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GSEB Computer Textbook Solutions Class 11 Chapter 3 Creating Animation Using Synfig
Question 1.
Define Animation and state its type.
- Animation is a visual change over time wherein the digital images are played one after
the other to create a moving effect. - It makes the picture lively.
- Animation are of the following types.
- Frame by frame animation
- Key frame/ tweening / cel animation
- Kinamatics animation
- Morphing animation
Question 2.
Explain frame by frame and cel animation.
Answer:
Frame by Frame Animation
- The images used in animation can be first created and then displayed in a sequence. This type of animation is known as frame by frame animation.
- Frames are defined as the length of time in the document.
- Each frame consists of some objects to be displayed over a period of time.
- Hence in frame by frame animation, each small change in the image is created and then displayed in sequence.
- This method is slow and tedious.
- It also requires lot of time and resource.
Tweening
- If we want to show a circle moving from left to right.
- Here you need to create the first keyframe on the left and include the last keyframe on the right.
- The series of frames in-between are drawn automatically. This effect is known as tweening.
- Tweening is an action which calculates the number of frames between keyframes and path of the action.
- This type of animation is also known as cel animation and the computers generally employ this type animation.
- The real difference between varieties of animation software is how much to be drawn by the user and how much is automatically generated by the computer.
Question 3.
What is keyframe ?
Answer:
- The other simple way to create animation is through keyframe.
- A keyframe is a frame in which we define a change to an object’s properties.
- Using keyframes you need to specify the first position and the last position of the object. The in-between frames are automatically understood and need not be specified.
Question 4.
What is tweening ?
Answer:
- We have to create the first keyframe on the left and include the last keyframe on the right.
- The series of frames in-between are drawn automatically. This effect is known as tweening.
Question 5.
Explain animate edit mode.
Answer:
Animate Editing Mode
- On the right side of the timebar, we can see a green button.
- When we move the mouse pointer over that, it displays a tool tip “Turn on animated editing mode”.
- It will be visible if you have a non-zero end time.
- Clicking on this button, turns it into red button and the canvas displays a red outline. When we move the mouse pointer over that, it displays the tool tip “Turn off animate editing mode”.
- This means that now the animate editing mode is active.
- Any changes made will have an effect on the animation in the time slider.
- In animate mode, whenever a parameter of an object is changed, a waypoint is created to remember the change in the position and the time on the time slider at which the change happened.
- When not in animate editing mode, changes to a parameter are applied throughout the entire timeline of the animation.
Question 6.
State the purpose of timebar.
Answer:
- It is in the lower part of the synfig windows.
- We can see the orange indicator showing the position in time.
- Clicking at various points, we can see values “0f, 1s, 1s 10f” etc. in the entry field.
Question 7.
What is morphing ?
Answer:
The image that transforms into another known as morphing.
Question 8.
What is kinematics ? Give three examples.
Answer:
- Kinematics is the study of movement and motion of objects that have joints such as walking man or running.
- It is a type of animation.
- E.g. Walking man, Running Leopard etc.
Question 9.
Choose the most appropriate option from – those given below :
1) Which of the following terms represent the objects to be displayed over a period of time ?
(A) Frame
(B) Object
(C) Keyframe
(D) Panel
Answer:
(A) Frame
2) Each small change in the image is created and then displayed in sequence in which of the following techniques ?
(A) Frame by frame animation
(B) Cel animation
(C) Tweening
(D) Morphing
Answer:
(A) Frame by frame animation
3) Which of the following timings is default setting for the End time ?
(A) 2s
(B) 5s
(C) 3s
(D) 6s
Answer:
(B) 5s
4) Which of the following terms represents a frame that defines the change to an object’s properties ?
(A) Timeline
(B) Layer
(C) Keyframe
(D) Panel
Answer:
(C) Keyframe
5) Which of the following represents an indicator used to represent waypoint ?
(A) Circle
(B) Square
(C) Rectangle
(D) Diamond
Answer:
(D) Diamond
6) In animate edit mode the canvas outline colour changes to which of the following colours ?
(A) Orange
(B) Yellow
(C) Red
(D) Green
Answer:
(C) Red
7) Which of the following terms defines the length of time in the document ?
(A) Frame
(B) Keytrame
(C) Layer
(D) Tweening
Answer:
(A) Frame
8) Which of the following is correct entry in the timeslider ?
