TGJ3M_Vector_Art_Animation_InCartoons

include component="page" page="course_tabs_header" include component="page" page="menu_TGJ3M_crumbs" include component="page" page="menu_TGJ3M_vector_art_animation_crumbs"

=Using Vectors in Animation=

TASK 1 - CREATE YOUR CHARACTER
// Special thanks to S. Hughes //

Table of Contents
TASK 1 - CREATE YOUR CHARACTER TASK 2 - CREATE THE MOUTH POSITION TASK 3 - SPEAK OH GREAT MOUTH OVERLORD SAMPLE CARTOONS RESOURCES

Your task will be an easy intro to 2D characters as you will be tracing some of the simplest characters out there ... South Park! Simply follow the steps listed below. Please READ ALL STEPS BEFORE BEGINNING. See the South Park version of Mr. McIntyre below:

STEP 1

 * [[image:mcintyre.png caption="Final Version - After Tracing in Flash"]] || Visit the site listed below and try to create a South Park version of yourself.

Please don't spend all class trying to get the character perfect. The goal is the use of the tools and not how close you can make the character resemble yourself.

Website @http://www.sp-studio.de/ ||

STEP 2

 * [[image:Southpark2.png width="647" height="284"]] || Start a blank new flash file

__**IT MUST BE IN ACTIONSCRIPT 2.0 FOR THIS TUTORIAL**__
Once you have created your character, either save it from the website or take a screen shot. In Flash you will Import to Library.

Save your file as **firstname_lastname_spCharacter.fla**.

From the library, drag the image to the stage. We want to start to trace our avatar now. || media type="custom" key="8848122" || Your picture needs to be on a layer entitled "//Original//". You will need to make another series of layers titled appropriately (head/body/feet etc...) This is where your tracing will take place. It is easy to do so, in the layers area (in the timeline panel) and the controls are a lot like photoshop. Once you're finished renaming the Original layer as such, lock it so you don't erase it by mistake. To trace, simply begin using the drawing tools at left (circle, brush, paint-bucket etc... just as in Photoshop). Remember that every shape has a FILL and a STROKE, to change the color of each you simply go to the bottom of your toolbar you'll see the stroke and fill icons (they look like a pencil and paintbucket respectively). Using the subselect tool (A) you can adjust the shape of any object by grabbing the Bezier points along the path of the shape. Finally, every shape you draw in Flash has it's own grouping, to change things within the group you either need to double click it as in the typography assignment), or break it apart (CTRL-B), then begin editing it. (For those new to FLASH, I'd first recommend scrolling through THIS tutorial to see how to use the basic tools, then then watch the video at left to see a pro in action).
 * [[image:Southpark3.png]]

Ensure that each layer consists of ONLY the items in question (e.g. eyes in the "EYES" layer, body core in the "BODY" layer). I recommend the following layers:
 * body
 * head (including hair)

NB: 
 * 1) If you find that something something is in front of an object you want visible, just as in photoshop, drag your layer upwards and it will come to the forefront, eclipsing objects in layers behind it (e.g. if your hands are behind your arms, drag your hands layer above your arms layers).
 * 2) Don't worry about re-drawing the mouth, it will be made later as we frame mouth positions for the different sounds. ||

TASK 2 - CREATE THE MOUTH POSITION
In this task you will setup up all the necessary mouth positions and emotions for your character. These will be used to sync up the sound in the next task.


 * Step 1**
 * 1) Lock layers you're not working on by right clicking on the layer you ARE working on and choose Lock Others (same is true if you want to Hide Others). E.g. If you're working on the head layer, then lock body (and vice-versa). You are going to click on your head layer and hit **F8** and convert the head to a **graphic symbol**. Convert the head to a head symbol and the body to a body symbol.
 * 2) Always click off into the "grey-space" away from the timeline before you plan on selecting a frame, or several frames. The reason for this is that if you have a frame selected already and you try to drag your cursor over a series of frames in your timeline, it's quite possible you'll create a cascading series of mistakes. This takes a bit of practice - remember, in selecting, click&hold, then drag your cursor. If you make a oopsie in your selection, click off in grey-space, then try again.

|| **Double click on the head graphic symbol** (you should now be //inside the graphic// and not on the main timeline) and create all the necessary mouth positions and emotions for your character. Sample mouth positions and emotions are shown below.
 * Step 2**
 * [[image:Southpark5.png]]

You can find sample emotions listed below:

