| Suggested Time: 5 hours | Level: Intermediate and Advanced |
| Prerequisite: Module 4, 5A, or 6A |
Module Overview
This module is used to provide students with the opportunity to add special effects to their productions, and to enhance their general knowledge about the use of special effects in the communication industry.
Foundational Objectives
Common Essential Learnings Foundational Objectives
| Learning Objectives | Notes | ||||||||||||||||
| Have students explore a range of physical and digital effects employed in the communication industry.
Some categories of special effects include: Research how various special effects are created in audio, video, and multimedia productions. View a video that contains examples of various effects, and their creation and application. Consult the Media Group Catalogue for examples and ordering information.
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Listen to various audio special effects and try to determine how they might have been created. Create and catalogue samples of audio effects that could be used in future student productions.
| View old films to see how early special effects were used, or view examples of visual effects used in film, video, and multimedia. Have students write critiques or discuss examples focusing on the effectiveness of the effects. Have students make a list of situations in which simple special effects would add to the impact of the audio or visual presentation. Pick two or three examples, and in a production lab try to create special effects using available materials and technology. Students might, for example, create masks for a video they are producing, or add digital effects during the editing stage of a production. Be sure to remind students that safety is a priority and that all special effects must be approved by the teacher before use.
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Have students search the Internet for sites that deal with 3D modelling, animation, and motion editing. Companies such as the following might provide useful information:
| Weta Visual Effects: http://www.wetafx.co.nz/WetaLtd-Index.html Alias Wavefront: http://www.aliaswavefront.com/ Biomechanics Inc.: http://www.biomechanics-inc.com/ SoftImage: http://www.softimage.com/ 3D Studio: http://www2.discreet.com/index-nf.html Blue Moon Rendering Tools (BMRT) - Shareware: http://www.bmrt.org/index.html High End 3D: http://www.highend3d.com/ 3D Site: http://www.3dsite.com/ VisualFX Pro: http://www.vfxpro.com/ Giant Studios: http://www.giantstudios.com/ Biomechanics World Wide: http://www.per.ualberta.ca/biomechanics/ |
| Suggested Time: 20 - 30 hours | Level: Intermediate and Advanced |
| Prerequisite: Module 5A or 7A |
Module Overview
This module is intended to introduce students to video and/or multimedia animation. The projects that students undertake will depend on the equipment and software that is available. All students taking this optional module should be able to produce at least a short animated video. Even where the software is not available for students to create animation on computers, students should conduct research on the Internet so that they are introduced to the basics of multimedia animation. Many good books are available on animation techniques and many animation studios have informative websites (e.g. www.pixar.com).
Students should be able to carry out the basic functions of video production prior to taking this module. A work station is required that can remain in place for a period of time while students complete the module.
Equipment/supplies (video): camcorder, stopwatch, tripod, television, and VCR
Equipment /supplies (multimedia): computer animation software, computers with sufficient memory to support the software programs
Foundational Objectives
Common Essential Learnings Foundational Objectives
| Learning Objectives | Notes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Ask students to list examples of animated videos and multimedia products with which they are familiar:
Do the students know how any of the examples they listed were created? Have them find out what they can by searching the Internet. They could search, for example, "The Simpsons" or "Toy Story". Have small groups make brief presentations to the rest of the class on what they find.
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Present information to the students on the history of animation (see bibliography for resource list). If possible, view clips from different time periods. The NFB has many old and new animated films/videos that can be borrowed. Students might have animated computer games in their own collections. Much animation is available on television and the Internet.
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View a video on the animation process such as F.X.! Consult the Media Group catalogue for ordering information.
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Have students list reasons why a person might choose to create an animated story or other animation product. In creating their list, students should reflect on the following questions:
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Have students compile a bibliography of information on animation. The teacher will probably have resource books that he/she can contribute, as well as favourite websites.
| Students can spend time searching the Internet for useful and informative sites, of which there are many. Because of rapid and continuous changes in the industry, the Internet is a source of up-to-date information, and will be a particularly useful component of the class bibliography.
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Students will probably be familiar with storyboarding by the time they take this module. Review the importance of storyboarding, even for a short animated project. Remind students that storyboards are not fixed in stone, and that they might revise their storyboards as they progress through their project.
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Present students with several types of animation from which they can choose for their first project. Suggestions include cut paper, sequential drawings, claymation (using clay or plasticine), and animation with plastic action figures or common objects. It would be useful to encourage individual students or groups of students to choose different types of animation so that the class can view and learn from the variety of experiments.
| The object of this first project is to create a simple action sequence: a figure walking, a tea cup sliding across the table cloth, a clay duck waddling in a circle, construction paper shapes moving in a lyrical sequence, etc. This animation project need only be seconds in length - 15 seconds, perhaps. Students should create a storyboard as part of their planning. As a class, view the students' projects. What reflections do students have on the limitations and advantages of animation after completing and viewing these first projects?
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Many good resources on animation exist, to which the teacher can refer. See the bibliography for this course. Search the Internet.
| The following terms are ones that teachers can present and/or demonstrate to students using the respective software. Cel animation: This refers to animation in which the animator draws or paints a background. Over this background the animator lays transparent sheets containing components of the frame that have moved since the preceding frame. This is a film technique that computer programs can electronically recreate. In computer terminology, drawing/painting refers to creating figures, objects, etc. using draw and paint programs. Pixel animation: This type of animation has the capability to create three-dimensions as opposed to the "flat" nature of cel animation. Terms include: Draw and paint programs are the more traditional animation programs, and the ones which will most likely be available to students. If possible, create computer work stations where students can experiment with the available software.
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This activity is dependent on the availability of computer software and hardware.
| Have students create a short animation using the available paint or draw software. The "bouncing ball" is a common introductory activity in multimedia production. Have students create a ten to fifteen second animation of a ball bouncing. Students should consider questions such as the following and then create a storyboard: Have students view and critique each other's productions. What worked especially well? What difficulties did they encounter? What were they able to do to create a feel of motion? What characteristics were they able to give the ball that a viewer would be able to detect?
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The remainder of the module should be spent on student projects. Students might work individually or in small production teams.
| Depending on the time allotted to this module and the resources available, student projects will vary. Students might produce:
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Students should develop an animation production using the same sequence of production phases as other types of production.
| All student animation projects should be short, probably not more than a few minutes in duration.
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Have students complete self-assessments of their projects. Ask them to focus on the following:
| Hold an animation festival, at which student projects are showcased for each other or for other students in the school. After the festival, conduct a class discussion on the overall success of the animation projects. What did students learn from each other's projects? |