared fairly and equitably;

Ensure a liberal approach to its rich cultural


traditions and diverse patterns;

Build a progressive society that will use modern science and


technology;

THEREFORE WE, the people


of Malaysia, pledge to focus
all our energy and efforts to achieve these goals based on the
following principles:

BELIEF IN GOD
LOYALTY TO KING AND COUNTRY
SUPREMACY OF THE CONSTITUTION
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RULE OF LAW
COURTESY AND MORALITY

(Source: Department of Information, Ministry of Communications and Multimedia Malaysia

Issue 2020

© Ministry of Education Malaysia

All rights reserved. It is not permitted to reproduce any part of the article,
illustration and content of this book in any form and by any means whether
electronic, photocopying, mechanical, recording or any other means without
obtaining written permission from the Director, Educational Resources and
Technology Division , Ministry of Education Malaysia, Pesiaran Bukit Kiara,
Bukit Damansara, 50604 Federal Territory of Kuala Lumpur
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AWARD

AWARD
ADVISOR
Puan Maznah binti Abu Bakar Director
Educational Resources and Technology Division
Tuan Haji Azman bin Adnan Director
Technical Training Education Division and
Vocational
Ab Aziz Bin Mamat deputy director of the Right
Educational Resources and Technology Division
YBrs. Dr. Haji Zainal Rashid bin Kamaruddin Deputy Director of Production Sector
Textbook
Educational Resources and Technology Division

EDITORIAL ADVISOR
Zurinah @ Rosmawati binti Rajab Chief Assistant Director of BSTP
(Program coordinator)
Rozita binti Rosli @ Phua Peng Lin Dr. Abdul Chief Assistant Director of BSTP
Rahman bin Mahamad Anuar bin Mohd Chief Assistant Director of BSTP
Som Shamsuri bin Omar Chief Assistant Director of BPLTV
Khairil bin Muhamad Chief Assistant Director of BPLTV
Shafar Norma Hazura binti Mohd BSTP Assistant Director
Zulkafli Rasidi bin Nordin @ Radin Mohd BSTP Assistant Director
Fisha Hafiz bin Abidin @ Syariza BSTP Assistant Director
binti Zainal Abidin Zaiton binti Mohd BSTP Assistant Director
Rashidi bin Ahmad Muhammad BSTP Assistant Director
Syafiq bin Mahfol Aiza Musfira binti Mozi BSTP Assistant Director
BSTP Assistant Director
Assistant Director of BPLTV

All parties involved directly or indirectly in completing this Vocational Subject Learning Module
(MPV).
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CONTENTS

RUKUN STATE

AWARD

AUTHOR'S PANEL

CONTENTS

FOREWORD

INTRODUCTION

MODULE 6 ANIMATED ELEMENTS

6.1 Basics of Animation 2

6.2 2D Animation 16

6.3 Animasi karakter 2D 43

6.4 Animasi 3D 70

MODULE 7 MULTIMEDIA PRODUCT DEVELOPMENT

7.1 Project Requirements Analysis 148

7.2 Multimedia Product Design 172

7.3 Multimedia Product Development 205

7.4 Testing and Assessment 228

7.5 Resource Management and Distribution 243


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FOREWORD

Assalamualaikum Warahmatullahi Wabarakatuh and Peaceful Greetings.

Thank God for the Standard Curriculum Learning Materials with His permission
Secondary School (KSSM) Vocational Subjects (MPV) Form 5 can
completed its publication.

In dealing with the direction and development of the world of education today, the Resource Division and
Educational Technology (BSTP), Malaysian Ministry of Education seeks to provide materials
this learning as a primary reference source document for MPV students and teachers
able to meet current needs in the field of vocational skills education.
This learning material is built based on the content of the Curriculum Standard Document and
Assessment (DSKP) to help students master knowledge and skills
which are related in addition to being able to give birth to people who are productive and balanced in terms of
intellectual, spiritual, emotional and physical. To realize this wish, this Learning Material
also serves as a guide for teachers in implementing teaching and learning (PdP)
effective.

BSTP greatly appreciates all the ideas and efforts that have been put together when publishing these
Learning Materials. Every successful education policy and program that supports the policy must be
implemented with strong understanding and cooperation from all parties, especially educators.
Hopefully this noble effort can achieve the expected objectives and goals. BSTP hopes that this module
can be an important source of reference and guidance to determine the main direction of education in
Malaysia.

Finally, BSTP takes this opportunity to say well done and all the best
Congratulations and many thanks to the writer panel, quality control panel, Education Office
District (PPD), State Department of Education (JPN), subject officers of the Education Division
and Vocational Technical Training (BPLTV), BSTP officers and also all parties who have
work together to make the publication of this MPV Learning Material a success.

Thank you.
Director
Educational Resources and Technology Division
Malaysia Education Ministry

we
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INTRODUCTION

This Teaching and Learning Material (PdP) was developed


based on the Curriculum and Assessment Standard Document (DSKP) Mata
Multimedia Production Vocational Lessons (MPV) aims to help teachers
plan and implement various teaching and learning strategies in
classroom effectively and efficiently. This PdP module is developed as
guides and teachers can plan their own or modify PdP strategies
according to the mastery level of students in their respective schools.
Teachers need to plan PdP according to Content Standards, Standards
Learning and Performance Standards by providing Teaching Aids
(BBM) for students to use for PdP activities found in the KSSM PdP Module
MPV Multimedia Production.

Therefore, it is expected that the wishes contained in the Production curriculum


Multimedia can be understood and implemented well by teachers with
using Multimedia Production PdP Materials. Planned PdP sessions
can turn off the planned learning objectives achieved to produce
students who have knowledge, skills, and have values and ethics
professionalism and subsequently be able to produce students who are able to generate ideas
creative and innovative, smart decision-making and competitive for
contribute to the development and progress of the country in multimedia aspects.

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MODULE 6:

ANIMATED ELEMENTS

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MODULE 6.0

Standard 6.1 Basics of Animation

Content:

Standard 6.1.1 Explain the need for animation in

Learning: multimedia presentation.

6.1.2 Explain the concept of animation.

6.1.3 Distinguish types and techniques of animation:


(i) Traditional

(ii) Digital

6.1.4 Produce traditional flipbook animation.

Objective 1. State the need deep animation

Learning multimedia presentation.

2. Explain the concept of animation.

3. Comparing different types and techniques of animation

4. Produce traditional flipbook animation


themed.

Time: 6 jam

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REFERENCE NOTES

6.1.1 Animation Requirements in Multimedia Presentations

In multimedia presentations, animation is one of the elements

able to increase the attractiveness of a multimedia product or software.

Animation refers to a visual display that is dynamic. Among the requirements

animation in multimedia presentation is

• Makes an object or text appear alive but is originally static.

• Being able to explain something that is difficult to convey more easily

and effective.

• Able to give emphasis to allow the audience to focus on the content

the content you want to convey.

6.1.2 Animation Concept

Animation simply refers to the method of giving an illusion

optical movement to a sequence of static images. Animation can also refer to a set

graphics that are displayed quickly in the form of a series of frames .

6.1.3 Types of Animation

a. Traditional Animation

ü Before the development of computer animation technology, all animation

Traditionally done using hands.

ü Each moment of animation requires around 20 frames.

ü For the production of animation for two minutes, an animator

requires around 2400 image sheets.

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b. Digital Animation

Also known as computer animation.


ü Two types of digital animation, namely 2D and 3D animation.
ü 2D animation is animation that involves objects with
horizontal dimension (x-axis) and vertical dimension (y-axis). Example
software that can be used to create 2D animation is
Macromedia Flash, Swish Max, Toonz, Toon Boom Studio and others.

ü 3D animation is also animation that involves objects with


horizontal dimensions (x-axis), vertical dimensions (y-axis), and dimensions
depth (z-axis). Examples of software that can be used for
making 3D animation is MAYA, 3Ds Max, Light Wave, 3D Cinema
4D, Blender and others.

Animation techniques

Traditional Digital

Hand drawn animation Path animation (path animation)

Stop motion model animation Screen animation or object transitions

Animasi thaumatrope Animation of characters and icons

Morphing animation

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Traditional Animation Techniques

• Hand Painted Animation (Handrawn)

Hand-drawn animation is the process of producing a sheet of images that show objects
in motion.

Figure 6.1.1: Hand drawing animation

• Stop Motion Model Animation

This animation uses models made of clay, puppets,


paper cut and others. The animator will move the model on
various different positions and every movement will be photographed.

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Figure 6.1.2: Stop motion model animation

• Animasi Thaumatrope

Use a disk or card by placing two different pictures

on each side tied to a string. When the string is rotated quickly between

finger, two images appear to merge into one image.

Figure 6.1.3: Thaumatrope animation


Digital animation techniques

• Path animation (path animation)

It is an animation that is easy to learn and produce. Easy object

moved along the path set on the screen. Paths can

is a straight or curved line. Usually, moving objects

will not change to another object but it changes in terms of size and

shape.

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Figure 6.1.4: Path animation (path animation)


• Screen animation or object transitions
Known as transition or transition which refers to the transition from one
presentation to another presentation. For example, the screen
flying from a certain direction or the screen getting blurry before being replaced
with a new presentation screen. Transitions can be placed on
entire screen or on selected objects.

Figure 6.1.5: Screen animation or object transition

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• Animation of characters and icons

Character animation is animation of selected and capable characters


turn on an electronic presentation. Icon animation or animation
sprite involves changing an existing icon to another icon
when pressed by the user. This animation is widely used in
multimedia software development, internet, kiosk and so on.

Figure 6.1.6: Icon animation


• Morphing animation

Morphing animation is a process that allows the transition from one


pictures to other pictures smoothly. It also shows change
on size and shape. This animation uses special software that can
detect certain features in the image such as face, mouth, eyes, nose
etc. Then will match with the picture
next. Therefore, the main picture will slowly change into
new picture.

Figure 6.1.7: Morphing animation

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6.1.4 Flipbook Traditional Animation Earnings

Flipbook or kineograph animation is a traditional animation technique


creates the illusion of movement by rapidly displaying a sequence of static images.
Flipbook animation can be produced by preparing a small book that
have several sheets of pages that contain images or text that
same but has a different position on each sheet to give the illusion
movement.

Traditional flipbook animation


Rajah 6.1.8: Flipbook

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Steps to produce a traditional HAPPY BIRTHDAY flipbook animation

1. Divide the first A4 paper into 4 parts.


2. Cut out all four parts.
3. Repeat steps 1 and 2 for the second and third A4 paper (12 small pieces

A4 paper is produced)

4. Draw an initial sketch of the text you want to animate.

5. Open the LED tracing pad (LED tracing pad) and start tracing text after text.

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6. Paste the same text repeatedly but in different positions-


difference.

7. Text that has been pressed repeatedly at various positions is ready for
animated by flipping the sheet quickly.

Reference source : https://www.youtube.com/watch?v=SU3zexN_h1I

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ACTIVITY

MATERIALS AND EQUIPMENT

1. A4 paper
2. Brush 2B
3. Scissors / cutting tool
4. Cutting mat (Cutting mat)
5. Ruler
6. Extinguisher
7. Paper clip 8.
LED Tracing Pad (LED tracing pad)

TASK

- Students produce themed flipbook animations (ref


previous note)
- Students present their work in front of the teacher
and friends.

WORK STEPS (TASK 1)

1. Prepare three sheets of A4 paper of the same size to be used as a flipbook.

2. Draw an image based on the theme on each sheet of paper.

3. Gather each sheet of paper on which the image has been drawn in a row.

4. Move each sheet of paper quickly to get the animation

flipbook.

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Figure 6.1.9: An example of an image sketch for flipbook animation

Source: https:// www.wikihow.com/ Make-a-Flipbook

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TRAINING/ ASSESSMENT

1. State the correct animation technique whether traditional or digital animation for
Example animation below.

Animation Example Animation Techniques

Path animation (path animation)

Animasi thaumatrope

Stop motion model animation

Animation of characters and icons

2. Match the following animation techniques according to the correct characteristics.

Morphing animation Objects are moved along

predetermined route

on the screen.

Stop model animation Using a disc or card

motion by putting two

different pictures in each

side tied to a string.

Path animation (path Using special software

animation) which can detect the characteristics

certain in the picture.

Animasi thaumatrope Using that model

made of clay

or doll.

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STUDENT ACHIEVEMENT REPORT

Student Name:
Year:
Class

Standard 6.1 Basics of Animation


Content:
Standard 6.1.1 Explain the need for animation in presentations
Learning: multimedia.

6.1.2 Explain the concept of animation.


6.1.3 Distinguish types and techniques of animation:
(i) Traditional
(ii) Digital
6.1.4 Produce traditional flipbook animation.

Achievement
Was Valued items Not yet Notes
Skilled
Skilled

State the need for animation


1

in multimedia presentations.

2 Explain the concept of animation.

Comparing different types and techniques


3
animation.

Produce traditional animation


4
themed flipbook .
DECISION
(ACHIEVED / NOT ACHIEVED)
DATE

Teacher name: Signature &


Date
Confirmed Signature &
by: Date

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MODULE 6.2 A
Standard 6.2 2D Animation

content:

Standard 6.2.1 Explain the concept of frames and keyframes.


learning: 6.2.2 Identify the tool's function and basic features
used in 2D animation software.
6.2.3 Generate and color objects with
use the appropriate tools and features in
2D animation software.
6.2.4 Editing objects and text with
use appropriate tools and features.
Objective 1. State the concept of frames and keyframes in
Learning: 2D animation software.
2. List the tool's functions and basic features
used in 2D animation software
3. Generate and color objects with
use appropriate tools and features in
2D animation software

4. Produce edits on objects and text.

Time: 10 jam

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REFERENCE NOTES

Concept of Frame, Keyframe and Blank Keyframe in Flash

Frames are components of the working Flash window


to determine the animation duration of an object. The more frames, the better
how long the object will be played/animated. Frames are marked with white boxes
with black lines in Flash.

Frames per second abbreviated as FPS is the number of frames played at any time,
just like in the video.

A keyframe is a key frame. Keyframes serve to determine when a


the object will appear in an animation. A keyframe has an object
or more. Keyframes are marked with black circles. Keyframes that don't
has an object known as Blank keyframe.

Blank keyframe is an empty key frame. Blank keyframe works for


placing one or more objects in the frame. Blank keyframe is marked
with a white circle with a black line.

2D Animation Producing Software


(Flash software)

Macromedia Flash MX is a software that can be applied in


various levels of multimedia authoring, especially interactive through the web. It is
Timeline -based software that can meet the needs of the software
multimedia authoring, graphics software and animation software. It is also capable
allowing interactive elements to be used easily and effectively.

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This module provides several facilities to users, so that they can


learn the main aspects found in Macromedia Flash MX. On
At the end of this module, the user will be able to create an interactive presentation
easy.

Figure
5 6.2.1:
1

Flash MX interface

1. Menu bar (menu bar)


Contains control instructions and basic functions.

2. Toolbox
Contains work tools that have specific functions and roles.
It can be used by activating it. Each selected item can be specified in terms of
specifications or features in the options .

3. Timeline
It contains the number of numbers that represent each frame . It also contains layers for
work order. This Timeline area is used for the elements in the Flash application to be
arranged and their roles and instructions determined.

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4. Stage (work stage)


Is an area or location to place the content of a presentation and display it to users. This
stage can be resized according to the needs of the performance to be developed.

5. Windows
Window for:

color mixer - determine the level of color mixing color swatches - component
color selection - selection of tools for the interface

users
answers – related information
Macromedia Flash MX –
actions action command options –
properties information about an option
work done

arrow
subselection
line
lasso
pen
text
oval
rectangle
pencil
brush
free transform
Fill transform
ink bottle
paint bucket
eyedropper eraser
hand zoom
stroke color fill color

Rajah 6.2.2: Toolbox

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Here are the tools found in flash that are used to draw.

- Arrow Tool

The arrow tool icon is used to activate a line or object.


It is often used to modify the shape of a line or object as well
move it from one location to another.

- Line Tool

To build an interesting line , you can use the line icon


tools. The constructed line can be straight, curved, slanted and
so on.
Note: modify the color , The thickness and shape of the line can be
This is done by making a selection in the stroke panel .

- Oval Tool

Oval tool is used to build circular or oval shaped objects. Form


The drawn object will consist of fill and stroke based
color selection in the color toolbox section.

- Rectangle Tool
The Rectangle tool is used to build rectangular objects
have a sharp or semi-rounded corner with
Enter the radius value for Round Rectangles Radius in the options section
toolbox . Like the oval tool, the shape of the drawn object will consist of fill
and also strokes based on color selection in the color toolbox section .

- Pen Tool

The pen tool icon is often used to build straight lines as well
curved This icon has the same function as the line tool but it

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has a point (dot) that allows the line to be changed in shape

after it is ready to be built. If the lines built form an object

which has a closed (continuous) line, the object will

has a color according to the color set on the fill box in the Toolbox

or opened in the fill panel .

- Pencil Tool

The tooltip icon is often used to construct lines or objects

as if produced through a pencil sketch. This tool allows you to draw

freely manually. The color of the line or object formed

is based on the choice of stroke color .

The tool pencil icon has 3 modes in the option toolbox section :

• Straighten – the drawn line will be straightened as much as possible

Automatically.

• Smooth - the drawn line will be automatically smoothed.

• Ink - the drawn lines will be slightly modified and smoothed

automatic.

