Monday, 10 November 2008

Logo




A distinctive symbol of a company, object, publication, person service, or idea.
What is a Logo ?


This seems like a easy question. A logo is a mark on the bottom of the television screen, the top of a cereal box, or the side of a letterhead. Unfortunately, it’s not that simple. The world “logo” has multiple meanings, and to make the issue more complex, different words are used to describe this thing we call a logo or the side of a letterhead.




Mark
recognizable symbol used to indicate
ownership or origin

Trademark

A name or symbol used to make that a
product is made by a particular company
and legally registered

Signature

A distinctive mark, or combination of visual forms.
A graphics standards manual may call
For the “signature” to be applied to all brochures.
This is a simply a synonym for “logo”

Wordmark

A wordmark uses the company
name with proprietary letterforms

Symbol

The symbol is the iconic portion of a logo : At times the logomark may exist without the wordmark, examples being the Nike Swoosh, Apple’s apple etc.




Monogram
A design of one or more letters, usually
the initials of a name, used to identify a company,
publication, person, object, or idea.

10 Rules
Answer Who, What , Why?

Who is the Client? Who is the audience? What is needed?

Identify, don’t explain

A logo is a shortcut, a visual language that is quickly recognizable and memorable.


Understand limitations

It can’t make a bad product successful The Logo gives direction and attitude,


Be seductive
The idea of logo as visually satisfying forms has been minimized. Most people would prefer to be seduced by a mark than repulsed by one


Make Mnemonic value
We remember how things look, we recognize logos that’s what there for. Shape Colour Historical Continuity Emotional Resonance Learned Response


Pose a question
If you can’t explain the idea in one sentence
over the telephone, it won’t work





Design for longevity
Your logo might be around for a long time



Make the logo the foundation of a system
The Logo is the base for all other message.




Elements that make up a Logo

Colour



Image(s)



Typegoraphy



Shape


while the product informs the meaning






Monday, 20 October 2008

The Process of Animation

Animation Presentation Tips

Answer these three subheading when writing your presentation  

Practices
How the animation is made? 
What methods are used to make the animation? 

Technologies
What tools are used to make the animation? 

Procedures
How is it viewed or used? 
How is a Zoetrope view? 
What is Cel Animation used for ? 





sony marking of video


Sony Bravia 'Play-doh' Making Of from James Lowrey on Vimeo.

Thursday, 16 October 2008

DEADLINES Dates


Assignment 2.1 Submission Deadline - History of Animation Presentation 
Monday, November 03, 2008 

Assignment 2.2 Submission Deadline - Ideas for an Animated Sequence
Friday, November 07, 2008

more computer animation software

RETAS
Stop Motion Pro
TVPaint
http://www.tvpaint.com/
PhotoRealistic RenderMan
Pixar Render Man

Computer Animation software


3D Computer Animation software

Friday, 10 October 2008

Using Behaviors

You can use behaviors to animate objects using simple graphical controls. With behaviors, you can easily create basic motion effects or complex simulated interactions between multiple objects.

Basic Motion behaviors are among the simplest behaviors. They animate specific parameters of the object to which they are applied. Some affect position while others affect scale or rotation. Examples include Fade In/Fade Out, Spin, and Throw. All of the Basic Motion behaviors can be applied to images and clips, particle emitters, shapes, text, and so on. Most of the Basic Motion behaviors can be applied to cameras and lights.

Behaviors Versus Keyframes
It’s important to understand that behaviors do not add keyframes to the objects or parameters to which they’re applied. Instead, behaviors automatically generate a range of values that are then applied to an object’s parameters, animating it over the duration of that behavior. Changing the parameters of a behavior alters the range of values that behavior generates.


Browsing for Behaviors
All available behaviors appear in the Library tab. Selecting the Behaviors category in
the category pane of the sidebar reveals the behavior subcategories (text behaviors
have two categories). Selecting a subcategory reveals all behaviors of that type in the
Library stack.


When you select a behavior in the Library stack, a short description and preview of the behavior appear in the Preview area.


Applying and Removing Behaviors Behaviors are applied directly to objects in one of the following ways: Dragging a behavior directly to an object in the Canvas, Layers tab, or Timeline. To apply a behavior to an object in the Timeline, drag the behavior to the object in the Timeline layers list or the Timeline track area. Note: It is usually easier to drag a behavior to a camera or light in the Layers tab or Timeline than directly to the object in the Canvas. Selecting an object, selecting a behavior in the Library, and then clicking the Apply button in the Preview area of the Inspector.
Selecting an object, and then selecting a behavior from the Add Behavior button in
the Toolbar.
Control-clicking a parameter of an object (including the parameters of other
behaviors), and choosing a Parameter behavior from the shortcut menu. Behaviors are removed by selecting the behavior in the Canvas, Layers tab, Timeline, or Inspector and pressing Delete.


