Your second assigment is to create an animation using Macromedia Director, like the one shown on the left. Notice that you can click on buttons to change the animation rate, and what's being animated. At this point I assume you've gone through the first lesson.

Macromedia Director was initially designed to be a simple 2D animation tool, and it still serves that purpose well. Animations are good for showing changes over time, transitions and transformations of elements, and relationships among objects.


Animation Principles

If you've ever looked at a filmstrip, you know that the "moving pictures" we see in the theaters and on television are really just sequences of still pictures seen in rapid succession. Because the changes are relatively small, going from one picture to the next, we perceive motion. This is essentially how we create animations with Director: by changing the arrangement on the stage ever so slightly from one frame to the next.

Cell Animation

The very first filmed animations were drawn -- and filmed -- frame by frame. This meant that an artist had to draw thousands of pictures even for a short film. Consequently, drawings in the earliest cartoons are generally not very sophisticated.

Cell animation, invented in the early part of the 20th century, made it possible to create the beautifully drawn feature-length animations that the Disney studios are famous for. With cell animation, a scene is separated into layers: characters and props are painted onto clear acetate cells, which are laid over background paintings on an animation stand. A single background painting may appear for several seconds in a scene, with simple camera motions (zoom and pan) changing the view. Then only the characters need to be redrawn from one frame to the next. Further savings may be achieved by having multiple cells for the characters and props, separating the parts that change rapidly from those that don't. Cells may even be reused, with sequences (e.g., a "walk" sequence) appearing over different backgrounds.

Although cell animation reduces the amount of drawing that must be done, it also complicates the filming process in that each frame is now an arrangement of pictures. To minimize the confusion that might arise, a timing sheet keeps track of what's on the animation stand, how the camer moves, and the corresponding audio.

Director extends the ideas behind cell animation, allowing you to place up to 128 sprites (cells) on the stage (animation stand) at a time. It also provides a timing sheet (the Score) which allows you to specify what appears in each frame of your animation.

Key Frames and Inbetweening

Some animators are able to just draw a sequence of pictures and have the resulting motion look the way they want it too. More often, an animator will first draw the frames showing key points in the action (key frames) and then draw the frames that make the transition from one key frame to the next (inbetweens). In large productions, the more senior animators draw the key frames, and then have others draw the inbetweens.

Director can do some of this inbetweening for you. If your key frames show an object in different positions, or at different sizes, Director can fill in all of the inbetween stages.

Constraints of Computer Animation with Director

Despite the great flexibility that computer animation gives us, the medium does impose some constraints. With Director, this is largely because raster images are used.* Being aware of these constraints will help you to plan better animations.

* Like your computer display, a raster image is a fine grid that stores exactly one pure color for each grid square (pixel) in the picture. The computer displays a raster image by mapping image pixels to display pixels; that is, the color of a pixel on the screen corresponds to the color of one of the pixels in the image. A raster image contains no information about the object(s) that the picture represents.

Zooming and Panning

Let's begin by zooming in on, and then panning across, one of the pictures from your slide show. Start by following these steps. Don't forget to give this new version of your slide show a new name!

  1. Open your slide show in Director by selecting File -> Open from the menu bar.
  2. Delete all frames from the movie.
  3. Change the timing to 15 frames per second.
  4. Save this new movie with a new name.

Zooming

Select one image in your cast to work with, preferably one with lots of detail.

  1. Drag your cast member onto the stage, and adjust its position.
  2. In the Score, drag the right edge of the sprite (channel 1) to frame 45. Your movie will take 3 seconds to zoom in on this picture (3 seconds x 15 fps = 45 frames).
  3. Click on the rightmost cell of the sprite in channel 1, highlighting that cell only.
  4. Zoom in on your picture.
  5. Play your movie. Director has automatically filled in all of the inbetweens!