- Lasso Tool

The lasso tool icon is used to build a specific selection on the area

an object with a more independent rate. This icon has 2 types

against:

• Magic Wand – suitable for use to build selected areas

based on color uniformity (usually used for bitmap images)

• Polygon Mode - suitable for building selected areas

polygonal or square.

- Eraser Tool

The Eraser Tool is used to delete certain parts of an object

not used yet . Icon eraser tool has 5 modes on the part

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Option Toolbox :
• Erase Normal – enables n lines that form objects and colors
which meets the object is deleted if it is in the same layer .
• Erase Fill – enables only the interior of an object
deleted.
• Erase Lines – enables only the lines that make up the object
just delete it.
• Erase Selected Fills – enables only selected parts or
activated only deleted.
• Erase Inside – enables the entire interior of the object
surrounded by closed lines only deleted.

Drawing an image in Flash involves two main elements


strokes and fills. You can draw a line that only involves strokes or
can also draw objects without a stroke or both.
Note: Stroke

Fill

Before drawing and coloring , It is important to understand that


draw , coloring and modifying objects will affect the object
others in the same layer if the object is placed in the same way
layered.

To avoid this happening, make sure every object has been drawn
combined first (Modify > Group @ Ctrl+G).

And if you want to modify the object that has been merged, the object
needs to be separated (Modify > Ungroup @ Ctrl+Shift+G or Modify > Break @ Ctrl+ B .

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ACTIVITY: MAKING BASIC SETTINGS IN FLASH


MATERIALS AND EQUIPMENT

1. Computer
2. Macromedia Flash software

TASK

Students make basic settings in Macromedia Flash.

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Activity 1: Size and Color of the Stage Background

Steps:
1. Open the Macromedia Flash MX software by clicking on the button
Start > Program > Macromedia > Macromedia Flash MX.
2. A Macromedia Flash MX interface display appears (as shown in Figure 6.2.1).
3. Click on the properties window.
4. A document properties window will appear.

5. Select the size tab and set dimensions at 800 px width and
600 px height.

6. Next, select the background color tab to determine the background color selection
stage (green- #00FFCC).

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Activity 2: Naming Scenes And Layers

Steps:
1. Click the Modify menu on the menu bar and select scene

2. The scene window appears and double click on "scene 1" then type
the new scene name is “text”.

3. Repeat step 1 with the layer option to display the layer window
properties and on the Name tab type "menu" to name it
layer.

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Activity 3: Add a scene

Steps:

1. You are still in the "learnflash" scene "text" file.


2. Click the Insert menu on the menu bar and select Scene to add a new scene .

3. Name the new scene as "graphic".

4. Name layer 1 as “graphics1”.

5. The timeline looks like the following.

nama layer

exposure of scene names

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Activity 4: Save the work

Steps:
1. You are still in the work scene in activities 1 and 2.
2. Click the File menu > save as to save your work.

3. Save your work with the file name "learnflash".

4. Work results for Flash applications can be saved in 2 conditions:


• Flash MX Document(*.fla)
In this situation the presentation that is built can still be modified.
• Flash Movie(*.swf)

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In this case, a ready-made presentation for


presented in movie form. It can no longer be modified.
The step is to select the menu File > Export Movie and enter the file name.

ACTIVITY: PRODUCING AND COLORING OBJECTS

MATERIALS AND EQUIPMENT

1. Computer
2. Macromedia Flash software

TASK

Students produce and color basic objects using tools


in Flash.

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Activity 1: Rectangular Objects

Steps:
1. You work with the "learnflash" file in the "graphics" scene and layers
"graph1".
2. Type a text "GRAPHIC" on the stage to be used as a title
performance in this scene and adjust accordingly.
3. Add a new layer and name it "square".
Activate the Rectangle Tool pada Toolbox.
4. Click on the Properties window.
5. The Rectangle Tool Properties window is displayed and adjust as shown in the figure
below by clicking on each required tab.

Stroke Color Fill Color Stroke Height Stroke Style

6. Click and drag the mouse to the right on the stage to get the size of the face
four that fit.

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Activity 2 : Round Objects

Steps:
1. You are still in the "learning flash" file and the "graphics" scene .
2. Add a new layer to the timeline and name it “round”.
3. Activate the Oval Tool on the Toolbox (refer to Figure 6.2.2) and adjust accordingly
requirements on the properties window as in Task 1, activity 2.
4. Click and drag the cursor on the stage to create a circle.

Activity 3: Triangle Objects

Steps:
1. You are still in the "learning flash" scene "graphics" file.
2. Add a new layer and name it as "triangle".
3. Activate the Line Tool on the Toolbox (refer to Figure 6.2.2) adjust accordingly
requirements on the properties window as in Task 1, activity 2.
4. Before building a triangle using the line tool command, make sure you
select the menu View > snap to objects on the menu bar to ensure each
the line will continue.
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5. Build three lines that connect to form a triangle.

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Activity 4 : Oval object


Steps:
1. You are still in the "learning flash" file and the "graphics" scene .
2. Add a new layer and name it "oval".
3. Activate the Rectangle Tool on the Toolbox (refer to activity diagram 2) and create one
more square on the stage.
4. Adjust as appropriate on the properties window.
5. Build a square on the stage.

6. Activate the Arrow Tool in the Toolbox .


7. Move the cursor to the right side of the square until one appears
curved sign k with the cursor.
8. Click on the edge and drag to the right to create a border
curved.
9. With the Arrow Tool still active, repeat steps 7 and 8 for the edge line
left side.

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10. Save your work.


Activity 5: Modify the Color of the Object

Steps:

1. You are still in the "learnflash" file and the "graphics" scene .
2. Activate the "square" layer .
3. Click on the Stroke Color tab on the Toolbox (refer to unit diagram 1) and select a color
yellow.
4. Click on the Fill Color tab on the Toolbox and select purple.

stroke color

fill color

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REFERENCE NOTES

Alat teks ( Text Tool )


The text tool ( Text Tool ) is one of the tools used to enter text
in Flash, It allows us to specify the characters that we want to display
according to the choice of font type, size, alignment, style and features.

Tool this allows you to add your stage text. You start

with a click + drag to make rectangle size selection. When


release the click the default text (default text) will be displayed and the text editor window
will appear. Hover over other text shapes, highlighting box borders and text
will be the active text.

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ACTIVITY: ENTERING AND EDITING TEXT

MATERIALS AND EQUIPMENT

1. Computer with Macromedia Flash software.

TASK

Students enter and edit text using the Text Tool and Properties.

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Activity 1: Entering Text

Steps:

1. Open the "learnflash" file by selecting the menu File > Open. Next select the file

and click the open button.

2. Activate frame 1 on the "menu" layer .

frame
nama layer

3. Activate Text Tool + A pada Toolbox (Figure 6.2.2: Toolbox) dan cursor

visible on stage.

4. Click once on the stage and type the text "FLASH MX " and click again on

every stage room.

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5. Select the Insert menu on the menu bar and select Layer to add a new layer
on the Timeline and name it "text1".

6. Activate frame 1 on the "text1" layer .

7. Repeat steps 2, 3, 4 and type "TEXT"

8. Add several new layers for the text as below:


• layer name "text2" type "GRAPHICS"
• layer name "text3" type "ANIMATION"
• layer name "text4" type "AUDIO"
• layer name "teks5" type "VIDEO"

9. The timeline will look like the following:

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10. The display on the stage is like the diagram below.

11. Save the results of your work in the file "belajarflash".

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Activity 2: Text Editing

Steps:
1. You are still working in the file "learnflash" scene "text".
2. Click frame 1 on the “ layer ” menu ” to select it on the Timeline.

3. Activate the Arrow Tool pada Toolbox Flash MX.


4. Click and move the text "FLASH MX" on the stage to the appropriate position
by using the mouse or arrow keys on the board
key.

5. Open the Properties window at the bottom of the stage .

6. A Properties window is displayed.

Font type Font size Text color Text line

7. Click on the “ A “ for font type selection

and select the font “ Arial Black “.

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8. Click on the text color tab for color options and choose red or another color
suitable color.

9. Next select the font size tab for the font size option (font ) and select size 28 or size
other appropriate.

10. On the alignment tab, select center to align the text in the middle of the space.

11. Repeat steps 2 to 10 for the text below:


• layer “text1” for text “TEXT”
• layer “text2” for text “GRAPHIC”
• layer “text3” for text “ANIMATION”
• layer “text4” for text “AUDIO”
• layer “text5” for text “VIDEO”

12. The following is an example of the resulting text after being edited in terms of font type
(font), font size (font), font color (font), alignment and position.

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13. Save your work in the same file.

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STUDENT ACHIEVEMENT REPORT

Student Name:
Year:
Class

Standard 6.2 2D Animation


Content:
Standard 6.2.1 Explain the concept of frames and keyframes.
Learning: 6.2.2 Identify the functions of basic tools and features used
in 2D animation software.
6.2.3 Generate and color objects with
using the appropriate tools and features in 2D animation
software.
6.2.4 Make edits to objects and text using appropriate
tools and features.

Achievement
Was Valued items Not yet Notes
Skilled
Skilled
State the concept of frame and keyframe in 2D
1
animation software.

List the functions of basic tools and features


2 used in 2D animation software Produce and
color objects using
appropriate tools and features in 2D animation
software
3

Produces edits to DATE RESULT objects and text


4

(ACHIEVED / NOT ACHIEVED)

Teacher name: Signature &


Date
Verified by: Signature &
Date

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MODULE 6.3 (A)


Standard 6.3 2D Animation

content:
Standard 6.3.1 Explain the function and character of the avatar in
learning: multimedia products.
6.3.2 Sketching the avatar character design in

2D animation software.

Objective 1. Explain the function and character of the avatar in


Learning multimedia products.
2. Produce a character sketch
based on the study of idea processing.
3. Make a turn around character painting

based on character traits.

4. Draw a character using


animation software.

Time: 8 jam

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REFERENCE NOTES

6.3.1 Functions and Characters of Avatars in Multimedia Products

Each character has certain personality traits and emotions that can be portrayed
in an animation.

Figure 6.3.1 : An example of an avatar character

Nowadays, character roles known as avatars are often used in applications


multimedia games. This avatar character is also used in various applications
other multimedia to revive the atmosphere of the show like that
found in the iThink learning software application.

Figure 6.3.2: One of the avatar characters in the iThink learning software

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Character Design

The design of various characters should be produced based on the storyline of the animation work

which is developed. Interesting characters will be selected for the clean-up drawing process.

The perfection of the character design will be reviewed to ensure the character

which is drawn can describe the characteristics of the character that wants to be developed.

Figure 6.3.3: The process of creating an avatar character work

After developing the chosen character, the artist will draw the character's turn around

for the staging process. This turn around painting depicts the position of the character

overall from the direction of front, side and back view.

Figure 6.3.4: Turn around drawing

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Composition Ratio

Each character produced will be drawn at the same horizontal line level
to ensure the continuity of the height ratio for each character or as well
objects in the developed animation.

Figure 6.3.5: Character composition ratio in one animation

Illustrating and Coloring Characters

The character illustration will be generated when the selected character sketch has been updated
so that the line drawing of the character looks more clear and understandable.

Figure 6.3.6: An example of a character illustration

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ACTIVITY

MATERIALS AND EQUIPMENT

1. Paper and stationery

2. Graphics software (if needed)

TASK

Think of a character that is suitable for use in the application

learning. Generate a character sketch of the character according to

your creativity.

WORKING STEPS

1. Make a character and character field study that suits the application

learning.

2. Make a sketch of several characters and choose the best character.

3. Generate a turn around painting for the character and the composition ratio

if involving various characters and objects.

4. Transfer the sketch into digital form using software

animation.

5. Color the selected character sketch according to the character's suitability.

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6.3.2 Sketching Avatar Character Designs in 2D Animation Software

1. Students identify which tools


Selection tool
used. Subselection tool
Free Transform tool

Lasso tool

Pen tool

Text tool
Line Tool
Oval Tool

Brush Tool

Ink Tool

Paint Bucket Tool

Eye dropper Tool

Eraser Tool

Hand Tool

Zoom Tool

Stroke Tool

Paint Bucket Tool

2. Pupils prepare a sketch of the 'chicky' character like the diagram on the side.

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Steps to produce Chicky's body parts.

1. Double click on layer 1, name it body.


2. On frame 1, draw a oval shape using the oval tool or pen tool.
3. Change the shape using the selection tool.

Steps produce Chicky's wing parts.

4. Click the insert menu, select layer.

5. Double click on layer 2, name it wings.


6. On frame 1, draw a triangle shape using the polygon tool or pen tool.
7. Change the shape using the selection tool.

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Steps produce Chicky's beak.

8. Click the insert menu, select layer.

9. Double click on layer 3, name it as beak.


10. On frame 1, draw a triangle shape using the polygon tool or line tool.
11. Click fill color, choose yellow to color the beak.

Steps to produce the Chicky eye part.

12. Click the insert menu, select layer.

13. Double click on layer 4, name it as eyes.


14. On frame 1, draw a round shape using the oval tool.

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STUDENT ACHIEVEMENT REPORT

Student Name:

Year:

Class:

Standard 6.3 2D Animation

Content:
Standard 6.3.1 Explain the function and character of avatars in production

Learning: Multimedia.

6.3.2 Sketching character designs in 2D animation software.

Achievement Notes

No. Items assessed Not yet


Skilled
Skilled

Explain the function and character of the avatar


1

in multimedia products.

Produce character sketches


2
based on the study of idea processing.
Make a turn around painting
3
character based on character traits.

Draw a character with


4
using animation software.
DECISION
(ACHIEVED / NOT ACHIEVED)
DATE

Teacher name: Signature &


Date

Confirmed Signature &


by: Date

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MODULE 6.3 (B)

Standard 6.3 2D Animation

content:

Standard 6.3.3 Determine key poses for the avatar character.


learning: 6.3.4 Assess the smoothness of movement in between
avatar character.

Objective 1. Sketch the movements of key poses characters.


learning 2. Sketch the character's movements in between.
3. Produce key poses and in between characters
in animation software.
4. Assess the smoothness of the avatar character's movement.

Time: 16 jam

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REFERENCE NOTES

6.3.3 Determining Key Poses for Avatar Characters

Key poses dan In between

Key poses refer to the main movements that should be highlighted


in an animated scene . Without this main movement, the storyline or action is
shown will appear unrealistic.

In between basically refers to the frames that connect


key poses with other key poses
In between

Key poses

Figure 6.3.7 : Key pose and in between on the running Pin-ping animation.

The results are as follows:

Key Pose:
1. Left foot steps forward.
2. The right foot points forward stepping over the left foot.
In-between:

1. Movement of the step of the right foot in line with the left foot.
2. Movement of the right foot following the left foot towards the front

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6.3.4 Evaluating Movement in between Avatar Characters

Steps produce character movement key poses

1. Activate the wing layer , right click the mouse, select convert to symbol

2. Click on the graphic, type the name 'wing'. Click the OK button.

3. Click the transform tool, move the center tip to the upper end of the wing as shown in the diagram
down.

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4. Activate at frame 20 for the body, beak, eye layers . Click the Insert menu. Select
frame.

5. Click frame 10 on the wing layer , right click the mouse, select keyframe.
6. Click the transform tool, move the wings up by 45 ÿ.

7. Click frame 20 on the wing layer , right click the mouse, select keyframe.
8. Click the transform tool, move the wings up by 80 ÿ.
9. Press Enter to play the movement.

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Steps produce movement in between characters.

10. Click frame 5 on the wing layer , right click the mouse, select keyframe.
11. Click the transform tool, move the wings up by 20 ÿ.

12. Click frame 15 on the wing layer , right click the mouse, select keyframe.
13. Click the transform tool, move the wings up by 60 ÿ.

14. Press Enter to play the move.

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Evaluation of animation movements is made after key-poses and in-between movements


generated before the full animation is generated. An analysis of this movement needs to be made
every time there is a movement change to ensure every movement
is accurate and smooth.

The animation production process is repeated to complete something


scene. The construction of character movement animation needs to take into account the steps-
steps that have been shown before.
Play the animation again and observe the movement and correct it for movement
looks smooth.

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STUDENT ACHIEVEMENT REPORT

Student Name:

Year:

Class:

Standard 6.3 2D Animation

Content:
Standard 6.3.3 Determine character movements (key poses).

Learning: 6.3.4 Assess the smoothness of character movement (in between).

Achievement Notes

No. Items assessed Not yet


Skilled
Skilled

Sketching key character movements


1

poses.

Sketch the character's movements


2
between.

Generate key poses and in


3 between characters in the software
animation.

Assess the smoothness of movement


4
avatar character.

DECISION
(ACHIEVED / NOT ACHIEVED)
DATE

Teacher name: Signature &


Date

Confirmed Signature &


by: Date

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MODULE 6.3 (C)

Standard 6.3 2D Animation

content:

Standard 6.3.5 Generate avatar character animation.


learning: 6.3.6 Generate the final animation by creating
rendering process using 2D software.

Objective 1. Produce a simple avatar character animation.


learning 2. Identify the final animation file format.
3. Generate the final animation through the rendering process.

Time: 8 jam

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6.3.5 Generating Avatar Character Animations

For example we want to produce a bee that is moving its wings.

1. Create a new layer and name it as "BEE BODY".


2. Click the Oval Tool and draw the body of the bee on the stage (work stage).

3. Click the Line Tool to create a vertical line (stripes of the bee's body).
4. Click the Paint Bucket Tool to enter black and yellow colors for each
bee body stripes.