(A) 3f 9f
(B) 3s 9f
(C) 3f 9s
(D) 3s 9s
Answer:
(B) 3s 9f
9) Which of the following terms represent an effect wherein the image transforms into another ?
(A) Morphing
(B) Tweening
(C) Kinematics.
(D) Keyframe
Answer:
(A) Morphing
10) Which of the following is the default setting for frames per second ?
(A) 15
(B) 30
(C) 24
(D) 28
Answer:
(C) 24
11) Which of the following terms represent the study of movement and motion of objects that have joints such as walking man or running leopard ?
(A) Animation
(B) Kinematics
(C) Tweening
(D) Morphing
Answer:
(B) Kinematics
Computer Class 11 GSEB Notes Chapter 3 Creating Animation Using Synfig
Morphing
- Here the image transforms into another known as morphing.
- For example you must have seen that a person’s face transforms into another face and so on. Many products are available in the market that supports this type of effect.
Timebar
- You can also type the position in the entry field and press Enter, the indicator will take you to that position in time slider.
- These values indicate a specific point on the timeline in terms of seconds (s) and frames (f).
- By default each second is divided into 24 frames.
- Frames per second (fps) is set as 24.
- The frame starts at 0 and goes up to 24.
- For example, when one second and ten frames have passed, the entry box displays “Is lOf”.
Creating a Tweening Animation
- Now let us create our first animation of a circle moving from left to right.
Follow the steps given to create this animation :
- Start Synfig (or Select Application → Graphics → Synfig), this will automatically open a new file for you.
- Click the Caret → Edit → Properties.
- This opens the Canvas Properties dialog box.
- Give a name “moving circle” and in description give “My first animation”.
- Now click on Time tab and change the End time to 2s. It means that our animation will be of 2 seconds duration.
- By default the End time is set as 5s.
- Click OK. This will close the canvas properties dialog box and the changes we made can be seen as the file name has changed and the timeline is now 2s long.
- Now draw a circle.
- To change the color of the circle, any method can be used.
- Select the color of the circle by clicking on foreground color. OR
- Using the palette. OR
- Using the parameter panel.
- Click on Animate editing mode.
- You can see “0f” in timeline entry field.
- Move the circle slightly so that it records the location for the first frame.
- We can also move the circle to a new location on the working area as the starting point. Now click at the end of the timeline.
- This will show the ‘2s’ mark in the entry field.
- We can even type ‘2s’ in the entry field to reach the end of timeline.
- Grab the circle and hold the shift key to move it in a straight line to the right of the working area.
- Click on any position on the time slider and you will see the circle on a new position.
- We had specified only the beginning and the end locations of our circle, but Synfig has automatically
created the in-between images or frames. - As we discussed earlier, this process is known as tweening.
- These frames when displayed together will give an effect of moving circle.
- Click on the play key to see how our animation will look.
- You can also click on the previous frame and next frames buttons to see frame by frame animation.
- Finally we need to render our work.
- Rendering means the computer uses various algorithms to apply the final effects you have specified on the objects created.
- Before rendering, click on the button to leave the animate editing mode.
- Click on Caret → File → Save.
- Save the file by the any name.
- Select Caret → File → Render.
- Change the file name from DivyakantSir.sifz to DivyakantSir.gif.
- For the file format select .gif instead of auto.
- To see the animation result, we can use the programs like Mozilla Firefox browser or Image Viewer Programs.
Animation Using Key-Frame
- To create an animation of moving the circle from left to right and then left again using keyframes.
- For this we need to create following three steps:
- First the circle is on the left.
- Second, the circle is on the right.
- And third, the circle is back on the left.
Follow the steps given to create this animation :
- Start Synfig and open a new file.
- Click the Caret → Edit → Properties.
- Give a name and description to your animation.
- We have given the name to our animation as “TEJAS” and description “moving circle using keyframes”.
- Now click on Time tab and change the End time to 2s.
- Click OK to make the changes.
- Select the rectangle tool and create a simple red rectangle.
- Now we need to draw a circle. First change the fill color to yellow.
- Then select the circle tool and create a circle.
- We can use the transform tool to make changes in the circle drawn.
- As the Object is ready let us now start creating our animation by clicking on Animate editing mode .
- So it becomes red color button and we can see red line around canvas.