Panning

When you zoomed in on your picture, you may have noticed that a line with dots on it appeared over your picture on the stage. This represents the inbetween stages along an animation path. You will see how to adjust this as you pan across your picture. By the end of this sequence, you should have moved some focal point to the center of the screen.

  1. Adjust the position of the picture in the last frame in the zoom sequence.
  2. Copy that last frame to the frame next to it, creating a pan sequence 2 seconds long.
  3. Adjust the position in the last frame of the pan sequence.
  4. Adjust intermediate positions along the path.
  5. Play your movie.

Morphing

With morphing, something on the stage "transforms" to something else. You've probably seen slick examples of this on television commercials. Here, you will achieve a crude version of this effect with blending.

  1. Make a copy of the last frame in your pan sequence, and paste it into the Score to create a one second morph sequence.
  2. Create a new object to "morph" to, which will emerge from the focal point of your image (currently center-stage).
  3. Place the new object on Stage, on top of the image*, for the entire morph sequence.
  4. Use a Blend to make this sprite gradually appear.
  5. If you like, repeat the previous step (in reverse) to make the background image disappear.

* Cast members in higher-numbered sprite channels appear on top of (overlay) the cast members in lower-numbered sprite channels.

Moving Objects

In the previous step you've already seen how to move objects. In this step you'll refine this skill by animating a bouncing ball. You may either create a new movie or tack this onto the end of what you've already created. This, by the way, is a first assignment given to all animators.

Basic Motion

  1. In the Paint window, create a ball.
  2. Place the ball on the Stage, such that the left edge of the ball touches the left edge of the Stage, near the top. Make this sequence 1 second long.
  3. In the Score, change the Ink to Matte, so you no longer see the rectangualar boundary around the ball.
  4. Adjust the path of the ball to make it bounce.

Acceleration and Deceleration

If you play the animation sequence you just created, you'll see that the ball moves ... but it doesn't look like it's bouncing. Thing that are falling naturally accelerate; thing that bounce (or are thrown) up are working againt gravity, and gradually decelerate until they start to fall again. Animators achieve this effect with techniques that they call "ease in" (accelerate) and "ease out" (deccelerate).

  1. With the 8th frame selected, select Modify -> Split Sprite from the menu bar to split the sequence in two.
  2. Have the firt half of the animation ease in:
  3. Have the second half of the animation ease out:
  4.  Adjust the paths of both halves so that they curve ever so slightly. This will make the animation appear even more natural. Try it!

Squash and Stretch

When an object hits an obstacle with some force, it tends to flatten slightly. Conversely, as an object accelerates, we see a blurred after-image that makes the object look extended or stretched. Animators traditionally use a technique called Squash and Stretch to emphasize (and exaggerate) these phenomena, producing more realistic animations. Although the shape of an object changes as it squashes and stretches, it always retains the same volume.

  1. Click on the 9th frame of the sequence, and then choose Modify -> Split Sprite from the menu bar.
  2. In the 8th frame, squash the ball slightly. Remember to try to make it the same volume!
  3. In the 7th frame, stretch the ball slightly.
  4. In the 9th frame, stretch the ball slightly.

Reversing the Sequence

Your animation should look pretty realistic at this point! Now the only trouble is that it only moves left to right. In this step, you'll make it bounce back and forth endlessly. Notice that your bouncing ball is now represented by 3 sprites: a) when the ball is falling, b) when the ball hits the ground, and c) when the ball bounces back up. I'll be refering to these sprites as a, b, and c.

  1. Copy sprite c to the end of the bounce sequence
  2. Select Modify -> Reverse Sequence to reverse the sequence (note: all 7 frames of the copy of sprite c should still be highlighted when you do this).
  3. Remove the 1st frame of the reversed sprite, so the ball remain against the right edge of the Stage for only one frame.
  4. Copy sprite b to the end of the bounce sequence (the 22nd frame).
  5. Copy sprite a to the end of the bounce sequence (the 23rd frame).
  6. Select Modify -> Reverse Sequence to reverse the sequence.
  7. Remove the last frame of the reversed sprite, where the ball hits the left edge of the Stage.