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5. Click the Oval Tool to make a bee face. Use the Paint Bucket Tool to

fill the yellow color into the face of the bee.


6. Click the Oval Tool to make the bee's eyes and pupils.

7. Click the Pencil Tool to shape the bee's tentacles and the bee's mouth.
8. Click the Line Tool to form the bee sting section in the section
back.

9. Click the BEE BODY layer . Click Insert>Convert to Symbol. Window Convert to
The symbol will be displayed.

Name : Symbol 1
Behaviour : Movie
Clip
Click OK

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Click the small circle here to go to the next


section

This section indicates you have reached


the next section

10.Click Insert>Layer and name the layer as “LEFT WING”.

11. Click the Oval Tool to form the left wing of the bee.

12.Click Insert>Layer and name the layer as “RIGHT WING”.

13. Click the Oval Tool to form the bee's right wing.

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14.Click the RIGHT WING layer and using the Free Transform Tool,

move the right wing slanting to the right at the top of the wing.

15. Click the BEE BODY layer , click the 5th frame > click Insert> select Keyframe. Click the frame to

10>click Insert>select Keyframe.

16. To move the right wing, click the RIGHT WING layer , click the 5th frame , click

Free Transform Tool and reduce the width of the bee's wings. Click on the th frame

1>right click the mouse>Copy Frame. Click on the 10th frame >right click the mouse>Paste
Frame.
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17.To move the left wing, click the LEFT WING layer , click the 5th frame , click Free
Transform Tool and reduce the width of the bee's wings. Click on the 1st frame >right click
mouse>Copy Frame. Click on the 10th frame >right click the mouse>Paste Frame.

18. Test your file by clicking Control>Test Movie/(Ctrl+Enter). Save your file as
performance.

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6.3.6 Produce the Final Animation by Creating a Rendering Process

For a work to be presented in a complete multimedia form,


it should be generated in .swf format , .exe or .html.

Generated work in .swf format , .exe and .html cannot be modified.

The .swf and .html formats require Flash Player found in Flash MX for
play it while the .exe format does not require Flash Player and you can
play it on any computer.

You can view your presentation in .swf or .exe format by searching


locate the file via Windows Explore or My Computer.

Steps to generate the final animation file

1. Select File > Publish Settings to create the final file settings.
2. The Publish Setting window appears and complete as follows. Please do
options on:
• Flash (swf) for .swf format
3. Click Publish > OK.

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TRAINING / ASSESSMENT

1. By using the knowledge and skills learned, produce


an avatar character to be used in the tourism kiosk application.

2. Sketch the character and state its characteristics.

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STUDENT ACHIEVEMENT REPORT

Student Name:
Year:
Class:

Standard 6.3 2D Animation

Content
Standard 6.3.5 Generate avatar character animation.
Learning: 6.3.6 Generate the final animation by creating a process
rendering using 2D software.

Achievement Notes
Was Valued items Not yet
Skilled
Skilled

Generate avatar character animations


1

complete.
Identify the final file format
2
animation.

Generate the final animation via


3
rendering process.
DECISION
(ACHIEVED / NOT ACHIEVED)
DATE

Teacher name: Signature &


Date
Verified by: Signature &
Date

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ACHIEVEMENT STANDARD DECISIONS

Student Name:

Year:

Class :

Module: Animation Elements

Standard 6.1 Basics of Animation

Content: 6.2 2D Animation

6.3 Animasi Karakter 2D

Achievement Standards Skilled

Level Yes, not yet


Interpretation
Mastery

State the need for deep animation


1

multimedia presentation.

Explain the concept of movement based on


2
flipbook animation earnings .

Produces object and text animations


3 using movement concepts and techniques

basic movement, morphing and masking.

Analyze the movement of object animations and


4 produced text and make connections

suggested avatar character movements.

Evaluate key poses and in between characters

avatar as well as making improvements


5
character movement for the animation
generated rationally.

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Achievement Standards Skilled


Level Yes, not yet
Interpretation
Mastery
Generate 2D animations of avatar characters
by applying the concept of movement
and basic animation techniques through the process
6
animation rendering using
2D animation software ethically, systematically,
meaningful and creative.

Decision Level

Teacher name: Signature &


Date
Verified by: Signature &
Date

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MODULE 6.4A

Standard 6.4 Animation 3D

content:

Standard 6.4.1 Explain the need for 3D animation in the product


learning: multimedia.

6.4.2 Identify the tool's function and basic features


used in 3D animation software.
6.4.3 Lists the steps to import 3D objects
which has been produced.

6.4.4 Determine the key pose of the 3D object.

Objective 1. State the need for 3D animation in the product


Learning multimedia.

2. Identify the interface, menu, toolbox and


control panel in 3D software.
3. Know the function of the features contained in it
panel toolbar main, tool dan toolbar status.
4. List the steps to import 3D objects
which has been produced.

5. Identify key poses of 3D objects in something


designed scene .

Time: 6 jam

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REFERENCE NOTES

6.4.1 EXPLAINING THE NEED FOR 3D ANIMATION IN MULTIMEDIA PRODUCTS.

Among the requirements of 3D animation in multimedia products are:


• Provide a very enjoyable learning environment.
• Attract someone's interest and attention in the teaching process and
learning.
• Cartoons, commercials, movies and music video clips supported with 3D animation
more interesting.

• Provide simulation training for medical practitioners to perform


surgery in a dynamic and realistic visual form.
• Provide simulation training to soldiers and pilots to perform
risky and dangerous tasks.

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6.4.2 Identify the Functions of Tools and Basic Features Used in Software
Animasi 3d

Interface

Generally when 3D animation software is opened, it will display


interface as follows.

Main Menu Bar Main Toolbar

Command Panel
(Command Panel)

Viewport

Timeline

Reactor Tool
Animation Control
Viewport
Navigation
Control

Figure 6.4.1: 3D Studio Max interface.

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Main Menu Bar

This Main Menu Bar provides instructions for opening new files,
saving and opening existing files, editing and so on.

The diagram below shows an example of the Main Menu Bar ( Main Menu Bar ) which
available in 3D software.

Figure 6.4.2: Main Menu Bar.

Main Toolbar

Toolbar is a very important tool for 3D software, because the user


access editing commands for objects easily. The following is
toolbar icon found in this software.

Window/ Select Reference


Unlink Crossing And Coordinate Select And
Redo Selection Select By
Selection Name toggle Rotate System Manipulate
Filter
Undo

Select Bind to Select Rectangular Select Select And Pivot


and Link Space Object Selection And Scale Selection
Wrap Region Move

Percent Named
Snap Selection Mirror Layer Schematic Render
Quick
Snap Toggle Set Selected Manager View Scene Render
Toggle

Angle Spinner Selection Align Curve Material Render


Snap Snap Set Flyout Editor Editor Type
Toggle Toggle Pulldown

Figure 6.4.3: Toolbar.


These icons can be added or removed from the Toolbar as needed.

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Layout
1. Generally when the 3D software is opened, it will display four squares
a separate one called a Viewport.
2. This viewport is divided into Top Viewport, Front Viewport, Left Viewport and
Perspective Viewport.

Figure 6.4.4: Viewport view

3. This viewport can be displayed in various arrangements according to convenience


users.
To customize the viewport display, click the menu Customize > Viewport
Configuration. A Viewport Configuration dialog box will be displayed.

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Figure 6.4.5: Layout tab in the Viewport Configuration box.

4. Click on the layout tab, select the preferred scene type and click OK.

Panel Arahan ( Command Panel )

To make an object, we need to use the tools available

on the Command Panel as in the diagram below.

Create Hierarchy Display

Modify Motion Utility

Figure 6.4.6: Command Panel.

Create Panel
Create Panel

Geometry Systems

Light Helper
Shape
Camera Space Wrap

Rajah 6.4.7: Create Panel.

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On the Create tab there are several tools commonly used to build
object.

Geometry Tool
In this option, the user is given several options of tools to produce
basic three-dimensional geometric shapes for standard primitive objects such as boxes , spheres
(Sphere), cone (Cone), cylinder (Cylinder), tube (tube), torus (Torus) and pyramid
(Pyramid).

Geometry Tool

Tool Geometry option

Rajah 6.4.8: Geometry Tool.

Shape Tool
In this option, the user is given a number of tool options to create a look
two dimensions formed using Spline objects such as lines , faces
four (Rectangle), circle (Circle), ellipse (Ellipse), arc (Arc), two circles
(Donut), polygon (NGon), star (Star), text (Text), spring (Helix) or fractional objects
rectangle (Section).

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Shape Tool

Shape Tool Options

Rajah 6.4.9: Shape Tool.

Generate a Sphere using the Geometry Tool

1. Activate the Create panel in the Command Panel and click Geometry.

2. In the Drop Down menu, select Standard Primitives.

3. Click on the Sphere button. The mouse pointer changes to


cross hair shape .

4. In the middle of the Top Viewport square, click and drag the mouse down then

let go. A sphere is formed. The size of the sphere we want to form is up to us

to user.

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Figure 6.4.10: Producing a sphere using the Geometry Tool.

5. At the bottom of the Command Panel , click Modify Panel listed

details regarding the sphere that has been formed. Users can

change the items of the model formed here.

6. Type a name for the generated object. Generally 3D software will

give the name of the object formed as a sphere.

7. Change the radius (Radius) to 50 and the segment to 32. The resulting object

grow bigger

8. Click on the Zoom Extents All button on the right side of the section to set

object position in the middle of all viewports like figure 6.4.11.

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zoom item
Extents All

Figure 6.4.11: Zoom Extents All button.

9. Save the file by naming it sphere.max

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6.4.3 Lists Steps for Importing 3D Objects That Have Been Produced

Opening a New File

1. Click on the File menu > New…

2. A dialog box appears that gives us the following options:

Figure 6.4.12: New Scene dialog box.

a. Keep Objects and Hierachy


This command is used to open a new file but with
maintain the existing objects and layout of the file
previously.

b. Keep Objects
This command is used to open a new file but with
keep the objects only without the existing layout on the file
previously.

c. New All

This command is used to open a new file without any objects


and everything is according to the default setting.
3. Select one of the options and click OK.
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Importing 3D Objects that have been generated


1. Click on the File menu > Open…

2. A dialog box appears as follows:

Figure 6.4.13 Open File dialog box.

3. Select the file you want to open (has a .max extension) and click the Open button.

4. The desired file will be opened in the scene.

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6.4.4 Determining Key Poses for 3D Objects

Key Poses
Key poses refer to the main movements that should be highlighted
in a 3D animated scene . Without this main movement, storyline or action
shown will appear unrealistic.

1 3

Figure 6.4.14: Three key poses.

In Figure 6.4.14, we can see three key poses in the ball bounce scene . Key
In the first pose , the ball is on a flat surface. Second key pose ,
the state of the ball is at its highest peak and in the third key poses , the state
the ball on landing and touching the flat surface again.

This is an example of the simplest key poses found in a scene


ball bounce. If the movement process is more complex, then of course more
many key poses that the animator needs to think about.

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In between

In between basically refers to the frame that connects the key poses
with other key poses .

In between

1 3

Figure 6.4.15: Movement In between.

In Figure 6.4.15, we can see In between that exists between key poses one
with key poses two and key poses two with key poses three. When key poses
done well and the fractions are properly aligned, the animator will
can produce realistic animations. In between is perfecting again
the movement that occurs between the key poses . This movement in between is possible
generated using the transformation feature:

• Translation
• Rotation
• Scaling (Scaling)

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ACTIVITY

MATERIALS AND EQUIPMENT

1. 3D software

TASK

Students produce works illustrating themed 3D objects using


3D software as appropriate.

WORKING STEPS

1. Pupils produce 3D objects using 3D software.

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TRAINING/ ASSESSMENT

1. State two animation requirements:

________________________________________________________________________________

________________________________________________________________________________

________________________________________________________________________________

________________________________________________________________________________

2. Name the icons labeled below:

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3. Name the viewport space in the figure below:

4. Sketch key poses for an object.

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STUDENT ACHIEVEMENT REPORT

Student Name:
Year:
Class

Standard 6.4 Animation 3D


Content:
Standard 6.4.1 Explain the need for 3D animation in the product
Learning: multimedia.
6.4.2 Identify the functions of basic tools and features used in 3D animation
software.
6.4.3 Lists the steps to import 3D objects that have been produced.

6.4.4 Determine the key pose of the 3D object.

Achievement
Was Valued items Not yet Notes
Skilled
Skilled
State the need for 3D animation in multimedia
1

products.

Identify interfaces, menus, toolboxes


2 and control panels in 3D software.

Know the functions of the features contained


3 in the toolbar panel
main, tool and status toolbar .
Lists the steps to import 3D
4 objects that have been produced.

Identify key poses of 3D objects in a designed


5
scene .
DECISION
(ACHIEVED / NOT ACHIEVED)
DATE

Teacher name: Signature &


Date
Verified by: Signature &
Date

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MODULE 6.4B

Standard 6.4 Animation 3D


content:

Learning 6.4.5 Generate in between movements using the transformation


standards: feature: (i)
Translation
(ii) Rotate
(iii) Scale

Objectives: 1. Generates movement in between 3D objects using the


translation transformation feature (Translation), rotation
feature (Rotate) and scaling feature (Scale).

Time: 3 jam

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REFERENCE NOTES

6.4.5 Generating In Between Movements Using Features


Translation, Rotate and Scaling Transformations .

Transformation in 3D animation is a process of creating object movement,


change in point of view in a space and distance or
object size change according to three main planes, namely X-axis, Y-axis and
WITH.

For example as in the diagram below, the position of object A with


the original coordinates (x,y,z) have changed the distance to the new position (x1,y1,z1)
through a translational transformation process along the Z-axis.

Figure 6.4.15: Translational transformation

In a 3D environment, each object has its own coordinate value. Through


this coordinate value a person who builds a 3D object knows the position
these objects in three-dimensional space. These coordinate values are what
will be changed to produce movement or change in the 3D object
by using the desired transformation feature.

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Diagram 6.4.16: Translation transformation process of object A

There are three basic types of transformations that can be applied to 3D objects:

Translation
(Translation)

Round
Transformasi 3D
(Rotation)

Scaling
(Scaling)

Translation

Translation transformation is the process of moving an object from one position to another
another position in the 3D plane.

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Figure 6.4.17: Object Translation.

Rotation

3D rotation is the process of rotating an object according to a rotation angle in a three-dimensional plane

dimensions whether rotation on the X-axis, Y-axis or Z-axis.

Spin on the X-axis Rotation on Y-axis Rotation on the Z-axis


Figure 6.4.18: Rotation transformation process.
Scaling (Scaling)
Scaling is the process of changing the size of a 3D object.

Figure 6.4.19: Object Scaling.

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These three types of transformations are basic transformations that can be used
on 3D objects. In a 3D animation software, a transformation feature is provided
to make it easier for animators to produce object movement animations and
more accurate camera movement animations that look more realistic.
For example, in the animation software 3D Studio Max, tools such as Select and
Move, Select and Rotate and Select and Scale are available on the main toolbar
to apply the transformation to the constructed 3D object.

Select and Rotate

Select and Move Select and Scale

Figure 6.4.20: Transform tool.


To set transformation values in more detail, the Transform Toolbox feature
can also be used in 3D Studio Max by clicking the menu Edit> select
Transform Toolbox.

Figure 6.4.21: Transform Toolbox feature for rotation transformation

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Animation of movement between 3D objects using transformation features.

The working principle of in-between movement animation is to build key poses

main 3D object starting from the initial movement to the final movement such as

in the figure below.

In between Key pose 2

Key pose 1 In between

Key pose 3

Figure 6.4.22: Example of movement in between 3D objects.

While the frame between the key poses will be formed automatically at

along the animation path. If in the animation path there is

some movements that are different in shape and appearance then the keyframe will
placed. It is in these keyframes that transformation features such as translation, rotation and

Scaling is done to make the animation look more realistic.

Generates movement animations between 3D objects using features


transformation

1. Reopen the file mejateko.max.


2. Activate Left Viewport.

3. Click the File menu > select Merge.... Click on the Merge menu...

4. A Merge File dialog box is displayed and select the 'sphere.max' file that has been

created before. Click the Open button.


5. The Merge-sphere.max dialog box is displayed. Activate the sphere object from the list

option and click the OK button.

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Directly the sphere object is in the middle of the viewport as shown in the figure
down.

Figure 6.4.23: Sphere object left view.

6. Activate the sphere object and click the Select and Scale tool on the Main Toolbar.
7. Click the mouse and drag the mouse towards the inside of the sphere object to shrink it
the size.

Figure 6.4.24: The reduced sphere object.

8. In the Left Viewport, place the planet object slightly upwards


face the teapot located on the table using the Move tool.
See figure 6.4.24

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Diagram 6.4.24: The sphere object is in a new position.

7. On the Animation Control bar click on the Time Configuration button


shown in the figure below.

Figure 6.4.25: Time Configuration button.

8. A Time Configuration dialog box is displayed. In the Animation section


Enter the number 0 in the Start Time field and the number 100 in the End Time field. This
will set your animation path to 100 frames. Click OK to
closes the dialog box.

Rajah 6.4.26: Kotak Time Configuration.

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9. Activate the sphere object.

10. On the Animation Control bar, click the Auto Key button.

11.Using the Time Slider, click the right arrow to move

to frame 50. You can also directly type the number 50 into the box
Current Time.