Where Behaviors Appear When you apply a behavior to an object, it appears nested underneath that object in the Layers tab and the Timeline.


Behaviour controls appare in the inspeactor , or limited contoles in the HUD

Motion Basic's

To save a project:
1 Choose File> Save (or press Apple-S).
If the project has not already been saved, the Save As dialog appears.



2 Type a name into the Save As field, choose a location on your hard drive to save the
file, then click Save.
Note: If the project has already been saved, the project file is simply updated.

Collect Media
When saving a project, Motion gives you the option to automatically gather together
the media used in your project. The media is collected in a folder of your designation.
The advantage to collecting your media is that it makes portability and backup easier,
as well as organizing all your project media in a single place. By default, Collect Media
is turned off.

To use the Collect Media save function:
1 Choose File > Save As (or press Apple-Shift-S).The Save As dialog appears.
2 Choose Copy to Folder from the Collect Media pop-up menu.

Choosing the Copy to Folder option creates a folder with the name specified in the
Save As field. A Motion project file of the same name is created within that folder, as
well as a folder named “Media,” which contains all the media used in the project.
If the Collect Media option is used, you have the option to specify whether unused
media are collected as well.

Navigation Controls in the File Browser



The six main 2D transform tools are:

Select/Transform: Scales and rotates selected objects.
Adjust Anchor Point: Offsets the anchor point used for all object transforms.
Adjust Shear: Tilts objects, either horizontally or vertically.
Adjust Drop Shadow: Manipulates object drop shadows directly in the Canvas.
Adjust Four Corner: Stretches an object into different polygonal shapes.
Adjust Crop: Cuts off pixels from any of the object’s four edges.

Moving Objects in the Canvas
The simplest thing you can do to start arranging the objects in your project is to move
them around.

To move one or more objects in the Canvas:
1 Select one or more objects.
2 Do one of the following:
 Drag an object to another location. If more than one object is selected, dragging one
of the currently selected objects moves all of them.
 Press Command, then press the Right Arrow, Left Arrow, Up Arrow, or Down Arrow
key to reposition the selected objects one pixel at a time.
 Press Command-Shift, then press the Right Arrow key or the Left Arrow key to
reposition the selection ten pixels at a time


Transform Tools
The transform controls do double duty, allowing you to both resize (scale) and rotate
an object within a single mode.



Drag one of the corner handles to resize the object’s width and height at the same
time. By default, you can resize the width and height independently, by any amount.


Press Shift, then drag any of the corner handles to resize the object while locking its
width and height together, maintaining the object’s current aspect ratio.

Drag the top or bottom scale handle to limit scale changes to the object’s height, or
drag the left or right scale handle to limit scale changes to the object’s width.
Editing Opacity and Blending
The opacity and blending controls for each object appear both in the Properties tab of
the Inspector, and in the default HUD for any selected object.
Opacity

By layering together objects with varying opacities, you can merge them together in
ways not otherwise possible. For example, if you have two full-screen background
images that you want to use together, you can set the opacity of the object in front to
50%, allowing the object in back to show through.


The Timeline shows all of the objects in your project and provides a “big picture” look
at how your project is arranged over time. You can organize your objects to begin and
end on the frames you choose. You can also align multiple effects so that they occur
simultaneously. You can control objects’ durations and even perform common trim
operations to edit the objects as you would in a video editing program.
Additional controls let you manipulate masks, filters, behaviors, keyframes, and audio
elements along with your visual footage. The Timeline ruler provides an exact reference
for managing timing and synchronizing effects. You can lock tracks to prevent changes,
temporarily hide an object from view, and manage links between audio and video.



The Timeline is not displayed by default in the Standard layout. It can be viewed by
displaying the Timing pane.
To display the Timing pane, do one of the following:
Click the Timing icon (in the upper-right corner of the Toolbar).

Getting Familiar with the Timeline
The Timeline consists of the Timeline layers list on the left and a track area on the right.
Each object in your project appears as a colored bar, on its own horizontal track,
arranged in a hierarchy identical to the Layers list in the Project pane. This allows you to
quickly see each object’s place in time, as well as its relative position and duration.

Zooming in the Timeline
You can zoom in and out in the Timeline using either the Zoom/Scroll control or the
zoom slider. Each lets you zoom in and out of the Timeline horizontally, showing more
or less time in the Timeline window. As you zoom in, you can see greater detail, which
lets you place objects with greater precision. As you move the zoom slider, the Timeline
remains centered on your current frame.