Markings and Loops

If you were to make a Shockwave movie from what you have right now, the ball would bounce once and then the movie would end. Let's make the ball bounce endlessly.

  1. Mark the beginning of the bounce sequence.
  2. At the end of the bounce, have the movie jump back to the beginning of the bounce, indicated by the marker you just added.

Character Animation

Now that you've done a little bit of animating, you probably have lots of ideas about other animations you'd like to create. Perhaps you'll want to change the orientation of your object, or even rotate it in 3D. Or maybe you'd like to have a character walk onstage and wave.

The good news is that you can achieve these effects using Director. The bad news is that you will have to draw (or digitize) each new position of the object to do it.

Drawing the Character Positions

Each position of your character must be stored as a separate cast member. There are several ways you can generate all these cast members. Use one of these techniques to generate 7 stages of an animation sequence.

 

Placing the Character on the Stage

Now that you have your animation sequence stored in the Cast, you need to place those images on the Stage. This can be non-trivial, especially if you're trying to make the figure move across the Stage. Try these tricks, and see if they don't help you.

  1. In the Paint window, use the Registration Point tool to mark a part of your character that will remain in the same location (for at least some of the animation) relative to the ground. For example, if your character is supposed to walk across the stage, place the registration point on the big toe of the foot on the ground.
  2. Place each cast member (for this animation) on stage, near the center, such that each one is visible for one second. You may do this by ...
  3. Adjust the positions of these sprites relative to one another so that the character moves an appropriate amount from one frame to the next. Here are some tricks to help you do this:
  4. Move the animation sequence to an appropriate starting location on the Stage. For example, in my movie, the cat runs in from off-stage to the right.
  5. Copy, paste, and adjust the location of the animation sequence, so that your character moves from one side of the stage to the other.

Makings the Animation Loop

You now need to make this animation sequence loop endlessly, just as you did for the bouncing ball sequence.

  1. Mark the beginning of the animated character sequence.
  2. At the end of the animated character sequence, have the movie jump back to the beginning of the sequence. This is indicated by the marker you just added.

Navigation: Switching Between the Animations

You now have two animation sequences in your movie. If you start the movie at the beginning (or middle) of one animation sequence, that one will play over and over again. If you start with the other animation sequence, then that is the only one you will see. Try it!

In this step, you will add buttons for selecting the animation sequence to view, and an animation rate to see them at.

Selecting an Animation Sequence

In my sample movie, you can switch from the bouncing ball to the running cat by clicking on a button marked "Cat". Likewise, you can switch from the running cat back to the bouncing ball by clicking on a button marked "Ball". Here's how to create those buttons.

  1. Add a button marked "Cat" to the first frame of the bouncing ball sequence.
  2. Write a script for that button, which will make cause the running cat sequence to start playing.
  3. Add a button marked "Ball" to the first frame of the running cat sequence (or whatever your character animation is).
  4. Write a script for that button, which will make cause the bouncing ball sequence to start playing.
  5. Rewind your movie and play it. Try both buttons to ensure that they work as advertised.

Changing the Animation Rate

Earlier on, you set the tempo for your movie in the Score using a Tempo pop-up menu. You can also set the tempo in a Script!

  1. Create a button labeled "Slow" and place it on the Stage. In the Score, extend this sprite so that the button is visible throughout both animation sequences.
  2. Write a script for that button, which will set the tempo to a relatively slow pace.
  3. Create a button labeled "Fast" and place it on the Stage near the "Slow" button. In the Score, extend this sprite so that the button is visible throughout both animation sequences.
  4. Write a script for that button, which will set the tempo to a relatively fast pace. 30 frames per second is good.

Post On the Web

When you are satisfied with your movie, create a Shockwave movie and post it on the web as you did in Lesson 1 (see Posting on the Web if you forget how to do this). Then send me email with the URL of the web page with your movie in it.

You did it!