Rajah 6.4.26: Time Slider.

Current Time

Figure 6.4.27: Auto Key button and Current Time box.

12.Click the Move Tool icon and activate Front Viewport. Move the sphere object

until it hit the top of the teapot on the table. See the diagram below.

Figure 6.4.28: Movement of the sphere object.


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13.Using the Time Slider click the right arrow to move to


frame 70 or directly type the number 70 into the Current Time box.

14.Move the teapot object in the form of rotation by using Rotate


Tool on the z-axis and move it slightly forward using Move
Tool.

As for the sphere object , move it slightly upwards. See the diagram below.

Figure 6.4.29: The movement of the teapot.

15.Using the Time Slider click the right arrow to move to


frame 100 or directly typing the number 100 into the Current Time box.

16.Move the sphere object far to the right. And also move the teapot forward
in original condition. See the diagram below.

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Figure 6.4.30: Movement of 3D sphere and teapot objects.

Try playing the animation you've created by moving the Time Slider
or the play button on the Animation Controller bar.

Play
Go to Start Go to End

Previous Frame Next Frame

Figure Figure 6.4.31: Button Animation Controller.

17.To edit the animation, activate the object


sphere.

18. Klik panel Motion pada Command Panel.

19. Click on the Trajectories button.


Figure 6.4.32: Trajectories button.

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20. In the Left viewport, we will see the movement path of the sphere object
in our animation as shown below.

Figure 6.4.33: Movement path of the sphere object.


21. You can edit the movement and position of the object in the animation
by moving the keyframes on the path and
change the position of the object.

22. Save your 'animasimejateko.max' file.

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ACTIVITY

MATERIALS AND EQUIPMENT

1. Computer
2. 3D Studio Max software

3. Fail ‘sphere.max’
4. Image texture that fits the theme
TASK

Theme: Bowling Game


Pupils produce movements in between on 3D objects
by using the Translation transformation feature
(Translation), Rotate and Scaling (Scale).

WORK STEPS (TASK)


1. Open the 3D Studio Max software.
2. Students produce several 3D objects called 'bowling pins'
in the Left Viewport.
3. Students arrange the objects in the appropriate position.
4. Students import existing objects into the scene , namely spherical objects from the file
‘sphere.max.’
5. Pupils change the size of the spherical object as appropriate and place it on
position in front of the 'bowling pin' object.
6. Pupils put appropriate textures on spherical objects and 'bowling pins'.
7. Pupils create an animation of movement in between spherical objects
dropping the 'bowling pin' using the Translation transformation feature
(Translation), Rotation (Rotation) and Scaling (Scaling).
8. Students play animation.

9. Students save the file as 'permainanboling.max'.

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TRAINING/ ASSESSMENT

3. State three types of transformations that can be used in producing


animation 3D.

i. _____________________________________________________________

ii. _____________________________________________________________

iii. _____________________________________________________________

4. Match the rotation transformation shown in the figure below with

its correct axis of rotation.

• Rotation on the X-axis

• Rotation on Y-axis

• Rotation on Z-axis

5. Name the transformation tool based on the diagram below.

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6. Based on the initial position of the teapot object, specify the axis and transformation

involved in producing the in between movement animation below.

Axis: Axis:
Transformation: Transformation:

Axis: Axis:
Transformation: Transformation:

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STUDENT ACHIEVEMENT REPORT

Student Name:
Year:
Class:

Standard 6.4 Animation 3D


Content:
Standard 6.4.5 Generate in between movements using the
Learning: transformation feature: (i) Translation
(Translation)
(ii) Rotate
(iii) Scale

Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Generates movement in between
1
3D objects using the translation
transformation feature .

Generates movement in between


2
3D objects using the rotation
transformation feature (Rotate).

Produce movement in between


3
3D objects by using the scaling
transformation feature (Scale).

DECISION
(ACHIEVED / NOT ACHIEVED)
DATE

Teacher name: Signature &


Date
Verified by: Signature &
Date

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MODULE 6.4C

Standard 6.4 Animation 3D

content:

Standard 6.4.6 Differentiate the use of types of light in


learning: 3D animated environment.

Objective 1. Understand the concept of light in 3D animation.


Learning: 2. Putting light into the scene.

Time: 6 jam

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REFERENCE NOTES

6.4.6 DIFFERENTIATING THE USE OF TYPES OF LIGHT IN THE ANIMATION ENVIRONMENT

3D

Lighting is a technique used to simulate indoor light


3D animated environment. 3D animation lighting techniques are used accordingly
different functions and difficulty levels. Light usage can be chosen from
various light sources, tools and techniques that suit the needs of animation
3D.

The types of light in 3D applications vary from one to another


other depends on the type of software, but the concept is similar ie for
produce a realistic effect and resemble a real situation.
For example:

• light that can produce shadows.


• light that comes from natural sources.
• light that comes from a lamp.
• focused light.

There are several lighting techniques in 3D animation:

1. Omni/Point Light (Point/ Omni Light)


• Emits lighting in every direction from a single light source
which is very small.
• Focus on a specific location in the 3D scene.
• Useful for simulating any light source
omnidirectional such as light bulbs, candles and Christmas tree lights.

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Diagram 6.4.34: Omni/Point Light – The Incredibles.

2. Directional light
• Represents very distant light sources such as the sun or
moon.
• Rays emitted from parallel directional light in one direction.
• Simulates sunlight or moonlight.

Diagram 6.4.35: Directional Light – Monsters Inc.

3. Spot light
• There are 2 types, namely target spot and free spot.
• Target spot - emits a focused beam of light.
• Free spot - does not have a target object.
• Simulate lamps such as table lamps or street lamps.

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Figure 6.4.36: Spot Light – Monster University.

4. Area Light (Area Light)


• Emitting light according to the boundaries set in
specific size and shape such as square or round.
• Visualize 3D object architecture and product lighting.
• Produces soft shadows that make the animation 3D
looks more realistic.

Figure 6.4.37: Area Light – La Luna.


5. Volume Light
• Shines light in all directions from a specific point.
• Has a specific shape and size.
• Illuminates surfaces based on set values.
• Provide special effects such as smoke, fog, etc.

Figure 6.4.38: Volume Light – Wreck It Ralph.

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6. Ambient Light
• Emits soft light in all directions.

• Has no specific direction and does not cast shadows in


land.

• It can be compared to twilight after sunset.


• Be an additional source to the color of the main light source
for 3D views.

Figure 6.4.39: Ambient Light – Pixar Up.

Putting the Light in the Scene


1. Open 3D animation software.

2. Build the teapot and table objects in the Perspective Viewport.

Figure 6.4.40: 3D objects - teapot and table.

3. Click in the Left Viewport to activate it.

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4. On the Command Panel > click Create panel.

5. Select the Lights icon.

Panel Create

6. There are two types of light methods:


Light
• Standard s

• Photometric

7. Select Standard.

8. In the Object Type section, select the type of light

Target Spot.

Rajah 6.4.41: Panel Create.

9. Click in the Left Viewport. The cursor will change to a Crosshair shape.

10.Click the left mouse button on the top of the teapot and drag the mouse towards the teapot. One

a blue-lined cone shape will form. This circle represents light

formed spot light .

The position of Spot light


the direction of
light that you
want to
change using the Blue
move tool.
striped con
(light direction)

Figure 6.4.42: Position of the left view light.

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11. This cone line will not be visible after the rendering process is made. The visible
only the effect. The position of this light can be changed
its position by moving the position of the spot light with
use the move tool as shown in the diagram above.

12.Activate the spot light, select the Modify panel and rename Spot01 as light1.

Rajah 6.4.43: Panel Modify.

13. Under the General Parameters menu in the Shadows parameters section:
- Click and check the box On and Use Global Settings.
- On the drop down list, select
Shadows Maps to place shadows
on objects in the scene .
- This shadow will only appear when
the rendering process is executed.

Rajah 6.4.44: General Parameter.

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14.Build another light inside the Left Viewport using the Omni light type.
Place it slightly below the level of the table surface. Try to see the results from
Perspective View.

Omni Light

Figure 6.4.45: Omni Light and its position.

15.Save the file by selecting File > Save.

16. Save as kaghamejateko.max

Placement of Target Spot Light Placement of Light


Target Spot and Omni
Figure 6.4.46: Light placement.

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Table 1: Types and Forms of Light.


Types of Light Shape of Light

Target Spot

Free Spot

Target Direct

Free Direct

Omni

Skylight

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mr Area Omni

mr=mental ray

mr Area Spot

Source:

http://ohelstudio.blogspot.com/2015/07/pencahayaan-dalam-3d-animasi.html
https://3d-ace.com/press-room/articles/how-light-3d-scene-overview-lighting-techniques

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ACTIVITY

MATERIALS AND EQUIPMENT

1. Computer
2. 3D Animation Software

TASK

- Pupils explore and recognize the types of light in the software


animation 3D.

- Pupils build and distinguish between two lights

produced that have different positions.

WORK STEPS (TASK 1)


1. Open the 3D animation software.
2. Identify and explore Lights on 3D software.
3. Build a new 3D object.
4. Build Target Direct light on 3D objects.

5. Save the 3D file as light_direct1.max.

WORK STEPS (TASK 2)


1. Open the 3D animation software.
2. Build a new 3D object.
3. Build a Skylight on a 3D object.

4. Save the 3D file as light_skylight1.max.

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TRAINING/ ASSESSMENT

1. In the diagram below, circle the lights icon

2. On the command panel light icon (lights Icon) there are several types

the light that can be produced. Name the types of light.

a _________________________

b __________________________

c __________________________

d __________________________

3. Based on question 2, choose three and state the difference in characteristics

light in the space provided

1. 2. 3.

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STUDENT ACHIEVEMENT REPORT

Student Name:
Year:
Class

Standard 6.4 Animation 3D


Content:
Standard 6.4.6 Differentiate the use of types of light in
Learning: 3D animated environment.

Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Understand the concept of light in 3D animation.
1

Put the light inside


2
scene.
Distinguish the use of light techniques in a 3D
3 animation environment.

DECISION
(ACHIEVED / NOT ACHIEVED)
DATE

Teacher name: Signature &


Date
Verified by: Signature &
Date

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MODULE 6.4D

Standard 6.4 Animation 3D


content:

Learning 6.4.7 Determining the suitability of position and angle


standards: camera view in a 3D animated environment.
6.4.8 Produce camera motion animations in a 3D animation
environment as appropriate.

Objectives: 1. Understand the concept of camera movement in 3D animation.


2. Identify the types of camera positions and viewpoints in a 3D environment.

3. Identify the types of camera movements in a 3D environment.

4. Place the camera into the 3D animation.


5. Move the camera to produce 3D animation.

Time: 9 jam

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REFERENCE NOTES

6.4.7 Determining Appropriate Camera Position and View Angle


In a 3D Animation Environment.

The camera works to simulate still images, moving images


or recording from a video camera in the real world. In the 3D concept, when
we put the camera object into the 3D environment, the scene
produced is from the point of view of the designated camera.

Figure 6.4.47: Example of camera position placed in a 3D scene.

Figure 6.4.48: The generated camera view.


The camera's point of view can not only help the editing process
on 3D objects even it can help in producing a shape
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complex and interesting animation by making movements
on the camera.

By placing several cameras in the same scene , various


different viewing angles can be produced. Like a regular camera,
virtual camera in 3D concept can also do camera techniques like
zoom, pan and dolly.

For example in Figure 6.4.49 below, the camera is positioned


above a little of the object by producing an intermediate camera view angle
objects and cameras. Then the camera lens is moved using the Zoom In technique
resulting in a camera viewing angle that is getting closer or larger, such as
in Figure 6.4.50.

Figure 6.4.49: Position of the camera placed in the 3D scene


(before zooming in).

Figure 6.4.50: The final result after zooming in from the camera's point of view.

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Camera position and camera viewpoint in a 3D environment

The camera is the 'eyes' to


the viewer's or character's
point of view in a scene or
3D environment.

Figure 6.4.51: Example of camera position.

Camera position and camera viewpoint in a 3D environment


function to have an impact on the subject/object produced. By
resulting in a suitable and interesting view angle it is able to make
the main subject looks dominant, weak, lost, confident, big or small to
audience and other objects.

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Info Corner

Types of camera angles


Camera angles refer to the position of the camera
while the shot or recording of the subject is taken.
Different camera angles can add and drive meaning
and different levels of audience engagement.

Figure 6.4.52: Types of camera angles.

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Here are some examples of corners


camera view by position
Info Corner
cameras (camera angles) used
according to the way of storytelling
desirable

• Extreme long shot:

Camera angle
(Camera angles)

Figure 6.4.53: Extreme long shot in How to


Train Your Dragon Animation.

Usually the camera's point of view reflects the subject's surroundings


or showing where the subject's location is but not showing the subject
itself.

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• Medium shot:

This camera angle is half of the featured character which is from


waist level up. The audience can see the characters' faces more clearly as well
interactions between other characters.

Figure 6.4.54: Medium shot in Cloudy Animation.

• Close-up:

Figure 6.4.55: Close up in the Animated Movie Brave.

Most of them are used to show the subject's emotions more clearly.
The camera position focuses on the head only.

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• Extreme Close-up:

Figure 6.4.56: Close up in the Animated Movie Brave.

Extreme Close Up is a shot that shows more of the subject's face


as close as the eyes, nose, or ears.

See figure 6.4.57 how the camera position and the camera's point of view
can be used to arrange shots and scenes that will appear when
rendering is carried out.

Figure 6.4.57: Camera position (blue circle) determines what is seen


audience in this animated movie scene from A Bug's Life.

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Diagram 6.4.58: Medium shot results.

By choosing the appropriate camera angle can not only add


Moreover, the atmosphere in this scene can actually create a strong relationship
with the onlookers.

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Types of camera movements


The camera in a 3D animation environment can be in one place, rotated or
enlarged. It can do many things that are difficult to achieve by
normal camera. The way the camera moves can give meaning to what is
occurs on display.

Figure 6.4.59: Camera Movement in 3D.


Here are two examples of the types of camera movements applied in
3D scene using Cinema 4D software.

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• Crane

Virtual camera movement from bottom to top or vice versa


shows the state of objects at different heights.

Figure 6.4.60: Crane camera movement in Cinema 4D software.

• Hand held

The camera moves dynamically as if the audience is inside


the animated scene.

Figure 6.4.61: Hand Held camera movement in Cinema 4D software.

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6.4.8 Producing Camera Movement Animations in a 3D Animation Environment


Accordingly.

Animation in 3D is a process of making movements


an object or point of view in a certain spatial distance according to direction
three dimension. The animations in 3D applications are more attractive when compared to
2D animation because it looks more realistic and complex.

In the world of 3D animation, animation can be generally divided into


two forms namely:

• Animation of objects
• Camera animation

These two forms of animation can be categorized into two types namely:
• Frame by frame animation
• Tweening Animation

Object animation occurs when there is movement of an object inside something


room.

Camera animation happens when there is movement on the camera (in


this is the user's point of view) appears as if something
the object moves or the user feels as if it is moving.

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Creating Animation Based on Camera Movement

1. Open the file ghahaya_mejateko.max.

2. Go to the Command Panel and click


create panel . Click icon camera.

3. In the Object Type section, select Target.


4. Activate Left Viewport.

Rajah 6.4.62: Panel camera.

5. At a slightly higher position from the level of the table surface and a little further away
right, Left-click the mouse and drag to approach the object on the table. Look at the diagram
under.

Figure 6.4.63: Camera placement in the scene.

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6. One prism with blue lines will be formed. This prism represents the view of
camera.

7. Activate Perspective Viewport by clicking the right button


mouse.

8. Press the letter 'C' on the keyboard. The letter C stands for
the word Camera. Press the letter C on the keyboard, to see the angle
camera view.

Perspective viewport Camera viewport


Figure 6.4.64: Camera view

9. Activate Top Viewport.

10. Make it look like the diagram below.

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Figure 6.4.65: Camera placement from top view.

11. You can make adjustments to the shape of your viewport


by using the button and .

12.On the Animation Control bar, click on the Time Configuration button
shown in the figure below.

Figure 6.4.66: Time Configuration button.

13.On the Animation tab, set Start Time to 0 and End Time to 200.

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14. Click on the Auto Key button on the Animation Control Bar.

Figure 6.4.68: Auto Key Button.

15. Change the position of the camera by using the Move tool as shown in the diagram
down.

Figure 6.4.69: Camera position at frame 0.

16. In the Current Time box type the number 50.

Figure 6.4.70: Settings on the Current Time box.

17. Move the camera to the right with the focus facing
table.

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Figure 6.4.71: Camera position at frame 50.

18. Repeat step 16 above with the camera position on each frame
• 100
• 150
• 200

by rotating the camera in the direction as shown


in the figure below.

Figure 6.4.72: Camera position at frame 100.

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Figure 6.4.73: Camera position at frame 150.

Figure 6.4.74: Camera position at frame 200.

19. Click the Auto Key button again when finished.

20. Try playing your animation by moving the slider bar.

21. Save the file with the name animasi_kamera.max.

22. You have successfully produced a camera motion animation.

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ACTIVITY

MATERIALS AND EQUIPMENT

1. Computer
2. 3D Animation Software
3. File 'permainanboling.max'
4. Fail 3D animasimejateko.max

TASK

- Students can find out the function of the camera in 3D animation.


