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Level 2 - Unit 24 - Animation techniques (PDF, 2MB) - OCR

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Cambridge<br />

TECHNICALS<br />

<strong>OCR</strong> LEVEL 2<br />

CAMBRIDGE TECHNICAL<br />

CERTIFICATE/DIPLOMA IN<br />

IT<br />

ANIMATION TECHNIQUES<br />

M/600/6521<br />

LEVEL 2 UNIT <strong>24</strong><br />

GUIDED LEARNING HOURS: 60<br />

UNIT CREDIT VALUE: 10


ANIMATION TECHNIQUES<br />

M/600/6521<br />

LEVEL 2<br />

AIM AND PURPOSE OF THE UNIT<br />

From this unit the learners will understand the animation<br />

process and the different types of animation that are used to<br />

present an idea or story. They will understand the hardware<br />

and the software that is used to create different animations.<br />

The unit will enable learners to produce an animation and<br />

understand the <strong>techniques</strong> that are used by animators to<br />

create an animation and how these can be used to achieve<br />

a client’s brief. Learners will be able to understand how<br />

products are reviewed and tested and how to use feedback<br />

as a means of improving their work. This unit could be used<br />

as a foundation by people wishing to work in the animation<br />

industry.<br />

www.ocr.org.uk<br />

2


<strong>Animation</strong> Techniques <strong>Level</strong> 2 <strong>Unit</strong> <strong>24</strong><br />

ASSESSMENT AND GRADING CRITERIA<br />

Learning Outcome (LO)<br />

Pass<br />

Merit<br />

Distinction<br />

The learner will:<br />

The assessment criteria are<br />

the pass requirements for<br />

this unit.<br />

The learner can:<br />

To achieve a merit the<br />

evidence must show that, in<br />

addition to the pass criteria,<br />

the learner is able to:<br />

To achieve a distinction the<br />

evidence must show that,<br />

in addition to the pass and<br />

merit criteria, the learner is<br />

able to:<br />

1 Know about animation<br />

<strong>techniques</strong><br />

2 Be able to develop<br />

ideas for an animation<br />

sequence<br />

3 Be able to create an<br />

animation sequence<br />

4 Be able to review own<br />

animation production<br />

P1 outline <strong>techniques</strong><br />

employed in animation<br />

P2 present an idea for an<br />

animation sequence<br />

P3 use animation<br />

<strong>techniques</strong> to create<br />

an animation sequence<br />

that partially realises<br />

intentions<br />

P4 review strengths and<br />

weaknesses of own<br />

animation production<br />

work<br />

M1 describe how<br />

animations are used<br />

M2 create a storyboard for<br />

an animated sequence<br />

M3 use a range of functions<br />

within the software to<br />

enhance the animation<br />

M4 use a test plan to test<br />

the finished animation<br />

D1 evaluate different ways<br />

animations can be<br />

created<br />

D2 create a detailed<br />

storyboard for an<br />

animation sequence<br />

D3 export the animated<br />

sequence justifying the<br />

output format<br />

D4 evaluate feedback from<br />

users on the<br />

final animation<br />

3


TEACHING CONTENT<br />

The unit content describes what has to be taught to ensure that learners are able to access the highest grade.<br />

Anything which follows the i.e. details what must be taught as part of that area of content.<br />

Anything which follows an e.g. is illustrative, it should be noted that where e.g. is used, learners must know and be able to apply<br />

relevant examples to their work though these do not need to be the same ones specified in the unit content.<br />

