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TECHNOLOGY

(SECONDARY)

SELECTIVE UNIT 7 (S07)


(Vector Based Animation)
(Introduction to Software and Projects)
(JULY 2010)

Unit Statement: The student will use key-framed and motion animation, symbols, and a
variety of drawing tools to create basic animations for web publication. The student will
also be introduced to buttons and basic interactivity.
The student will develop a workflow for planning and creating a large project. The student
will also gain awareness of and make predictions around the potential uses of vector
animation.
The use of the "bouncy ball" and "walking" animations are included in this unit because
they represent those elements considered to be elemental and time-honored in the field of
animation (any given animator would be aware of these projects).
Essential Outcomes: (assessed for mastery)
1. The Student Will research various and current use of vector animation and
describe potential uses that they may be interested in developing.
2. TSW use the classic bouncy ball animation to animate with keyframes in a lifelike fashion.
3. TSW use the classic bouncy ball animation to properly draw circles and convert
them to symbols.
4. TSW The student will demonstrate knowledge of TIMING and SPACING by
animating the bouncy ball using classic tweens (formerly motion tweens).
5. TSW import bitmap, Photoshop, and vector images for use in Flash.
6. TSW create static and dynamic text and convert text to shapes.
7. TSW create graphic symbols and use them for repeated motions (i.e., walk cycles).
8. TSW create buttons and write basic script (i.e., ActionScript 3.0) to make the
buttons play a movie.
9. TSW develop a project that spans the length of at least one minute and
incorporates the principles laid out in the other TSW's
Introduced and Practiced Outcomes: (advanced skills)
1. The Student Will create movie clip symbols.
2. TSW use script (i.e., ActionScript 3.0) to control movie clip symbols (especially
useful in gaming).
3. TSW use the bones tool.
QSI TECHNOLOGY SEC S07
Copyright 1988-2010

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Suggested Materials:
Software (first choice):
Adobe Flash CS4 or newer
(Less powerful, less expensive alternative):
Swish
Resources:
Adobe.com help and communities
lynda.com tutorials
animatedcritic.com/resources
Suggested Assessment Tools & Strategies:
1. Student makes an animatic (moving comic book) that tells a story or sells a
product.
2. Student creates a quiz for distribution to the school or the Internet.
3. Student develops an advertisement with animation.
4. Student creates a simple game where the user (player) makes choices.

Assessment Rubric on following page

QSI TECHNOLOGY SEC S07


Copyright 1988-2010

49

QSI Technology Curriculum


Selective Unit 7 (S07)
(Vector-Based Animation)
Assessment Rubric
Rubric Item
Keyframe
animation

"A" level mastery


Keyframes the bouncy ball,
paying attention to arcs and
velocity gained due to gravity.

Motion
animation
(tweens)

Can manipulate color / size


Successfully moves the bouncy
changes, paying attention to
ball across and around the stage,
weight and motion as though in a with or without paths.
real environment.

Graphic
Symbols

Uses symbols to repeat actions


Uses symbols to repeat actions
and objects in a pleasing manner. and objects in a pleasing manner.
Adding sizes, spacing, coloring,
location, and a sense of fullness
(but not over-crowding) in the
scene.

Button
symbols

Imagines, researches, and


implements a previously
unlearned function for a button.

Creates a button symbol and


writes code to cause the button to
jump from one frame to another.

Art work

All elements play together in


harmony to generate an aesthetic
image.

Art is drawn and imported


carefully and placed with skill
onto the stage.

QSI TECHNOLOGY SEC S07


Copyright 1988-2010

"B" level mastery


Successfully keyframes the
bouncy ball.

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