- Students can use the camera to produce
camera motion animation in a 3D animation environment.
- Pupils produce three shots of position and angle
different camera views on the scene
'game bowling.max'.

WORK STEPS (TASK 1)


1. Open the 3D animation software.
2. Identify and explore cameras on 3D animation software.
3. Buka fail animasimejateko.max.
4. Place two cameras in the tea table animation.
5. Move the camera to animate the movement of camera1 and camera2.
6. Play camera1 in camera viewport and save as
animasigerakankamera1.max.
7. Play camera2 in camera viewport and save as
animasigerakakamera2.max.
8. See the difference in the movement results of camera1 and camera2.

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WORK STEPS (TASK 2)


1. Open the file 'permainanboling.max'.
2. Go to Command Panel and click Create panel. Click the Camera icon.
3. In the Object Type section, select Target camera.
4. Activate the Top viewport, click and drag the camera object towards the center of the object
targeted.

5. Activate the Perspective viewport by clicking the right button


mouse.

6. Press the letter 'C' on the keyboard to activate the viewpoint


camera. * Pay attention to the bottom right of the Animation Control bar,
viewport navigation controls have changed. There are different controls
for the camera while the Camera viewport is active.
7. Select any viewport.
8. Click on the camera object and make the appropriate movement on the camera
by using:

8.1 Truck Camera Button

8.2 Dolly Camera Button

8.3 Orbit Camera Button

9. View each shot in the Camera viewport for three types of camera movement
on.

10.Save the file with the name 'truckboling.max','dollyboling.max' and


‘orbitboling.max’.

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TRAINING/ ASSESSMENT

1. In the figure below circle the camera icon (Camera icon) and Object Type.

2. Select and write the type of camera position (camera angle) for the film shot

'The Incredibles' animation below properly.

Full shot Medium shot Long shot Wide shot

Extreme Close-up shot

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3. Name the type of camera movement shown in the software

3D animation below.

Original position

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STUDENT ACHIEVEMENT REPORT


Student Name:

Year:

Class:

Standard 6.5 Animasi 3D

Content:
Standard 6.4.7 Determining the suitability of position and angle

Learning: camera view in a 3D animated environment.

6.4.8 Generate internal camera movement animations

3D animated environment as appropriate.

Achievement
Was Valued items Not yet Notes
Skilled
Skilled

Understand the concept of camera


1

movement in 3D animation.

Identify types of camera


2 positions and viewpoints in a 3D
environment.
Identify types of camera
3 movements in a 3D environment.

Put the camera inside


4
animation 3D.
Move the camera to produce 3D
5
animation.
DECISION
(ACHIEVED / NOT ACHIEVED)
DATE

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Teacher name: Signature &
Date
Verified by: Signature &
Date

MODULE 6.4E

Standard 6.4 Animation 3D

content:

Standard 6.4.9 Generate 3D animated environments with


learning: make determination of the rendering process
using 3D animation software.

Objective 1. Understand the concept of the rendering process in 3D animation


Learning: 2. Make settings for the rendering process in the software
animation 3D

3. Save the results of the 3D animation rendering

Time: 6 jam

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REFERENCE NOTES

6.4.9 Producing 3d Animation Environments By Making Process Settings


Rendering Using 3D Animation Software.

Rendering is the process of gathering animation information that has been scripted
through the difference in the values of the position of an object on the X, Y and Z planes, or
a 3D composition to a series of 2D images. Usually model-
models that have gone through the rendering process, can be stored in various
animation file formats such as fli, flc, avi, mov, mpeg and others.

Rendering Process
Once you are satisfied with the animation results, you need to do the rendering process.
After the rendering process is carried out, this series of animations can be done
transferred to film, videotape or into various formats for use
in the computer.

The rendering process may take time depending on the texture


used, the form of lighting and the complexity of the animation.
Creating Renderings and Saving Files in Animation Format.
1. Open the file animation_kamera.max.

2. Activate Camera Viewport .

Figure 6.4.75: Camera view of teapot and table objects

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3. Click the Rendering menu on the menu

bar and click Render. Dialog box


The Render Scene will be exposed.

4. For the Common section

Parameters, in the Time section

Output pilih Active Time segment.

5. In the Output Size section select

the type of resolution desired


for example '640 x 480'.

6. On the Render Output section


select the Save File option.

7. Click on the 'File….' button,

Figure 6.4.76: Render Scene dialog box

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Rajah 6.4.77: Kotak dialog Render Output File.

8. In the Render Output File dialog box :

- Type in File Name : Render_Animation

- Save as type: select *.avi format

9. Click the Save button

10. Click the Render button.

11. Open the folder that holds the rendering file.

12. Double click on the Render_Animation file to see the rendering results.

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ACTIVITY

MATERIALS AND EQUIPMENT

1. 3D Animation Software

2. Computer

TASK

- Pupils explore and know the settings for the process

3D animated rendering.

- Students carry out the rendering process to produce results

3D animated environment.

- Students save the rendering results in *.avi format

using 3D animation software

WORK STEPS (TASK)


1. Open the 3D animation software.
2. Produce one 3D animation project with a minimum duration of 200 frames.
3. Identify and explore Rendering settings on 3D animation software.
4. Make rendering process settings in 3D animation software.

5. Save the 3D animation rendering result as animation3d.avi using

3D animation software.

6. Carry out the rendering process for the resulting 3D animation.

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TRAINING/ ASSESSMENT

1. Based on the diagram below, circle the Time Output setting for the process

rendering.

2. Specify two Output Sizes that can be used in the rendering process.

i. __________________________

ii. __________________________

3. State the two file formats used to save 3D animation results.

a __________________________

b __________________________

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STUDENT ACHIEVEMENT REPORT

Student Name:
Year:
Class:

Standard 6.4 Animation 3D

Content:
Standard 6.4.9 Generate 3D animated environments with
Learning: make determination of the rendering process
using 3D animation software.

Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Understand the concept process
1

rendering in 3D animation.
Make rendering process settings
2
in 3D animation software.

Save animation rendering results


3
3D.
DECISION
(ACHIEVED / NOT ACHIEVED)
DATE

Teacher name: Signature &


Date
Verified by: Signature &
Date

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MODULE 7:

DEVELOPMENT
MULTIMEDIA PRODUCTS

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MODULE 7.1A

Standard 7.1 Project Requirements Analysis

content:

Standard 7.1.1. Explain the Phases of Product Development

learning: Multimedia

(i) Requirements Analysis

(ii) Design

(iii) Implementation

(iv) Testing and Assessment

(v) Packaging and Distribution

7.1.2. Explain the types of multimedia products such as:

(i) Information kiosk

(ii) Interactive CD/DVD

(iii) Web-based

(iv) Mobile applications

7.1.3. Describes the presentation mode or platform

product:

(i) Online (on-line)

(ii) Offline (on-line)

Objectives: 1. Briefly describe the phases involved

in the Multimedia Product Development Phase.


2. Explain different types of multimedia products.

3. Compare the difference between modes or platforms

product presentation.

Time: 4 jam

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REFERENCE NOTES

7.1.1 Explaining the Phases of Multimedia Product Development

Requirements Analysis

This phase is the first phase and the most important because of this phase
allows the development team to determine the focus of the project they want
developed. The team needs to get feedback from the client or
end users to define the problem statement and proposal paper.
In this phase, a proposal paper will be produced.

Shape

This phase refers to the design planning of the multimedia project that will
developed. In this phase flow charts and storyboards will be produced. Flowchart
is a flow of symbols created to describe
the overall structure of the multimedia product as well as the sequence of movement of the process or activity

involved. A storyboard is a series of images or sketches


describe or explain the organization, sequence and detail of information
about the multimedia presentation developed.

Implementation

In this phase, the development team will start developing the multimedia product
based on the design plan that has been produced. Development of this product
including works to integrate all multimedia elements ie
text, graphics, audio, video and animation. An authoring software will be used
to integrate all these elements.

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Testing and Assessment


The testing phase aims to ensure that the multimedia product is developed
quality and without any errors. A select few users will
rate the product and provide feedback on the product
can be improved if necessary. In this phase, a product prototype will
tested through alpha and beta testing.

Packaging and Distribution


This phase involves the process of handing over the application to the user. This process will
involves the production of CDs, publishing on websites, kiosks, mobile applications
or various other mediums that can be used. CD packaging process as well
done in this phase.

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7.1.2 Explaining Types of Multimedia Products

Information kiosk

Figure 7.1.1: South Integrated Terminal Ticket Kiosk

A computer terminal that provides access to information for


communication, entertainment or education. Usually provided in places that
always visited such as supermarket complexes, offices, airports as well
tourist attractions. Display for an information kiosk
interactive must be able to attract user interest in addition to loading
various important information needed.

Interactive CD/DVD

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Figure 7.1.2: Interactive Learning CD

CD/DVD is a multimedia product medium that is widely used.


One of the advantages of using CD/DVD is that these products are easy to use
carried and usually does not require an Internet connection. One of the products
multimedia that uses CD/DVD as its medium is software
interactive learning.

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Web based

Figure 7.1.3: MoE Website

Web-based multimedia applications are widely used throughout the Internet.


One of the advantages of web-based multimedia is that it can always be upgraded
according to current developments. In addition, a multimedia product
web-based is also easy to reach anywhere as long as you have
Internet network.

Mobile application

Figure 7.1.4: Various mobile applications

Mobile applications refer to multimedia products that can be accessed through


mobile device. One of the main advantages of mobile applications is
the ability to download or view content such as television shows,
sports, or news reports even when away from home or office.
Text, picture, and video messaging services are examples of mobile applications.

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7.1.3 Explaining Multimedia Presentation Modes or Platforms

Table 7.1.1: Comparison of Online and Offline Multimedia Presentation Modes


Application
Online Offline
Multimedia
Provide information Multimedia presentation

up to date to users can always be used


because connected even network
to server for Limited internet.
get time data
real.
Advantage

Make it easy for users No need to load


access the presentation data from the network
it's everywhere Internet to start

only through various multimedia presentation.


available devices.

Requires connection Information that


good internet and displayed may not
stable. describe the data
latest.

Weakness The number of users who Can not be used


too many can on devices other than devices
affect smoothness original unless it is installed
performance. / is copied to the new device.

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TRAINING/ ASSESSMENT

1. State the five phases of multimedia product development.

i. _____________________________________________________________

ii. _____________________________________________________________

iii. _____________________________________________________________

iv. _____________________________________________________________

in. _____________________________________________________________

2. State the advantages and disadvantages of online multimedia applications

or offline in the table below.

Schedule 1

Application
Online Offline
Multimedia

_________________________ ___________________________

_________________________ ___________________________

_________________________ ___________________________

Advantage
_________________________ ___________________________

_________________________ ___________________________

_________________________ ___________________________

_________________________ ___________________________

_________________________ ___________________________

_________________________ ___________________________

Weakness
_________________________ ___________________________

_________________________ ___________________________

_________________________ ___________________________

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3. Match the media type of the multimedia product with the given image

Kiosk
• •
Information

CD/DVD • •

Based
• •
Web

Application
• •
mobile

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STUDENT ACHIEVEMENT REPORT

Student Name:
Year:
Class:

Standard 7.1. Project Requirements Analysis


Content:
Standard 7.1.1. Explain the Phases of Product Development
Learning: Multimedia.

7.1.2. Explain the types of multimedia products.


7.1.3. Describes the presentation mode or platform
product.

Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Describe the phases of development
1

multimedia products.

Explain the different types of products


2
multimedia.

Comparing mode differences or


3
product presentation platform.
DECISION
(ACHIEVED / NOT ACHIEVED)
DATE

Teacher name: Signature &


Date
Verified by: Signature &
Date

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MODULE 7.1B

Standard 7.1 Project Requirements Analysis

content:

Standard 7.1.4 Analyze the needs of development projects


learning: multimedia products
7.1.5 Recommend development cost estimates
multimedia products based on time and
team member needs
7.1.6 Produce a project proposal paper
multimedia product development

Objectives: 1. Identify the aspects that need to be considered


during the needs analysis of the development project
multimedia products.
2. Make an estimate of the cost of development
multimedia products.
3. Produce a project proposal paper
multimedia product development.

Time: 12 jam

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REFERENCE NOTES

7.1.4 Analyze the needs of multimedia product development projects

Requirements analysis is the most important initial phase before development

a multimedia product. This ranking is also an overview of ideas

about the planning of actions that will be done in the whole process

project development. This stage is important for the project development process

run smoothly and organized as planned.

Among the aspects that need to be considered when making an analysis

requirements are:
Table 7.1.2: Important aspects when doing a needs analysis

The question Aspect


ÿ Project title
ÿ What projects do you want to develop?
ÿ Product type

ÿ Why the project is wanted ÿ Problem statement

produced? ÿ Project objectives

ÿ Who are the target users for the project


ÿ End user groups
developed?

ÿ What multimedia elements are appropriate ÿ Multimedia elements (text,

used in delivery graphics, animations, videos,

project content? audio)


ÿ Is the material content available or ÿ Content purchased/

need to produce yourself? self-produced/ existing

ÿ What are the hardware requirements and


ÿ Hardware and software
software for project development?

ÿ Does the developer have


ÿ Developer skills
ability and skills to
ÿ Production team
using hardware and software?

ÿ Who will be involved in


ÿ Production team
project development?

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The question Aspect


ÿ How much time will it take ÿ Time period
for project development? project development
ÿ How much does it cost to
ÿ Total cost estimate
project development?
ÿ How will the project be distributed ÿ Mode or platform
to the end user? performance

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7.1.5 Propose cost estimates for multimedia product development


based on the time and needs of team members

Cost Types

Estimated cost of multimedia product development is made to know the amount


money that needs to be spent to produce a multimedia product. Cost
to consider are:

Table 7.1.3: Types of costs


Cost type Description
• Costs payable to team members
production involved.
• Costs are usually calculated based on the wage rate per
days and number of working days.
Labor cost
• Is the highest cost in
multimedia product development.
• Referred from the Work Process Schedule and Schedule
Guidelines for Determining Labor Costs.

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Cost type Description

• Costs paid for purchase or rental

every equipment or software used

in project development.

• The calculation is based on the purchase price or


Equipment cost
rental rate and number of days used.

• Examples of equipment such as digital cameras, cameras

video, computer, printer, software and

etc.

• Costs paid other than labor costs and costs

equipment.

• For example, transportation expenses,


Incidental costs
accommodation expenses, electricity bills, water bills, rent

premises, travel costs, copying costs,

purchase of CD/DVD and so on.

Work Process Schedule and Guidelines Schedule for Determining Labor Costs

The work process table displays the number of working days for each team member

production involved in every phase of multimedia project development. Amount

the number of working days must not exceed the number of days allocated for

project development.

Table 7.1.4: Example of work process table

Content Expert
Manager Designer Method
Work process Content
Project (Day) Form (Day) manager (Day)
(Day)
Needs analysis 5 2 2 3

Shape 10 10 4 4

Development EXAMPLE
15 10 10 2

Testing and
10 8 5 8
Assessment

Packaging and
5 5 - -

Distribution
Number of days 45 35 21 17

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Here is an example of a guideline table for determining labor costs.

Table 7.1.5: Examples of guidelines for determining labor costs

Low Simple Height


Position
(RM per day) (RM per day) (RM per day)
Project manager 50 75 100

Content Specialist 30 50 75

Photographer 15 25 50

Graphic Artist/ Designer


Narrator
EXAMPLE 20
15
40
30
60

40
Musician 15 25 75

ÿÿÿ ÿÿÿÿÿÿ 15 30 200


Audio Specialist 15 30 75

Method manager 20 35 50
Multimedia Architect 15 30 40

500 (each
Computer Animator 20 30
model ready)

In addition, payment rates for labor costs can also be referred from

the following link https://www.payscale.com/research/MY/Job.

Example of Estimated Cost Calculation for Multimedia Product Development

Product Example: Interactive Learning CD "Let's Get to Know 123"

Time Period : 45 Days

i. Labor cost

Production Team Wage Rate/ Day Number of days Cost

(RM) Work (RM)


Project manager
Designer EXAMPLE 100.00
60.00
45
35
4,500.00
2,100.00

Method manager 50.00 21 1,050.00

Content Specialist 75.00 17 1,275.00


Total Labor Cost 8,925.00
Use: Production team and number of days are referred from table 7.1.4

while the wage rate is referred from table 7.1.5 at a high rate.

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i. Equipment Cost

Details Rate (RM) Number of days Kos (RM)

Printers and scanners 80.00 5 400.00

Rent a computer 120.00 30 3,600.00

Digital camera EXAMPLE 100.00 6 600.00

Total Labor Cost 4,600.00

iii. Ancillary Costs

Details Kos (RM)

Electricity bills 300.00

Transportation 500.00

CDs and CD shells EXAMPLE 1,000.00

Total Labor Cost 1,800.00

iv. Total Project Cost

Details Kos (RM)

Labor cost 8,975.00

EXAMPLE
Equipment cost 4,600.00

Incidental costs 1,800.00

Total Total Cost 15,325.00

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7.1.6 Produce a proposal paper for a multimedia product development project


A proposal paper is a document that contains information
overall about a multimedia product that wants to be developed. Paper
the proposal also provides information about the background of the project, scope of work
up to the costs involved in project development.
Among the contents of the multimedia project proposal paper are:

Content Description & Examples


Title Displayed on the face
front of the recommendation paper.