LO1 Know about animation <strong>techniques</strong><br />

• flick book<br />

• cel animation<br />

• stop motion animation<br />

• rotoscoping<br />

• zoetrope<br />

• kinetiscope<br />

• computer generated animation.<br />

• how animations are used<br />

-music - videos<br />

-advertising<br />

-<br />

-computer -<br />

games<br />

--<br />

mobile phones<br />

-internet.<br />

-<br />

• hardware<br />

--<br />

computer<br />

-graphic -<br />

tablet<br />

--<br />

camera (e.g. digital still, video camera).<br />

• software<br />

--<br />

computer generated animation software<br />

--<br />

movie editing software.<br />

LO2 Be able to develop ideas for an animation<br />

sequence<br />

• scripting<br />

• movements<br />

• frame rates<br />

• audio<br />

• camera angles<br />

• point of view<br />

• script.<br />

LO3 Be able to create an animation sequence<br />

• production, (e.g. layout, point of view, camera angles,<br />

audio recording, filming)<br />

• post production<br />

--<br />

editing process, (e.g. aspect ratio, cutting, transitions,<br />

timing, effects, soundtrack, titles and credits, visual<br />

effects)<br />

--<br />

export format.<br />

LO4 Be able to review own animation production<br />

• review, (e.g. against original intentions, appropriateness to<br />

audience, quality and content, strengths and weaknesses)<br />

• test plan, (e.g. suitable content, conveys correct message,<br />

runs at suitable frame rate, runs for correct length, is in<br />

suitable format)<br />

• user feedback, (e.g. suitability for audience, aesthetics,<br />

possible improvements).<br />

• audience<br />

• purpose<br />

• animation method, (e.g. stop motion, computer<br />

generated)<br />

• genre<br />

• storyboarding, (e.g. timings, frame rates, visualisation of<br />

ideas, movement, audio, camera angles, point of view)<br />

--<br />

basic storyboarding, (e.g. simple sketch of ideas)<br />

--<br />

detailed storyboarding, (e.g. used for detailing a higher<br />

level of detail based on original sketches and ideas)<br />

• timings<br />

• characters<br />

www.ocr.org.uk<br />

4


<strong>Animation</strong> Techniques <strong>Level</strong> 2 <strong>Unit</strong> <strong>24</strong><br />

DELIVERY GUIDANCE<br />

Know about animation <strong>techniques</strong><br />

The centre should support learners in looking at the history<br />

of animation – it may be possible to visit a museum to look at<br />

early zoetropes and other early forms of animation in order<br />

to gain an understanding of how each method works. The<br />

centre should teach learners about animations that have been<br />

created (e.g. stop motion animation from Ray Harryhausen,<br />

Clash of the Titans (1981)) and then compare this to later CGI<br />

creations (e.g. Clash of the Titans (2010), King Kong (2005),<br />

Toy Story 3 (2010)). The centre should teach learners how to<br />

evaluate the differences in creating an animation between<br />

animations by Harryhausen to the likes of Morph and other<br />

Aardmen animations. Tutors can give a list of criteria to look<br />

at when reviewing examples of animation and this can then<br />

be researched and discussed in groups. The centre can teach<br />

learners how animations are used in e.g. advertisements,<br />

games, and cinema releases. This may be through DVD’s,<br />

online video, research and group work.<br />

The centre, depending on the software available, can<br />

demonstrate animation <strong>techniques</strong> this can be through tutor<br />

demonstrations with class participation, the use of video<br />

tutorials, step-by-step tutorials and through the learners<br />

experimenting with the software/<strong>techniques</strong>. This can start<br />