- Go to parameter panel and open keyframe panel to insert keyframe.
- Now to insert a new keyframe click on button. So a new line is inserted in a list. It displays Time : 0f , Length : Of and Jump : (JMP)
- In Time Slider go to the sign of Is and click on to insert a new keyframe
- So a new line is inserted displaying Time : If , Length : Of and Jump : (JMP).
- Now go to 2s in Time Slider and click on to insert a new key frame.
- So a new line is inserted displaying Time : 2f , Length : 0f and Jump : (JMP).
- The keyframe panel indicates four things.
- Time : It indicates the start time.
- Length : It indicates duration.
- Jump : They are links used to jump to correct time.
- Description : It shows nothing.
- Here, we have drawn three circles in three keyframes on the left.
- But as discussed in our steps the second position of the circle is on the right.
- So now let us edit the circle at second keyframe.
- Click on the “(JMP)” of Is mark and move the circle from left to right.
- So finally, we have our circle at Of on the left, then at Is, we have it on right and on 2s we have it on – left again.
- On the Time track panel orange diamonds are displayed, they are known as Waypoints.
- They represent time at which the parameter (like color or location) of the object changes.
- Click on any position on the time slider and we will see the circle on a new position.
- We specified only three locations of our circle, but Synfig has automatically created the
in-between images or frames. These frames when displayed together will give an effect of moving circle. - Now to see the animation we need to render our work.
- Before rendering, click on the button to leave the animate editing mode.
- Click on Caret → File → Save to Save the file.
- Save the file with any name.
- Click on Caret → File → Render.
- Change the filename to “TEJAS” and target format as gif”.
- Now to see the animation, we can use web browser like Firefox or Image Viewer Program.
Animation Using Time Loop
- If you want your animation to repeat again use the time loop.
- Let us make an example of a bouncing ball to understand Time loop.
- We will also see how to duplicate a keyframe which saves time in positioning the object in the animation all over again.
- In the example we will bounce the ball on the wall. The animation will be created twice using duplicate keyframes concept.
- And then use the time loop to show the bouncing continue till the end time of the animation.
- Create a new file using Synfig.
- Select Caret → Edit → Properties.
- Give the filename “TEJAS” and in description give “Animtion with Timeline”.
- Select the Circle tool and in the tool options select only the region and the outline layer.
- Draw a circle on the canvas as shown in figure.
- As the Object is ready let us now start creating our animation by clicking on Animate editing mode.
- So it becomes red color button and we cati see red line around canvas.
- Now in the timeline come to Of and drag the ball to a new position.
- Add a new keyframe by clicking on button.
- Now come to “6f” in the timeline and drag the ball to a new location.
- Add a new keyframe at 6f.
- Now come to 12f and change the location of the ball.
- Insert a new keyframe at 12f.
- Now come to 18f and change the location of the ball.
- Insert a new keyframe at 18f.
- The status of the keyframes will be like this.
- Now come back to “1s” in the timeline.
- Here we need the ball to come to its original position which we had at “0f.
- So we need to duplicate the keyframe at “1s 0f”.
- Select the “0f” keyframe from the keyframe panel and press duplicate keyframe button .
- This will add a new duplicate keyframe at “1s”.
- Likewise to animate the ball twice we need to create the duplicate keyframes at 1s 6f, 1s 12f, 1s
- 18f and 2s by clicking on button.
- It shows the duplicate keyframes added.
- Now preview the animation using File → Preview. Give 2s in Preview which indicates the FPS
(Frames Per Second).
- You will see the ball bouncing twice till 2 seconds and then stops.
- We will insert a new time loop layer above the circle layer.
- Select topmost circle outline layer. Then Right click Add new layer → Other → Time loop.
- This will add a new layer.
- The time loop parameters in figure shows the duration which denotes the frames or seconds that are looped.
- We can change it to 2s as our animation is playing twice till 2s.
- Preview the animation and you will see that the animation goes on playing till the end time.
- If you change the endtime to “10s” in the file properties window then the animation will go on playing till 10s.
- Save and render the file.
- Before rendering come out of the “animate editing mode” for which click on red button .
- Now select Caret → File → Save to save the file.
- Give any name.
- Now select Caret → File → Render.
- Now to see the animation we can use web browser like Mozilla Firefox or Image Viewer Program.