Example title: Learning CD


Interactive “Let's Get to Know 123”

EXAMPLE

Statement A brief description of the desired problem or issue


Problem resolved or repaired that caused a product
multimedia wants to be produced.
Example:

a) Lack of interactive learning CDs for children


who use Malay in the market.
b) ...
Objective A brief description of the intended purpose or goal
achieved in the production of a multimedia product.
Example:

a) Develop an interactive learning CD


for children.

b) ...

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Content Description & Examples


Kick Project A description of the limitations or limitations of the project

developed.

Example:

a) Development of this interactive learning CD only

for offline platform use only.

Online use of this product is possible

need another support system.

b) ...
Target A brief description of who the end user is for

User developed multimedia products such as ages, groups

age, community group and so on.

Example:

a) Children aged 4 – 7 years.

b) Nursery teachers/ Parents/ Teenagers

c) ...
Product Type Description of the type of multimedia product

developed such as interactive CDs, information kiosks, websites

web, mobile applications and so on.

Example:

Product Type: Interactive CD

Against/ A description of the way or method of the multimedia product

Platform presented to the user as in

Performance online (on-line) or offline (off-line).

Product Example:

Presentation Mode: Offline

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Content Description & Examples

Requirements A description of the hardware and software specifications that

Hardware used for the development of multimedia projects as well

and Software hardware and software requirements for end users.

Example:

a) Hardware and software for development

Hardware Software

• Computer (RAM: • Flash 8

8GB, SDD 500 GB) • Adobe Photoshop 8

• Drawing tablet • Windows 10 (OS)

• CD/ DVD burner

b) Hardware and software for end users

Hardware Software

• CD/ DVD player • Flash Player

• Computer/ Computers

Riba

• Television

Timetable A table showing the implementation plan of each

(Time line project development phase by day/week/month.

project) Example:

EXAMPLE

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Content Description & Examples

List of tasks Explanation of the role of each production team member


Team member which are involved.

Example:

The team
Task
Production

• Ensure the smoothness of work


project development at each phase.
• Coordinate the tasks of each team
Manager production involved.
Project • Ensure equipment availability,

software, place, transportation,


accommodation and every need
production team.
... ...

Estimated Cost Estimated amount of money that needs to be spent on


multimedia project development (Please refer to 7.1.5).
Cost
Cost
whole = Labor Cost + Equipment Cost +
Side
project

Conclusion A brief summary and developer expectations about the project


that want to be developed.

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ACTIVITY

MATERIALS AND EQUIPMENT

1. Computer

2. Microsoft Word software

3. Calculator

4. Printing machine

TASK

Students produce a multimedia project proposal paper

including title, problem statement, objectives, project scope,

target user, type of product, presentation mode/platform,

time schedule, team member task list, cost estimate and

conclusion.

WORK STEPS (TASK)


1. Students discuss with the teacher about the title of the multimedia project they want
produced.

2. Pupils produce a proposal paper and estimate the cost of using


Microsoft Word.

3. The proposal paper is saved and printed.

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TRAINING/ ASSESSMENT

1. Write down the important aspects of requirements analysis that fit the details

given in the table below

Schedule 1

Details Aspect

• Interactive CD

• Mobile applications
• Flash 8

• Adobe Photoshop
• Labor costs

• Equipment cost

• Incidental costs

• Teenagers

• Parents

• Primary school students

• Graphic artist
• Multimedia architect

•Pakar video

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2. You are asked to produce a video for the Program Opening Ceremony

Let's visit Sabah with a cost not exceeding RM 60,000. Time frame for

completing this project is for 60 days.

Table 2 is a work process schedule for producing multimedia presentations

the.

Table 2

Manager Designer Content Expert ÿÿÿ ÿÿÿÿÿÿ

Work process Project Form Content and Audio

(Day) (Day) (Day) (Day)

Needs analysis 10 2 6 8

Shape 10 6 4 8

Development 20 8 4 16

Testing and
10 4 6 16
Assessment

Packaging
10 4 - -

and Distribution

Number of days 60 24 20 48

Based on Table 2, complete the cost estimate table below.

a) Labor cost

Wage rates/ Number of days


Position Kos (RM)
Days (RM) Work

Project manager 60 18,000.00

Designer 250.00 24 6,000.00

Content Specialist 20 5,000.00

Video and Audio Expert 48

Total Labor Cost 41,000.00

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b) Cost of equipment

Amount
Details Rate (RM) Kos (RM)
Day

Printers and scanners 500.00 5 2,500.00

Rent a computer 500.00 20

Video camera 500.00 3,000.00

Studio 1,000.00 2 2,000.00

Total Equipment Cost

c) Amount of side costs

Details Kos (RM)

Electricity bills 700.00

Water bills

Transportation 500.00

Total Ancillary Costs 1,400.00

d) Find the total cost of the project.

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STUDENT ACHIEVEMENT REPORT

Student Name:

Year:

Class:

Standard 7.1 Project Requirements Analysis


Content:

Standard 7.1.4 Analyze the needs of development projects


Learning:
multimedia products
7.1.5 Propose product development cost estimates
multimedia based on the member's time and needs
team
7.1.6 Produce development project proposal papers
multimedia products

Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Identifying the aspects that need to be
considered during the needs analysis
1

of a multimedia product development


project. Making an
estimate of the cost of multimedia product
2
development.
Produce a proposal paper for a multimedia
3 product development project

DECISION
(ACHIEVED / NOT ACHIEVED)
DATE

Teacher name: Signature &


Date
Verified by: Signature &
Date

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MODUL 7.2A

Standard 7.2 Multimedia Product Design


content:

Learning 7.2.1 Explain the structure of presentation design


standards:
multimedia products:

(i) Linear

(ii) Not Linear

(iii) Waves

(iv) Composite

7.2.2 Explain design principles:

(i) Affirmation (Emphasis)

(ii) Pattern (Pattern)

(iii) Repetition

(iv) Balance (Proportion)

(v) unity (Unity)

Objective 1. Explain the concept of presentation design structure


Learning
multimedia products.

2. Understand design principles.

3. State the meaning of design structure

presentation of multimedia products and design principles

shape.

4. Using presentation design structure and

design principles in product production

multimedia.

Time: 6 jam

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REFERENCE NOTES

7.2.1 EXPLAINING THE DESIGN STRUCTURE OF MULTIMEDIA PRODUCT PRESENTATION:

The presentation design structure of multimedia products is one of their processes


structural form or travel pattern of a product. This process will also
determine where and how the power of control will be given to the user
to enable them to communicate or interact with the computer.
This matter is implemented for various purposes such as to deliver or
receive a message, determine the path of exploration to be taken and
etc.

Figure 7.2.1: Examples of Multimedia Products

This design in brief involves the following activities:


• Build a guide system to guide users.
• Designing navigation systems and achievement routes.
• Explains what will happen on each screen.
• Designing controls for interactivity purposes.
• Designing storyboards

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Therefore, a designer has to plan the design


which is appropriate to the needs, clear, simple and easy to use.
To help a designer plan a presentation design
multimedia products, some exploratory or navigation structure options can
be a guide.
Generally, there are several presentation design structures
multimedia products that can be used and among the popular ones are:

Linear

The linear structure only allows the user to explore a presentation


in order only. It will start from the beginning to the end of the show.
Examples: TV ads, videos, animations and polling websites.

Figure 7.2.2: Linear Structure

Not Linear
The non-linear structure provides links or relationships between each topic.
Such a structure gives freedom to the user to explore
more easily and flexibly. Users are free to go anywhere
the desired topic through the navigation button.
Examples: Social media websites, educational learning software.

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Figure 7.2.3: Non-Linear Structure

Hierarchy

A hierarchical structure is also known as a tree structure. Each display represents a topic

or headline. Each main topic can be divided into several

small topic or subtopic. This subtopic can also contain its subtopics which

separately.

Examples: Learning websites, educational learning software

Topic

Chapter 2 Chapter 3
Chapter 1

Subtopic 1 Subtopic 2 Subtopic 1 Subtopic 2 Subtopic 1 Subtopic 2

Figure 7.2.4: Hierarchical Structure

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composite

A composite structure is a combination of several structures such as linear, non-linear or

hierarchy to complete a more flexible presentation system as well

meet the needs of multimedia products. This situation is to ensure information

that you want to convey can be achieved more easily as needed

users and also current needs.

Example : Educational Learning Software, online shopping application

and game applications.

Menu

Intro 1 Intro 2 Intro 3 Gallery

Image Audio
Video1

Video2

Figure 7.2.5: Hierarchical Structure

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7.2.2 EXPLAINING THE PRINCIPLES OF DESIGN

Design principles are concepts or rules that apply to design elements

shape to facilitate the construction of an object in order to produce a visual

be attractive, comfortable and give satisfaction to users. Principles

design will help us decide how to

using design elements.

Here are the design principles:

(i) Affirmation

- a concentration of artistic elements or images that look more significant if

compared to others.

- Affirmation and contrast have almost the same characteristics.

- In works of art, artistic elements such as lines, looks, shapes, weaves, spaces
and color can create emphasis.

- Example:

Figure 7.2.6: Emphasis Graph


- Sample interface

Assertion for
menu
Quiz

Figure 7.2.7: Letter Education Software

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(ii) Pattern

- The same repeating arrangement of art elements such as lines, shapes or

Colors repeat themselves into patterns.

- The use of patterns must be used wisely to avoid

complicated layout or unattractive design.

- Example:

Figure 7.2.8: Pattern Graphics

- Sample interface:

Group squares and questions


are repeated to form a
pattern

Figure 7.2.9: My Clothes Education Software

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(iii) Repetition

- Repeated rearrangement of objects in terms of size and shape

in series, parallel or radial arrangement.

- Example:

Figure 7.2.10: Repetition Graph

- Sample interface:

Repeat for the


menu button shape

Figure 7.2.11: Learning ABC Educational Software

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(iv) Balance

- An object that has similarities and matches in terms of weight,

attraction, focus of attention or asymmetric shape.

- There are two types of balance:

i) Symmetrical balance has similarities in both

split it.

ii) Asymmetrical balance has nothing in common but is more interesting


and has its own charm.

- Example:

Symmetrical balance Asymmetrical balance

Figure 7.2.12: Equilibrium Graph

- Sample interface

The menu buttons are


balanced with the
interface

Figure 7.2.13: Fun Mathematics Education Software

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in) Unity

- The relationship between art elements such as line, appearance, shape, space, color
or textures that help in producing visual works of art.

- Unity features exist in nature, man-made objects

and works of visual art.


- Example:

Figure 7.2.14: Union Graph

- Sample interface:

Unity in terms of
background lines,
button layout, space between
menus and

the color used.

Figure 7.2.15: Learning ABC Educational Software

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ACTIVITY

MATERIALS AND EQUIPMENT

1. Computer

2. Examples of Multimedia Products

3. A4 paper

4. MS Word

TASK

- Pupils discuss the navigation structure and design between

user face of multimedia products.

- Students list the design principles used.

WORK STEPS (TASK)

1. See examples of multimedia products displayed by teachers.

2. Discuss the design structure and user interface used.

3. Sketch the navigation structure on A4 paper.

4. List the design principles used in multimedia products.

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TRAINING/ ASSESSMENT

1. List two presentation design structures of multimedia products.

a _________________________

b _________________________

2. Based on question 1, draw an example of a design structure

presentation of multimedia products in the space below.

3. Write the design principle in the space provided.

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STUDENT ACHIEVEMENT REPORT

Student Name:
Year:
Class:

Standard 7.2 Multimedia Product Design


Content:
Standard 7.2.1 Explain the structure of presentation design
Learning:
multimedia products.

7.2.2 Explain the principles of design.

Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Explain the concept of multimedia product
1 presentation design structure.

2 Understand design principles.

State the meaning of multimedia product


3 presentation design structure and design
principles.
Using presentation design structure and design
principles in the production of multimedia
4
products.

DECISION
(ACHIEVED / NOT ACHIEVED)
DATE

Teacher name: Signature &


Date
Verified by: Signature &
Date

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MODUL 7.2B

Standard 7.2 Multimedia Product Design


content:

Learning 7.2.3 Analyze the needs of multimedia elements


standards:
and interaction between users in

multimedia product development.

7.2.4 Produce a product flow chart based on structure

presentation design of multimedia products

Objective 1. Explain the need for multimedia elements and


Learning
interaction between users in development

multimedia products.

2. Produce a product flow chart based on the structure

presentation design of multimedia products

Time: 6 jam

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REFERENCE NOTES

7.2.3 ANALYSIS OF MULTIMEDIA ELEMENT REQUIREMENTS

As a developer of multimedia products, one needs to make an analysis

the need for multimedia elements and interaction between users.

The purpose of the analysis is to ensure that multimedia products can

developed in a more planned and systematic way. It is also constructive

understanding of the user environment whether the product will

produced can meet the goals and achieve the objectives of the product developer.

This is an example of a needs analysis of multimedia elements and interactions between them

users in developing multimedia products for Learning CDs

Interactive Kids.

Text size can be read from an appropriate distance.

Use an appropriate and easy-to-read font. Make sure the


font is available on the other computer system.

ELEMENT
TEXT

Make sure the text color and background color are


contrasting so that it is easy to read.

Writing styles such as bold, italic and underline are used to


provide emphasis.

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Make sure the graphic size is appropriate, not too much

small and not too big.

Use the shadow or outline effect settings for

emphasis on graphics.

Make sure the graphic quality is clear and image selection is easy
ELEMENT to be understood.
CHART

Make sure the graphic position is consistent and

easy to see.

Ensure that graphics are produced using

design principles such as emphasis, pattern,

repetition, balance and unity.

Make sure the audio recording and the audio selection

use is clear.

Make sure the tempo of the recorded voice is not too fast

and emphasize the tone of voice.

ELEMENT
AUDIO
Make sure the audio volume control of the voice recording is over

higher than the background audio.

Make sure the user can control the audio for

play, stop, pause dan repeat.

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Choose a video quality that is high and suitable for the scene
screen.

Make sure the show time is not too short


so that the audience can understand and keep the time
The video show is not too long

ELEMENT prevent the audience from getting bored.


VIDEO

Camera movement and selection of types


good and effective portrayal for
describe the situation.

Special effect technique using green screen (green


screen) able to save costs.

The animation produced must be simple and compact.

Make sure the exported animation (rendering) is of good quality

high in size.
ELEMENT
ANIMATION
The animation has good lighting which
accompanied by shadows.

Animated objects that have textures can


interest.

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7.2.3. INTERACTION BETWEEN USERS IN MULTIMEDIA PRODUCT DEVELOPMENT

The interface of a multimedia product plays a role in


ensure that users understand how to use the product
produced. A content arrangement consisting of multimedia elements
important in ensuring that users find it easy to use.
Good use of
characters and
The content
animation
arrangement of
in metaphors.
pictures &
text needs
to be organized
and systematic.

Content should
be simple and
easy to read

Figure 7.2.16: An example of a multimedia product interface

The use of buttons plays a role in the interaction between users.


Basic buttons should be there such as the button to the next page and the button
to the previous page. Instructions or user manuals should be provided so that
the user knows which buttons are available.
The button is placed in the bottom position so as not to disturb
reading. A replay button is also provided for users to create
repetition. Animation can also be seen if the mouse is pressed on the picture.

Buttons
are clearly
provided
to the
user
Audio and animation
control buttons

Figure 7.2.17: Buttons in multimedia products


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7.2.5 MULTIMEDIA PRODUCT FLOW CHART

A flow chart is a flow of symbols made to illustrate


the entire structure and interaction that occurs between users. This will
provide an overview of the application process of multimedia products that will
developed. To create an allir chart, a multimedia form developer is necessary
make a decision whether you want to make a product offering online
linear, nonlinear, hierarchical or composite.
Once the decision is made, the developer needs to get an overview
about the number of scenes to be performed. After all the scenes have been
is decided, then the developer can organize the position of the interior
flow chart form. Each flow of the scene includes an arrow as a symbol of direction
direction of a scene. Here is an example of production for a CD product
Children's Interactive Learning in a linear way.

VIDEO MENU HALF HALF


INTRO MAIN FIRST SECOND

VIDEO HALF TO HALF


ENDED FOUR THIRD

Figure 7.2.18: Linear flow chart of Children's Interactive Learning CD

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Once the flow chart is made, then the multimedia product production process can be completed

produced easily. This is because through flowcharts, developers can


identify what ingredients need to be present in the production of the product
multimedia. Here is an example of the production of a finished multimedia product
produced using a linear flow chart.

VIDEO INTRO MAIN MENU FIRST HALF SECOND HALF

VIDEO ENDED ACT FOUR THIRD HALF

Figure 7.2.19: An example of a linear flow chart of Children's Interactive Learning CD

In addition to linear flowcharts, developers can produce multimedia products by


composite or hierarchically. Here is an example of a hierarchical flow chart.

WELCOME

THE MAIN MENU

INFORMATION GALLERY VIDEO AWARD

Figure 7.2.20: Hierarchical flowchart of Children's Interactive Learning CD

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Figure 7.2.21 is an example of a product that uses a flow chart


hierarchy. Arrows should be included to make it easier for developers
know where the scene is going.

Figure 7.2.4.21: An example of a hierarchical flow chart product of the Children's Interactive Learning CD
Children

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ACTIVITY

MATERIALS AND EQUIPMENT

1. A4 paper

2. Stationery

TASK

Pupils design and make a flowchart of the Children's Interactive Learning CD

Children

WORKING STEPS

1. Design to produce an Interactive Learning CD product

Children

2. Choose whether you want to create a linear, non-linear, hierarchical flow chart

or composite.