with a simple flick book animation then progress onto stop<br />

motion animation, using clay or Lego characters posing and<br />

individual pictures taken. The pictures taken could then be<br />

imported into movie editing software in order to generate<br />

motion – adding sound and effects should be taught at<br />

this point. Learners should be taught the hardware that is<br />

involved in producing animations e.g. digital camera (for<br />

stop motion e.g. Wallace and Gromit), graphics tablets (for<br />

drawing into an animation programme like Flash e.g. Simon’s<br />

Cat (YouTube)), and importing this into a computer ready for<br />

manipulation.<br />

The centre should then teach computer animation using<br />

software such as Expression or Flash and show both frame<br />

by frame and tweening. Learners could gain a greater<br />

understanding of frame by frame animation by using freeware<br />

such as Pivot. Once learners have an understanding of the<br />

software and how to create animations, they should try out<br />

different software for animation (e.g. stop motion and then<br />

movie editing, Flash, Expression) and feedback to the group<br />

which they found easiest to use and why and also the aspects<br />

within the creation process they most enjoyed or did not feel<br />

so confident with.<br />

Be able to develop ideas for an animation sequence<br />

Learners can be split into groups and shown different adverts<br />

from television. They could look at who the target audience<br />

for this advert is, based on the visual message such as font,<br />

images, colours, sound etc.’. They can then feed this back<br />

to the rest of the group in the form of a presentation – the<br />

advertisements should be for different products and for a<br />

variety of age groups, genders and social backgrounds.<br />

Learners should be taught how to put together ideas for an<br />

animation, they may be given a fictitious set of scenarios for<br />

different target audiences (e.g. female teenagers, male office<br />

workers, etc.) and think about how they would advertise<br />

a product to each of these, thus thinking about what they<br />

would do to target them in terms of music, colours, fonts,<br />

themes, genres etc. Learners can be split into groups and<br />

brainstorm ideas considering how these audience needs<br />

can best be met. They can draw on their experiences from<br />

the previous learning outcome in terms of the software/<br />

animation methods/hardware they used and which may<br />

be the most appropriate for the scenario they have been<br />

given. Learners should be taught how to plan an animation<br />

through storyboarding and scripting. The centre could visit a<br />

production studio to see how storyboarding and scripts are<br />

put together. Examples of storyboarding in the animation<br />

industry (these are often found on DVD Bonus Discs for major<br />

cinema released animated or CGI films) can help with the<br />

teaching of how storyboarding is used in industry ready for<br />

learners to construct their own storyboards. Learners within<br />

their groups could storyboard out an idea for their scenario.<br />

Be able to create an animation sequence<br />

Learners could look at fictitious client briefs in order to<br />

gain an understanding of what information is included.<br />

They could work in groups to look at the requirements and<br />

discuss the main points that are required and how these<br />

could best be met by an animation. Learners should be<br />

taught the functions of various pieces of software by tutor<br />

demonstration with class participation, video tutorials, step<br />

by step tutorials and experiment with them so that they<br />

understand how animations can firstly, be put together and<br />

secondly, improved through using the tools in the software.<br />

Learners should be taught different functions within the<br />

centre’s software to further enhance an animation and make<br />

it look more professional. Learners should practice creating<br />

their own animation from a fictitious client brief building<br />

on the previous teaching. A visit from a local animator or<br />

5


a visit to an animation company will give learners further<br />

experience of how animation can be improved with additional<br />

software <strong>techniques</strong>. The visit may also look at, or learners<br />

can be taught, that animation is split into three phases; preproduction,<br />

production and post-production and what is<br />

involved in each of these phases. Learners must be taught<br />

about differing formats that animations can be exported in<br />

and which best suits different delivery methods and audience<br />

e.g. movie format, shockwave format.<br />

Be able to review own animation production<br />

Learners should look at animations that currently exist and<br />

their own animations and in groups review the animations<br />

(both existing animations and their own) looking at its<br />

strengths and weaknesses (e.g. suitability for audience,<br />

storyline, colours used), as well as deciding if the animation<br />

has met its objectives and how they could be improved.<br />

Learners can feedback to other members of their group or<br />

discuss what they have found through their group work to the<br />

whole class. Learners should be taught how to create a test<br />

plan and could then use this to test an existing animation –<br />

the centre should find a good test plan and a bad one in order<br />

to contrast the differences (this could be one constructed by<br />

the tutor). Possible errors could include the frame rate being<br />

too fast making it difficult to read captions and text, or the<br />

animation may not be fit for its audience etc. Learners should<br />

be taught appropriate methods for collecting feedback on<br />

animations and understand evaluation <strong>techniques</strong>. Within<br />

their groups they can be given a set of questions to see<br />

how they would respond to these questions. These can be<br />

a mixture of open and closed questions so that learners<br />

understand how to gain useful responses depending on the<br />

questions asked and how these questions are phrased.<br />

www.ocr.org.uk<br />

6


<strong>Animation</strong> Techniques <strong>Level</strong> 2 <strong>Unit</strong> <strong>24</strong><br />