Timeline Layers List
The Timeline layers list mirrors the Layers tab in the Project pane and displays your
project objects (groups, layers, filters, behaviors, and so on) and their stacking order.
Behaviors, filters, masks, and keyframes applied to an object can also be displayed. In
the Timeline layers list, you can reorder objects. This change is immediately reflected in
the Layers list in the Project pane. You can also lock tracks to prevent further editing on
those tracks and disable entire tracks to omit them from view in the Canvas.

Enabling Timeline Tracks
To the left of each track in the Timeline layers list is an activation checkbox that turns
that track on and off. When a track is turned off (disabled), it is ignored in the Canvas.
Not only can you turn video or audio on and off, but you can also disable or enable
effects such as masks, filters, and behaviors.



To turn visibility for an object on or off:
m Click the checkbox at the left edge of the track you want to control.
When the box is checked, visibility is on, and when the box is unchecked, visibility is
off. Additionally, when a track is disabled, the entire track is dimmed in the Timeline.

Managing the Timeline Layers List
Motion allows you to collapse and expand different parts of the Timeline layers list to
show more or less data to accommodate different working styles. Layers with applied
masks, filters, and other objects can be collapsed to hide those effects bars.
Furthermore, whole groups can be collapsed to hide all of the objects contained within
them.

To collapse or expand a layer or group in the Timeline:
Click the disclosure triangle to the left of the layer or group name. If no disclosure
triangle is present, that object cannot be collapsed or expanded any further.

Moving Objects
Move an object when you want it to begin and end at a different point in the project.
To move an object:
In the track area, click an object bar and drag left or right to move it in time.
A tooltip appears that identifies the new In and Out points of the clip, so you can drag
the clip to the frame you want. The Delta symbol (the small triangle) indicates the
number of frames you are moving.


Trimming Objects
Trim an object when you want to shorten or lengthen its duration in the Timeline. You
can shorten or lengthen either the beginning or end of the object by dragging from
the left or right edge of the object bar in the Timeline (the In and Out points).
To trim a clip:
1Move the pointer to one end of the clip you want to trim.
The pointer changes to a trim pointer.


To display keyframes in the Timeline:
At the bottom of the Timeline layers list, click the Show/Hide Keyframes button.

Starting Animtion In Motion - Overview

When You First open Motion It will Ask you what Preset you want to open. We will be using PAL DV Press ok, Motion will load it's default work surface



To the Top right of the main window you will see these buttons,
these buttons will open the different windows

Library.
The Library lets you quickly and easily search for one of more than 700 filters, effects, particles, and design elements included in Motion 3. You can also use the Library to save your own sets of favorites. Preview effects and animation presets as you search.
Timeline
. The Timeline supports multitrack audio and video editing, including Insert, Overwrite, and Replace edits. Use the Timeline to trim movies, filters, and behaviors or to adjust the speed of video and audio clips.

Heads-up displays. A heads-up display (HUD) is a semitransparent floating palette that offers dynamic control over the most common parameters for a given object. Manipulate shapes or use sliders; the HUD displays just the controls you need, making it simple and even fun to manipulate animation behaviors. Choose the 2D view for creating two-dimensional animations; a single click reveals dynamic 3D controls for working in three dimensions.

Layers. Press the Project Button in the top right, this will pop out the Layers window, Layers let you use unlimited layering to combine video, text, and graphics. You can composite using standard blend modes.

You can group objects and layers for parenting-like control;
movement all a the same time for example.

You can also use any graphic or particle system as an image mask within these layers.

Keyframes

Are the points in which Aniamtion happens.
When using keyframes, the Keyframe Editor (next to the timeline) it lets you draw animation curves. Squish, stretch, and reposition groups of keyframes using the flexible transform
box.


Behaviors

As well as supporting traditional keyframe animation, Motion introduced a system of pre-set 'behaviors' which can be combined to create realistic animations. For instance, the 'throw' behaviour will move an object across the screen. Combined with the 'gravity' behavior, it will simulate a realistic arc of motion. The effects can be tweaked utilizing various parameters, varying the strength of the bounces, the amount of gravity to apply and so on.

This is very different from traditional animation software, which requires the use of keyframes to determine the position of an object at any given time. The software then automatically creates motion to fill the spaces between the keyframes. This makes it easy to know exactly where objects are on the screen at any given time, but it is considerably more difficult to create realistic animations that build up on different, conflicting forces.