3. Once the decision is made, the developer needs to get an overview

about the number of scenes to be performed. It includes

overview of the beginning, content and end scenes.

4. After all the rounds have been decided, then students can arrange

the position of the scene in the form of a flow chart. Every chapter flow is necessary

an arrow is inserted as a symbol of the direction of a scene.

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TRAINING/ ASSESSMENT

1. State two of the needs analysis of multimedia elements in

multimedia product development

Multimedia
Analysis
elements

I. ________________________________________________

________________________________________________

II.
Text Elements ________________________________________________

________________________________________________

I. ________________________________________________

________________________________________________

Elements II. ________________________________________________

Chart
________________________________________________

I. ________________________________________________

________________________________________________

Elements II. ________________________________________________

Audio
________________________________________________

I. ________________________________________________

________________________________________________

Elements II. ________________________________________________

Video
________________________________________________

I. ________________________________________________

________________________________________________

Elements II. ________________________________________________

Animation
________________________________________________

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STUDENT ACHIEVEMENT REPORT

Student Name:
Year:
Class:

Standard 7.2 Product Design


Content:
Standard 7.2.3 Analyze the needs of multimedia elements and
Learning:
interaction between users in development
multimedia products.
7.2.4 Produce a product flow chart based on structure
presentation design of multimedia products

Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Make a needs analysis
multimedia elements in
1

multimedia product development.

Make a needs analysis


interaction between users in
2
multimedia product development.

Produce a product flow chart

3
based on the design structure

presentation of multimedia products.


DECISION
(ACHIEVED / NOT ACHIEVED)
DATE

Teacher name: Signature &


Date
Verified by: Signature &
Date
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MODULE 7.2C

Standard 7.2 Multimedia Product Design


content:

Learning 7.2.5 Produce a storyboard based on a flow chart


standards:
produced.

Objective 1. Explain the concept of the presentation storyboard


Learning
multimedia products.

2. Identify the elements in the storyboard

3. Sketching a product presentation storyboard

multimedia based on flowcharts.

Time: 4 jam

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REFERENCE NOTES

7.2.5 PRODUCE A STORY BOARD BASED ON THE FLOW CHART


PRODUCED.

Storyboard sketching is a task that a screenwriter has to complete


before the multimedia product development process is carried out
as a whole or in phases. The storyboard should be sketched
based on the scope that has been determined.

Storyboard means:
• Storyboards are prepared in the early stages of the design process.
• A storyboard is a collection of sketches of the shape of the display screens
used in multimedia products.
• In sketching the storyboard we need to apply the concept of layout.
• A storyboard is an imaginative sketch of what to display
in a multimedia product presentation.

Diagram 7.2.20: Example of a production storyboard

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Storyboards are needed to:

• Enable all project members especially product developers

multimedia knows what needs to be on the screen as well as the content

intended by the scriptwriter.

• realize a unified system of graphic, text, animation, video, audio and process instructions
systematic multimedia products.

• Simplify the implementation process done in a separate place

at a separate time.

• Enables application content experts, graphics and animation experts, experts

video and audio experts understand each other's needs without

require them to be together at the same time.

• Help script writers and multimedia product developers sketch and

build products systematically.

Advantages of storyboards
• Enables multimedia product developers to sprout minds and

idea

• Being able to plan the storyline at an early stage

• Enables developers of multimedia products to express ideas before

moved above the computer display

• Changes can be made easily

• Save time and cost of production construction

• Reduces the risk of missing important storylines

The elements on the storyboard include the following:

ÿ Title ÿ Text ÿ Interactivity

ÿ No Skrin ÿ Audio / Background Sound ÿ General notes

ÿ Background color ÿ Video

back ÿ Graphics

ÿ Font type ÿ Animation

ÿ Font size ÿ Script / content

ÿ Font color content

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Multimedia product presentation storyboard

TITLE:

NO. SKRIN:

IMAGES / GRAPHICS

ANIMATION

VIDEO CLIP

AUDIO / BACKGROUND SOUND Determine the position of the elements listed below on the screen display.
There is None

Text Color Paragraph Animation

Font Type Images / Graphics Audio

Font Size Background Color Video

NOTES :

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ACTIVITY

MATERIALS AND EQUIPMENT

1. Flow Chart that has been produced


2. Storyboard
3. Stationery

TASK

- Students identify the elements in the storyboard.


- Pupils complete the storyboard based on the elements
has been identified for certain.

- Pupils create multimedia presentation storyboards


based on the flow chart produced,

WORK STEPS (TASK)

1. See the flow chart that has been produced


2. Draw a storyboard based on the flow chart produced
3. Fill in the information for each element in the storyboard based
sketch made
4. Presenting a multimedia product presentation storyboard

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TRAINING/ ASSESSMENT

1. List three advantages of storyboards.

c __________________________

d __________________________

It is __________________________

2. State the seven elements in the storyboard

i) ____________________________________

ii) ____________________________________

iii) ____________________________________

iv) ____________________________________

in) ____________________________________

vi) ________________________________________

vii) ____________________________________

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STUDENT ACHIEVEMENT REPORT

Student Name:
Year:
Class:

Standard 7.2 Multimedia Product Design


Content:
Standard 7.2.5 Produce a storyboard based on a flow chart
Learning:
produced.

Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Know the concept of storyboards
1

presentation of multimedia products.

Know the internal elements


2
storyboard.
Draw a storyboard

3 presentation of multimedia products


based on the flow chart.
DECISION
(ACHIEVED / NOT ACHIEVED)
DATE

Teacher name: Signature & Date

Verified by: Signature &


Date

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MODULE 7.3

Standard 7.3 Multimedia Product Development


content:

Learning 7.3.1 Identify product ingredients


standards:
multimedia.
7.3.2 Build material multimedia with

using hardware and software that


appropriate

7.3.3 Identify the tool's function and basic features

used in authoring software.


7.3.4 Build and produce half

(scene) by using tools and features


in accordance.

7.3.5 Integrate scenes by creating

links using appropriate tools and features

by using authoring software.

Objective 1. Identify the multimedia elements present


Learning
on multimedia products.

2. Build material multimedia with

using hardware and software that


in accordance.

3. Identify basic functions and features

used in authoring software.

4. Build and produce a scene.


5. Integrate the scene by creating links.

Time 40 Jam

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REFERENCE NOTES

7.3.1 Identifying Content Materials of Multimedia Products

Content material in multimedia products are the elements that are available
in a product whether an Interactive CD or a web-based Application.

Figure 7.3.1

The elements found on the interface of Figure 7.3.1 are text, graphics and buttons
interactive.

Figure 7.3.2

The elements found on the interface of Figure 7.3.2 are text, graphics, audio and

interactive button.

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7.3.2 Build multimedia materials using appropriate hardware and software.

To produce interactive multimedia products, multimedia elements


need to be built and integrated well with each other. To build
an element, we need to use various software to obtain results
the best.

Table 7.3.1 : Examples of construction for each element


ELEMENT EXAMPLE DESCRIPTION

Constructs a text element


Text
use
Adobe Illustrator

Chart Build graphic elements


use
Adobe Photoshop

Video Build video elements


use
Adobe Primer

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ELEMENT EXAMPLE DESCRIPTION

Audio Build audio elements


use
Sound Forge

Animation Build animation elements


use
Macromedia Flash

things Construct a button element

Interactive interactive use


Macromedia Flash

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7.3.3 Identify the basic tool functions and features used in the software
authorship

There are several parts to be aware of in using the application


Macromedia Flash, namely:

Menu Bar

The Menu Bar is a row of menus containing groups of commands that are used
on Macromedia Flash.

Toolbar

The toolbar is a menu line marked with several icon options


a shortcut that can be used to run the menu.

Stage
Stage is part of Macromedia Flash used for
make a presentation or place an object.

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Timeline

Timeline contains various frames that function to control animated objects.

a. Layer
is an arrangement or layer consisting of a group of objects or
image, text, or animation components. The order of layer positions will be
affects the display order of animated objects.
b. Playhead
is an indicator of the position of the frame when running. Playhead marked
with a red vertical line.
c. Frame

is a part that consists of the stages that will be carried out


alternately from left to right
Toolbox

Toolbox consists of various tools that work to create images, select


objects and manipulating objects
Table 7.3.2: Name and Function of Tools
Ikon tool Nama tool Function

Arrow Tool Select and move objects

Sub Selection Tool Change the shape of an object with edit


points
Free Transform Tool Resize or rotate
shape the object accordingly
Gradient Transform Tool Changes the color of the gradient

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Ikon tool Nama tool Function

Lasso Tool Select the part of the object that will


edited
Pen Tool Create the shape of the object freely,
use point as
liaison
Text Tool Generate text, words or
sentence

Line Tool Make a line

Rectangle Tool Create a square shaped object

Oval Tool Create an elliptical or elliptical object


circle
Pencil Tool Draw objects freely

Brush Tool Draw objects freely with


measurement of thickness and shape
already provided

Ink Bottle Tool Coloring the edge line (outline)

Paint Bucket Tool Color objects freely

Eyedropper Tool Take a color example

Eraser Tool Delete an object


Hand Tool Move the display
Zoom Tool Zoom in or out
object or display
Stroke Colour Give or choose color for

edge line
Fill Colour Gives color to an object
Option Tool Additional functions on the buttons
is active

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7.3.4 Build and produce scenes using tools


and appropriate features

Building the first act (scene).


1. Open the macromedia flash software.
2. Change the background to turquoise green (#33FFFF).
3. Click Modify>Scene to name the scene. The scene window will be displayed.

4. Double click on the word Scene 1 and name the scene as 'menu
main'.

5. Using the text tool, type 'MAIN MENU' above the stage
work)
-Jennis Fon : Showcard Gothic
-Font size: 38

-Font Color : Red (#FF0000)


6. Name the layer as 'MAIN MENU'.

7. Create a new layer and name it as 'KENALI 123'.

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8. Click the text tool, type 'Kenali 123' above the stage (work stage)
-Jenis Phone : Minion Pro Med
-Font size: 38

-Font Color : Blue (#F0F0F0)


9. Create a new layer and name it as 'LET'S SING'.
10. Click the text tool, type 'Let's Sing' on the stage (work stage)
-Jenis Phone : Minion Pro Med
-Font size: 38

-Font Color : Blue (#F0F0F0)


11. Create a new layer and name it as 'QUIZ'.
12. Click the text tool, type 'Quiz' on the stage (work stage)
-Jenis Phone : Minion Pro Med
-Font size: 38

-Font Color : Blue (#F0F0F0)


13. Create a new layer and name it as 'PICTURE 1'.
14. Click File>Import to Library. The Import to Library window will appear. Select
suitable picture and click Open.
15. Click Windows>Library>Click the desired picture in the room
library and drag the image onto the stage (work stage).
16. Create a new layer and name it as 'PICTURE 2'. Repeat step 13
and 14.

17. Create a new layer and name it as 'PICTURE 3'. Repeat step 13
and 14.

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Build the second scene


1. Click Insert>Scene.

2. Name the scene as 'know 123'.

How to set a graphic as a project background


1. Click File>Import to Library. The Import to Library window will appear. Select
suitable picture and click Open.
2. Click Windows>Library>click the desired picture in the room
library and drag the image onto the stage (work stage).
3. Click the Free Transform Tool to reduce or enlarge the size of the image
corresponding to the size of the stage (work stage).
4. Name the layer as 'LB'.

5. Create a new layer and name it as 'KENALI 123'.


6. Click the text tool, type 'KENALI 123' above the stage (work stage)
-Font Type : Showcard Gothic
-Font Size : 38

-Font Color : Blue (#0000FF)

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7. Create a new layer and name it as 'NUMBERS'.


8. Click File>Import to Library. The Import to Library window will appear. Select
picture number 1 and click Open.
9. Click Windows>Library>click picture number 1 in the library column and
Drag the image onto the stage (work stage).

10. On the 'NUMBERS' layer , select timeline 20, right-click the mouse>Insert Keyframe.

11.Repeat the same steps for the LB and KENALI 123 layers .
12. On the 'NUMBER' layer in the 20th timeline , students can insert pictures
number 2 by repeating steps 10 and 11.

**Repeat the same steps for numbers 3 to 10

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7.3.5 Integrate scenes by making links using tools

and appropriate features

Build a link button

1. Create a new layer and name it 'HOME'.

2. Click the oval tool and draw a small circle at the bottom right

project. Set the color to blue (#0000FF).


3. Click the text tool and type 'MAIN MENU' above the circle
-Font Type : Showcard Gothic

-Font Size : 12

-Font Color: Yellow (#FFFF00)


4. On the 'HOME' layer , select timeline 20, right mouse click>Insert Keyframe.

5. Click the HOME>Insert>Convert to Symbol layer. The Convert to Symbol window will appear
appear.

Name : HOME
Behaviour : Button

Click OK

**See additional note at end of note

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6. Click on the MAIN MENU button and click on the Action-Button window.
7. Double click on the goto button under Actions>Movie control. On
scene column click on the arrow button and select the main menu.

8. To avoid the built scene working without stopping when


tested, create a new layer and name it as 'STOP'.

9. Double click on the stop button under Action>Movie control. Close


Actions-Button window .

10. Return to the main menu scene .

11. Click the KNOW 123 layer >Insert>Convert to Symbol. Convert to Symbol window
will appear. After setting the settings as in step 19, click OK.

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12. Double click on the goto button under Actions>Movie control. On


scene column click on the arrow button and select recognize 123.

13. Create a new layer and name it as 'STOP'. Double click on


stop button under Action>Movie control. Close the Actions-Button window.

14. Build a new scene for 'let's sing' and 'quiz' to complete the project.
15. Insert the appropriate audio file into the scene that has been built for
looks more interesting (refer to the additional note how to insert songs into
development project at the end of the note).
16.Test your file by clicking Control>Test Movie/(Ctrl+Enter).
17.Save your file as a presentation.

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**Additional note

How to create link buttons using text, graphics and

Comman Libraries

a) By using text

1. Create a new layer and name it 'HOME'.

2. Click the text tool and type 'MAIN MENU' above the circle

-Font Type : Showcard Gothic

-Font Size : 12

-Font Color: Yellow (#FFFF00)

3. On the 'HOME' layer , select timeline 20, right mouse click>Insert Keyframe.

Text is rendered as
link button

4. Klik layer HOME>Insert>Convert to Symbol. Tetingkap Convert to Symbol

will appear.

Name : HOME
Behaviour : Button

Click OK

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b) By using Common Libraries


1. Create a new layer and name it as
‘HOME’.
2. Klik Windows>Common Libraries>Buttons.

3. The Library-Buttons window will be displayed.


4. Double click on Arcade buttons and select
arcade button-blue, drag to stage (stage
work). (You can choose any type of button
according to suitability. Arcade buttons only
used as an example).

5. On the 'HOME' layer , select timeline 20, right mouse click>Insert Keyframe.

Link from button


Common Libraries

6. Klik layer HOME>Insert>Convert to Symbol. Tetingkap Convert to Symbol


will appear.

Name : HOME
Behaviour : Button

Click OK

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c) By using graphics

1. Create a new layer and name it 'HOME'.

2. Click File>Import to Library. Select the graphic you want to make the link button

and click Open.

3. Click Windows>Library>click the desired graphic in the library column

and drag the graphic onto the stage (work stage)

4. On the 'HOME' layer , select timeline 20, right mouse click>Insert Keyframe.

Graphics are
used as link buttons

5. Klik layer HOME>Insert>Convert to Symbol. Tetingkap Convert to Symbol

will appear.

Name : HOME
Behaviour : Button

Click OK

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How to insert audio into a development project


a) Create a new layer and name it 'SONG'.
b) Click File>Import to Library. Select audio in mp3 format and click Open.

c) Click Windows>Library>click audio in the library room and drag the audio
on stage (work stage).

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ACTIVITY

MATERIALS AND EQUIPMENT

1. Authoring software

ASSIGNMENT 1

Pupils produce a simple multimedia project


on 'Myself' which contains the cover and
link between scenes .

ASSIGNMENT 2

Pupils produce a multimedia project based on paper


work that has been carried out on Learning Standards
7.1.6 (Analysis of Project Requirements).

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TRAINING / ASSESSMENT

1. State the type of element found in Figure 1 below

figure 1

a)……………………………… b)……………………………

c)……………………………… d) …………………………..

2. Complete the table below:

Schedule 1

Ikon tool Nama tool Function

Generate text, words


or verse
Color objects freely
Eyedropper Tool

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3. Build an interactive teaching and learning material for one point


the lesson you choose by including elements of text, graphics, audio,
videos, animations and link buttons using software
appropriate authorship.