SUGGESTED ASSESSMENT SCENARIOS AND TASK PLUS GUIDANCE ON<br />

ASSESSING THE SUGGESTED TASKS<br />

Assessment Criteria P1, M1, D1<br />

Learners could evidence P1 using a report or a presentation<br />

to outline the <strong>techniques</strong> that are employed in animation,<br />

including those detailed in the Teaching Content. They should<br />

illustrate their work with examples, which could include<br />

images of different types of animation methods used through<br />

history and now.<br />

The merit criterion M1 could be in the form of a report or<br />

presentation that describes how animations are used. The<br />

evidence should include all uses as identified in the teaching<br />

content. Images could be used to support the evidence.<br />

The distinction criterion D1 could be a report or presentation with<br />

supporting images, which evaluates different ways animations<br />

can be created. This must include a range of animation<br />

<strong>techniques</strong> in order to evaluate their creation.<br />

Assessment Criteria P2, M2, D2<br />

Learners could evidence P2 through a report or video,<br />

showing the presentation of their idea and demonstrating<br />

that they understand the requirements of their animation (e.g.<br />

target audience, genre and purpose). They should also create<br />

a basic visualisation for their animation which should include a<br />

character that will be in the animation.<br />

The merit criterion M2 learners must create a storyboard for their<br />

animation. To support the visual storyboard drawings, there must<br />

be supporting notes underneath each image explaining what it is<br />

showing.<br />

The distinction criterion D2 must be evidenced by a detailed<br />

storyboard for their animation sequence. This could be<br />

developed from the evidence for M2. A detailed storyboard<br />

should include the items as listed in the teaching content.<br />

Assessment Criteria P3, M3, D3<br />

Learners could evidence P3 through screen shots in a report<br />

or presentation, or alternatively photographic/video evidence<br />

of using animation <strong>techniques</strong> to create their animation<br />

sequence. The completed animation must also be included as<br />

evidence.<br />

The distinction criterion D3 must be evidence of the exporting of<br />

the animated sequence and the format the animation has been<br />

exported in – the format that has been chosen must be justified<br />

in relation to audience and purpose. This may be an extension to<br />

the merit criterion and can be the actual finished product.<br />

Assessment Criteria P4, M4, D4<br />

For P4, learners will review strengths and weaknesses of their<br />

own animation production work. This could be evidenced<br />

through the use of a report which could include a table<br />

showing the strengths and weaknesses of the final animation<br />

supported by screen captures to illustrate points made.<br />

For merit criterion M4 learners must create and use a test plan<br />

which will provide the evidence for the criterion. It must be<br />

correctly completed covering all topics in the teaching content to<br />

fully test their final animation.<br />

Evidence for distinction criterion D4 must be an evaluation of<br />

user feedback on the final animation. This could be collected<br />

by means of a questionnaire covering all topics listed in the<br />

teaching content. The evidence could be in the form of a report or<br />

summary of the feedback.<br />

SUGGESTED SCENARIOS<br />

Learners could plan and carry out an animation to promote<br />

healthy eating within a primary school. They should research<br />

animations in the first instance in order to best inform their<br />

planning. For the animation they should consider how the<br />

animation would need to be constructed in order to appeal to<br />

the target audience.<br />

Resources<br />

You may need:<br />

Digital camera, tripod clay or Lego, movie making software<br />

(free or paid for), animation software.<br />

The merit criterion M3 is an extension of the pass criteria and<br />

must show the actual processes they have gone through and<br />

the stages of work during its construction. Learners must include<br />

annotations or written explanations of the range of functions<br />

that have been used within the software in order to enhance the<br />

animation.<br />

7


www.ocr.org.uk<br />

8


<strong>Animation</strong> Techniques <strong>Level</strong> 2 <strong>Unit</strong> <strong>24</strong><br />

LINKS TO NOS<br />

ANIM1: Work effectively in animation<br />

ANIM4: Evaluate proposed ideas prior to production<br />

ANIM7: Write a script<br />

ANIM8: Create designs<br />

ANIM9: Visualise the script<br />

ANIM10: Edit timings<br />

ANIM12: Create 2D animation<br />

ANIM13: Finalise artwork for 2D animation<br />

ANIM17: Build characters (models) for stop motion<br />

animation<br />

ANIM18: Set up lighting and cameras for stop motion<br />

animation<br />

ANIM19: Create stop motion animation.<br />

9


CONTACT US<br />

Staff at the <strong>OCR</strong> Customer Contact Centre are available to take your call<br />

between 8am and 5.30pm, Monday to Friday.<br />

We’re always delighted to answer questions and give advice.<br />

Telephone 0<strong>24</strong>76 851509<br />

Email cambridgetechnicals@ocr.org.uk<br />

www.ocr.org.uk

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