Beginning Animation. Storyboard An Invitation to Dinner 1.Marlin and Dory (two small fish) are swimming and talking. 2.A shark (Bruce) swims up behind.

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Presentation transcript:

Beginning Animation

Storyboard An Invitation to Dinner 1.Marlin and Dory (two small fish) are swimming and talking. 2.A shark (Bruce) swims up behind them. 3.Marlin panics and he swims rapidly away looking for a place to hide. 4.He finds a treasure chest, swims around it, and then hides in it.

From Storyboard to Algorithm Do in order Dory says “Have you ever seen a shark?” Marlin says “No, and I don’t want to” Shark suddenly appears Marlin panics, and looks for a place to hide Marlin swims to the treasure chest Marlin swims around treasure chest (looking for a place to hide) Marlin swims into the treasure chest The treasure chest lid closes An algorithm is like a “to-do list” … a sequence of actions to be accomplished.

Implementation To create an animation, steps in the story are written as program statements using Alice’s drag- n-drop Code Editor.

Scene class By default, the Scene class is selected in the Code Editor The scene template you selected is displayed

this scene's procedural methods The Scene class has procedural methods that execute when the Run… button is clicked Setting up a scene (custom) Initialize events (interactivity) myFirstMethod (the driver)

Editor tab for myFirstMethod procedure The scene’s myFirstMethod is where we will start creating code.

Recall the 3 Primary Panels Scene View Methods Panel Code Editor

Recall the Menus, Tabs, & Controls Class Menu Object Menu Clipboard Controls Editor Tabs Tasks Menu Bar

Recall the algorithm… These actions are to be performed in sequence, one after the other. Do in order Dory says “Have you ever seen a shark?” Marlin says “No, and I don’t want to” Shark suddenly appears Marlin panics, and looks for a place to hide Marlin swims to the treasure chest Marlin swims around treasure chest (looking for a place to hide) Marlin swims into the treasure chest The treasure chest lid closes

Using Control Blocks Alice has two fundamental code blocks that control the order of execution (the order in which the statements are performed when you play the animation) Do in order perform the actions in sequence Do together perform the actions simultaneously

Control tiles Do in order and do together tiles are in control tiles bar at the bottom right Do in order is the default

Creating a statement Start by selecting an object in the drop- down menu (object tree) Copyright 2013 Wanda Dann, Don Slater, Steve Cooper

Select Procedures tab Method Panel Tabs Procedures  methods that perform an action Functions  methods that return a value

First statement Do in order Dory says “Have you ever seen a shark?” Marlin says “No, and I don’t want to” Shark suddenly appears Marlin panics, and looks for a place to hide Marlin swims to the treasure chest Marlin swims around treasure chest (looking for a place to hide) Marlin swims into the treasure chest The treasure chest lid closes

Drag and drop

From Algorithm to Code Dory says “Have you ever seen a shark?”

add detail… modify duration The say… speech bubble displays for only one second All Alice statements have a default duration of 1 second Use the duration modifier in add detail to change the length of time

Your turn Have marlin say “No, and I don’t want to.” Lengthen the duration of the say statement Do in order Dory says “Have you ever seen a shark?” Marlin says “No, and I don’t want to” Shark suddenly appears Marlin panics, and looks for a place to hide Marlin swims to the treasure chest Marlin swims around treasure chest (looking for a place to hide) Marlin swims into the treasure chest The treasure chest lid closes

Where we are… Do in order Dory says “Have you ever seen a shark?” Marlin says “No, and I don’t want to” Shark suddenly appears Marlin panics, and looks for a place to hide Marlin swims to the treasure chest Marlin swims around treasure chest (looking for a place to hide) Marlin swims into the treasure chest The treasure chest lid closes

Shark appears Use one of these two methods to have bruce move near the two fish. : bruce move forward 50 meters, OR bruce move to the bruceNearFish object marker Have him do it over the span of 4 seconds (modify the duration of the move statement).

Your turn Have bruce greet marlin and dory Lengthen the duration of bruce’s say statement

Add Close-up Camera Markers Modify your code so the camera zooms in as Dory and Marlin speak.

Be sure the World is in the starting position Camera at the OpeningScene camera marker Shark Object at the bruceFarBack object marker 24 Add Close-up Camera Markers

Add moveAndOrientTo procedure to the camera object. Closeup of each character just before they speak. Return to OpeningScene camera marker 25 Use Close-up Camera Markers

Help If you need any help with this project, watch these videos. To find them, click Help > Help > m > Instructional Resources and Reference Guide for Alice 3 m or go directly tohttp:// 3.1/materials_videos.ph phttp:// 3.1/materials_videos.ph p 26

Your Story 1.Create a scene with three characters and props of your choice (not the ocean scene as shown in this example) 2.Add a camera marker for the opening scene 3.Add a simple conversation, have each character speak (something more interesting that just “hello” 4.Add camera markers for closeups of at least two characters. 5.Add at least two object markers, and use them to animate one of the characters. 27