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STUDENT ACHIEVEMENT REPORT

Student Name:
Year:
Class :

Standard 7.3 Multimedia Product Development


Content

Standard 7.3.1 Identify the content of multimedia products


Learning:
7.3.2 Build multimedia materials by using
appropriate hardware and software
7.3.3 Identify the function of the tool and its original features
used in authoring software
7.3.4 Build and produce scenes with
use appropriate tools and features
7.3.5 Integrate scenes by creating
links using appropriate tools and features
by using authoring software

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Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Identify multimedia elements
1 found in the product
multimedia

2 Build multimedia materials


Identify tool functions and features
3
basis used
Build and produce scenes
4
(scene)
Integrating acts (scenes)
5
by creating a link button
DECISION
(ACHIEVED / NOT ACHIEVED)
DATE

Teacher name: Signature &


Date
Verified by: Signature &
Date

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MODULE 7.4

Standard 7.4 Testing and Assessment


content:

Standard 7.4.1 Testing multimedia product prototypes through:


learning: i. Alfa
ii. Beta

7.4.2 Improving multimedia products.

7.4.3 Produce final multimedia products based on


selected presentation mode or platform.
Objectives: 1. Explain the two types of product prototype testing
multimedia.
2. Explain the improvement of multimedia products.
3. Produce final multimedia products based on
selected presentation mode or platform.
Time: 32 jam

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REFERENCE NOTES

7.4.1 Testing Multimedia Product Prototypes

This test is done to ensure that the product or prototype meets the requirements
which has been planned. Every product needs to be tested as often as possible
so that no fault is found with the product.

Various testing approaches should be used:


1. Concept testing by the target group.
2. Prototype
3. Peer review or external review of the design document
shape.

4. Usability testing
5. Field trials
6. Acceptance exam

There are two types of tests that are usually done to test prototypes
namely Alpha Test and Beta Test.

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Table 7.4.1: Alpha Test and Beta Test

Alpha Test Beta testing

• Alpha test is a phase test • Beta testing is the second phase of testing
first for product testing. for product testing after the Test
Alpha implemented.

• Tests are conducted on the website • Beta testing is carried out involving

product builder. customer or product user.

• Aspects of functionality and usability • Aspect can trust,

the product will be tested. safety and soundness will

tested.

• Tests Alfa is for • In addition to product quality aspects, input/


ensure product quality before feedback from users

Beta testing is underway. is also taken into account to ensure


the product can be used in situations
real.

• Critical problems or fixes • A large number of problems or

can be repaired by the builder collected feedback

products with immediate effect from Test Beta will

Alpha Test. implemented on that version of the product


will come.

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Sample Alpha Testing Form

INTERACTIVE LEARNING CD EVALUATION FORM

Instructions: Circle your response.


'1' is a Weak response; '3' is a simple response; '5' is
Best response .

1 Text is clear and readable. 1 2 3 45

2 Graphics are clear and appropriate. 1 2 3 45

EXAMPLE
3 Colors used effectively. 1 2 3 45

4 The audio used is appropriate and effective. 1 2 3 45

5 Interesting animated movements. 1 2 3 4 5

6 Interactivity (such as roll over, click the button) 1 2 3 45

simple and functional.

7 Links on each topic and page 1 2 3 45

wanted easily.

8 Icons and clear and easy guidance 1 2 3 45

understood.

9 The application guide is clear and easy to understand. 1 2 3 45

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Example of Beta Testing Form

Organization logo

INTERACTIVE LEARNING CD ASSESSMENT

Thank you for helping us with the CD rating

this interactive learning. Because your opinion is very

appreciated, we ask that you take a moment to

answer the following


interactive learningquestions. Your response
CD provided, is very important
please respond in By using
to the following the
questions
honestly and sincerely. our efforts to improve the quality of learning
CD design
This.

Instructions: Circle your response.

'1' is a Weak response; '3' is a simple response;

EXAMPLE
'5' is the Best response.

1 Instructions are clear and easy to understand. 1 2 3 45

2 Presentation attracts attention. 1 2 3 45

3 The layout of the screen display is attractive and suitable 1 2 3 4 5

with the target group level.

4 Information is arranged in an orderly manner. 1 2 3 45

5 Link button in appropriate position 1 2 3 45

and works.

6 Sound effects that are interesting and suitable with 1 2 3 45

contents of the interactive CD.

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7.4.2 Multimedia Product Improvements

Improvements can be made after the testing & evaluation process


to the product produced. Evaluation example from: (5 multimedia elements)
i. Attractive screen design

i. Text is clear and readable


iii. Attractive and effective graphics

iv. The colors used are effective

v. The audio used is effective

i. Interactivity (such as roll over, button click) is simple and adequate

vii. Links on each topic and desired page are easy

viii. Icons and guides are clear and easy to understand

ix. The application guide is clear and easy to understand

7.4.3 Multimedia Product Mode or Platform

There are two [2] types of product presentation modes or platforms which are online
(on-line) and offline (off-line).

The online presentation mode or platform is the use


information and communication technology or connected devices
internet network to facilitate the way the presentation is conducted. Example
YouTube or Google Drive.

While the offline presentation mode or platform refers to


the use of devices that are not connected to the internet network.
For example, CD or DVD ROM.

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Convert Presentations In .fla Format to .exe Format.


The result of the work that has been saved in a Flash file with the .fla format is still there
can be modified or edited. For a work presented
in the form of multimedia, it must be published in .exe format.

The results of work published in .exe format cannot be modified or


edited. The .swf and .html formats require Flash Player which is available in
Flash MX to play it while the .exe format does not require Flash
Player and you can play it on any computer.

Steps:
a) Before the work results are published, you need to determine the settings
First, select File > Publish Settings
b) The Publish Setting window appears and complete as follows. Please
make a choice on:
• Windows Projector for .exe format

c) Once the Publish Setting is set, you can publish in a way


Select File > Publish

d) You can view your presentation in .exe format with


Find the location of the file in your computer folder .

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e) Ready multimedia production materials may be distributed via


compact disc (CD) or digital versatile disc (DVD) use
format.exe to be played via a CD or DVD player.

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Steps to Burn a CD Without Software


Steps:
1. Buka File Explorer CD/DVD Drive

2. Insert the CD / DVD ROM

3. Provide a Title and select With a CD/ DVD Player

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4. Copy and Paste the desired file

5. Right click and select Burn to Disc


6. Click Next for the Burning process

7. The Burning process will run and wait until it is finished.

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8. Burning process is complete (Finish)

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ACTIVITY

MATERIALS AND EQUIPMENT

1. Electronic Materials
2. Internet Reach

TASK

Students are required to find mode or platform information


presentation of the following multimedia products:

(i) Offline (off-line)

WORKING STEPS

1. Pupils look for information related to the presentation mode or platform


multimedia products offline (off-line).

2. Pupils make a Powerpoint presentation to explain:


a) Advantages of offline presentation mode (off-line).
b) Examples of offline presentation mode (off-line).

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TRAINING/ ASSESSMENT

1. State two types of multimedia product testing:


i. ...................................................

ii. ...................................................

2. State the three characteristics of Alpha and Beta testing conducted on products
multimedia:

Alpha Test Beta testing

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STUDENT ACHIEVEMENT REPORT

Student Name:
Year:
Class:

Standard 7.4 Testing and Assessment


Content:
Standard 7.4.1 Testing multimedia product prototypes through:
Learning:
i. Alfa
ii. Beta

7.4.3 Improving multimedia products


7.4.4 Produce final multimedia products based on
selected presentation mode or platform.

Achievement
Was Not yet Notes
Valued items
Skilled
Skilled

Explains multimedia product prototype testing.


1

Explain the improvement of multimedia products.


2

Produce the final multimedia product of the platform based

3
selected mode or presentation. on the

DECISION
(ACHIEVED / NOT ACHIEVED)
DATE

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Teacher name: Signature &


Date
Verified by: Signature &
Date

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MODULE 7.5

Standard 7.5 Resource management and distribution


content:

Learning 7.5.1 Explain the importance of file and folder management


standards:
product construction materials.
7.5.2 Provide user manuals.
7.5.3 Propose product distribution design
based on:
i. Interactive CD
i. Website/kiosk
iii. Mobile application
7.5.4 Produce a product distribution design that
selected based on the recommendation paper.

7.5.5 Provide development project documentation


developed multimedia products.

Objective 1. Explain the importance of file and folder management


Learning
product construction materials.
2. Provide a user manual.
3. Produce a product distribution design
based on the proposal paper.
4. Produce development project documentation
multimedia products.

Time: 28 jam

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REFERENCE NOTES

7.5.1 Explain the importance of file and folder management of development materials
product.

Allows the information contained in it to be controlled and accessed


quickly and accurately when needed.

Easy to reach Easy to search

The Importance of Management


Fail

Saves time Files are kept more organized

Saves storage space

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7.5.2 Provide user manuals.

A guide that contains information to implement something with


orderly way. What should be in the product user manual
multimedia is:

System Requirements

Table 7.5.1 : Examples of system requirements

Component Minimum Specifications

Operating System Windows 7

Processor Pentium or AMD

Main Memory (RAM) 1 GB 32-bit

Storage Space 256 GB

Display LCD Monitor

Basic outline of the user manual


Here are some examples of displays available in the software
interactive multimedia CD titled Knowing the Human Skeleton and the Senses.
Main Menu Display

Figure 7.5.1 : Main Menu Display

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Table 7.5.2 : Examples of user manuals

Navigation Button Information

To go to the Main Menu scene

To go to the Mind Test

Stop or play background music

Exit the interactive CD

To go to the Head Frame scene

To go to the Body Frame scene

To go to the Moving Frame scene

To go to the Mata scene

To go to the Ears scene

To go to the Nose scene

To go to the Tongue scene

To get to the Leather scene

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To go to the Motion Joint scene

7.5.3 Propose circulation design based on:

(i) Interactive CD

Figure 7.5.2 : An example of an interactive CD design

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(ii) Website/kiosk

Figure 7.5.3: Example of website design

(iii) Mobile applications

Figure 7.5.4 : Example of mobile application design (icon)

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7.5.4 Produce the selected product distribution design based on paper


proposal.

The product distribution design can be generated using software


image manipulation like Adobe Photoshop.

Figure 7.5.5 : Example of CD/DVD Label design and box label

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7.5.5 Provide project documentation for the development of a multimedia project


developed.

Table 7.5.3 : Checklist


Was Information Yes / No
1
Project proposal paper
a) Title
b) Problem statement
c) Objective
d) Kick project
e) Target users
f) Product type
g) Presentation platform
h) Time table
i) Task list of team members
j) Cost budget
k) Conclusion
2 Flow chart
3 Sketch the storyboard
4 A complete and correct copyright form
5 Interactive multimedia products

6 Test Forms:
i) Alfa
ii) Beta
7 User manual
8 Multimedia product packaging (CD/DVD labels
and box label)

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ACTIVITY

MATERIALS AND EQUIPMENT

1. Image manipulation software

TASK
TASK

a) Students produce circular designs for selected products


based on the proposal paper.
b) Students present their work in front of the teacher and
friends.

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TRAINING/ ASSESSMENT

1. State two importance of file management:

________________________________________________________________________

________________________________________________________________________

________________________________________________________________________

________________________________________________________________________

2. State three product distribution designs:

a) _____________________________________________________________________

b) _____________________________________________________________________

c) _____________________________________________________________________

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STUDENT ACHIEVEMENT REPORT

Student Name:
Year:
Class

Standard 7.5 Resource management and distribution

Content:
Standard 7.5.1 Explain the importance of file and folder management
Learning: product construction materials.
7.5.2 Provide user manuals.
7.5.3 Propose product distribution design
based on:
iv. Interactive CD
v. Laman web/kiosk
i. Mobile application
7.5.4 Produce the selected product distribution design
based on the proposal paper.
7.5.5 Provide development project documentation
developed multimedia projects.

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Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Explain interests
1. file and folder management of materials
product development.

2. Provide a user manual.

Produce a handout design


3. paper based products
proposal.
Produce project documentation
4.
multimedia project development.
DECISION
(ACHIEVED / NOT ACHIEVED)
DATE

Teacher name: Signature &


Date
Verified by: Signature &
Date

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GLOSSARY

Scene A small part of a scene (drama)


which begins with the appearance
new actor

Dappled light Centralized or focused light.


Close-up A catch taken from a distance
close to focus part-
certain parts such as the head,
shoulder, face or any other object
closely.

Drawing Tablet Enabled input devices


users draw images, animations and
graphics using a special pen ie
The Stylus Pen is just like the user
draw on paper.

Dominant Powerful or influential.

AND

Extreme long-shot Method of capturing images or


object from the farthest distance.

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Flash Player Computer software used


to play the content
developed using the platform
Macromedia Flash/ Adobe Flash.

Hand-held camera The camera used for


make a film or video recording

which is held with hands without


using a tracing tool.

Special effects Effect.

Coordinate Position points in a graphics system


which uses angular reference
and the distance from a central point as
way to determine position

point.

Complex Complicated, Difficult (Not easy or not


clear).
Dialog box An enabling screen component
users create questions
or get information
about a system.

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Route The trajectory of an object


move.
Camera lens Kanta kamera.

Long shot Method of capturing images or


objects from a distance.

Medium shot The technique of capturing images


shows where someone is
in a large frame,
for example, from head level to
waist
Simulate Reproducing certain conditions
for training or study purposes.

O
YOU Abbreviation for Operating System
which refers to system software
operations used by a
Computer.

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Paksi-x The horizontal axis in coordinates


Cards.

Paksi-y Deep vertical axis


coordinate Cartes.
Paksi-z The third axis is perpendicular to
x-axis and y-axis in the system
three-dimensional Cartesian coordinates.

Scaling Incarnation Which involves

image resizing versus size


object. The shape of the image remains the same

object. Size changes image

compared to objects according to scale


certain and has a center or
fixed point.
Round An incarnation that occurs when
each point on the diagram rotates on
center of rotation through a certain angle
and a certain direction.

Realistic In relation to the statement or


show situation Which

actually.
A string A network of several things
associated

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S

Plane Flat surface.


Border A sign indicating a limit
an area or boundary.

Transformation The process of changing positions,


orientation or size of an object
through translation, reflection, rotation
and enlargement.
Translation Transfer of all points on one
plane according to direction and magnitude
a vector.

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AUTHOR'S PANEL

1. Associate Professor Dr. Mr. Rina Mustaffa Universiti Putra Malaysia

2. Mrs. Siti Noraishah binti Mueedin SMK Ayer Keroh,


Malacca

3. Mr. Mohd Hambali bin Ismail SMK Dato' Onn,


Kuala Lumpur

4. Mrs. Nurul Huda binti Azizi SMK Menjalara,


Kuala Lumpur

5. Puan Norazurai binti Sari SMK Bandar Kerayong, Bera


Pahang

6. Mr. Rosiadi Bin Tajudin SMK Gadong Beaufort, Sabah

7. Mr. Brother Abdul Rahman bin Old Trusan SMK,


Brother Abdul Hamid Sarawak

8. Puan Siti Hajar binti Mohd Ghazali SMK Darul Ehsan,


Selangor

9. Mr. Muhammad Hafiz bin Hassan Kangkong High School,


Kelantan

10. Miss Jah binti Juhaini SMK Bukit Garam


Kinabatangan, Sabah

11. Puan Siti Asiah binti Mohamad Jarami SMK Bandar Baru Sg Buloh,
Selangor

12. Mrs. Azfa Ilyana binti Ishak SMK Taiping, Perak


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REFERENCE

Mayankjtp. (2020, January 21). 3D Rotation in Computer Graphics. Downloaded from https://
www.tutorialandexample.com/3d-rotation/

Alamia, M. (1999). World, View and Projection Transformation Matrices. Downloaded from http://

www.codinglabs.net/article_world_view_projection_matrix.
aspx

Singhal,A.(2019, September 18). 3D Rotation in Computer Graphics | Definition | Examples.Dimuat turun


daripada https://www.gatevidyalay.com/3d-rotation-in-computer-graphics-definition-examples/

Autodesk,Help.(2018, June 11). Using Transforms. Downloaded from https://


knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/
3DSMax -
Basics/files/GUID-B287B821-8C01-41E3-8B5F -8173E765BF97-htm.html

The MathWorks, Inc. (2002, June 17). Defining the View (3-D Visualization). Downloaded from http://
www.ece.northwestern.edu/local-apps/matlabhelp/techdoc/visualize/chview6.html

Chang, A. (2018, October 5). The Process of 3D Animation. Downloaded from https://www.media-freaks.com/
the-process-of-3d-animation/

Oh well, Studio. (2017, December 21). Camera shot in animation. Downloaded from http://ohelstudio.com/
2015/07/08/camera-shot-dalam-animasi/

Ohio State University,U. (2016, Disember 26). Cinematography | 3D Animatio.


Downloaded from https://u.osu.edu/animation/cinematography/
Merroz,M.(2019 Mac 25). Camera animation: 4 Tips for Animating a 3D Camera.
Downloaded from https://www.bloopanimation.com/camera-animation/

3D Ace Studio(2019, April 23). How to Light a 3D Scene. Overview of Lighting Techniques. Dimuat
turun daripada https://3d-ace.com/press-room/articles/how-light-3d-scene-overview-lighting-
techniques

Oh well, Studio. (2015, December 12). Lighting in 3D Animation. Downloaded from http://ohelstudio.blogspot.com/
2015/07/pencahayana-dalam-3d-animasi.html

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https://www.guru99.com/alpha-beta-testing-demystified.html - Alpha Testing Vs Beta


Testing: What's the Difference?

https://www.guru99.com/alpha-testing.html - What is Alpha Testing? Process, Example

https://www.softwaretestinghelp.com/what-is-alpha-testing-beta-testing/ -Alpha Testing


And Beta Testing (A Complete Guide)

https://steemit.com/art/@zord189/animationkeyposesin-betweens-xx4r34hcfe

https://www.youtube.com/watch?v=SU3zexN_h1I

https://www.wikihow.com/Make-a-Flipbook

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