Emotion Sample Mouth Positions You'll be creating 7 different mouth positions for 3 different emotions
 * Frame 1: M, B, P (Closed Mouth)
 * Frame 2: AH (Open Mouth)
 * Frame 3: EEE or EH
 * Frame 4: Consonants (ex. R, D, N, S, etc...)
 * Frame 5: OH, W
 * Frame 6: TH, L
 * Frame 7: F, V
 * Neutral (hints: neutral-or-no eyebrows, eyes normal)
 * Surprised (hints: eyebrows outside, eyes normal)
 * Angry (hints: eyebrows together and tilted, eyes are wedges) ||
 * [[image:Southpark6.png width="363" height="360"]] || The way to set this up is to create a series of layers in the head graphic symbol. You should have:[[image:Southpark7.png width="520" height="179" align="right"]]
 * Notes
 * eyebrows
 * left eyebrow
 * right eyebrow
 * mouth positions
 * eyes
 * left eye
 * right eye
 * extras (glasses, facial hair etc...)
 * head (the original thing in that graphic symbol)

Go ahead drag the appropriate symbol into the appropriate graphic symbol from your Library into the appropriate layer (e.g. your left eyebrow into your left eyebrow layer). A tip for you is that if you find that things (for example, you're putting the pupil, the eyelid and the eye fill all in the same layer so you may have to select an element and go to Modify>Arrange and either move the element forward or backward (CTRL-UP or CTRL-DOWN or CTRL-ALT-L to lock it so you know it's static relative to the forewards/backwards movement of other elements). ||  ||
 * [[image:Southpark8.png]] || You are now going to create what are called keyframes along the timeline. Keyframes occur when information of note happens along the timeline. You can tell a **keyframe** from a 'static frame' by the fact it is is **represented in the timeline by a circle**. An empty circle means that you have no information in that frame (but Flash considers it to be a ... well... key frame), while a filled circle means there's something (content) in that keyframe. Lastly, you can have small red flags on keyframes which mean that 'wrapped the keyframe' with some label or code (technically they're called labels and imply that either there is an actionscript/label active on the keyframe, but don't stress about what that means atm). Finally, the **empty rectangular box** at the end a series of frames (there are regular frames and keyframes) means that's the **end of a static series of frames** (it means nothing to Flash except to imply that something is GOING to happen in the next frame, because it will be a keyframe).

We're going to make keyframes (by either right-clicking on the keyframe and choosing insert blank keyframe, or by hitting F7). Look at the picture at left to figure out where to put them. In the Notes layer we'll have blank keyframes on frame 1, 11, 21. We'll continue our head layer out to frame 30 statically by either right clicking on the head layer on frame 30 and choosing Insert>Frame (or by hitting F5). I encourage you to learn the shortcuts since they will save you a pile of time. Depending on what's in your extras layer you may want to do the same with it. In my case, I've got my goatee/beard/hairy_caterpillar_thing and I'm to have to animate that along with my mouth movements so I'll have to put in a series of keyframes depending on my mouth movements.

Finally, we're going to copy mouth movements, eye movements and eyebrow movements out to each of our mouth positions (only to keep it as a reference before we move them). We'll do so by **Insert Keyframe** (NOT BLANK KEYFRAME) which copies the object from the previous frame, and makes a copy of it in that keyframe (shortcut F6). We'll want to do this for frames 2, 3, 4, 5, 6, 7 -> 12, 13, 14, 15, 16, 17 -> 22, 23, 24, 25, 26, 27

If at any point in time you make a mistake, don't start randomly deleting things. To clear a frame, but keep it as a keyframe, simply select the contents by clicking on the layer and frame that you want and hit delete (or Right-Click>Clear-Frame). To clear a keyframe simply Right-Click>Clear-Keyframe (by Removing>Key-Frame your timeline will shift on you reflecting the removed frame).

Finally, we're going to put some **labels on our Notes layer**. We'll do this to remind ourselves what/where we are when we navigate to get our sounds. Simply click on Frame 1 of the Notes layer and type in Neutral in your properties panel under the text-box called Frame Labels. In frame 11 we'll put in Happy, and in frame 21 we'll put in Angry (note: you have to hit Enter for the text you put in to 'take'). ||
 * [[image:Southpark9.png]] || Once we've done the basic mouth shapes in frames 2, 3, 4, 5, 6, 7 all we need to do is not copy and Paste Frames in place the mouth shapes for frames 12, 13, 14, etc....

For your eyes, all you need to do is the "Angry Triangles" you'd see in South Park and make it a static frame for all of the eye frames. ||

 = =

TASK 3 - MAKE YOUR CHARACTER SPEAK
In this final task, you will make your character say one line of dialogue using the previous two tasks. Your movie must have a play and replay button. It must not simply loop. A sample movie has been provided below.

||
 * Step 1** - Inserting an audio file - for this task ** YOU MUST HAVE HEADPHONES! I will deduct 5% every time I hear somebody's audio clips!!!! **
 * [[image:Southpark10.png]] || Make sure you are back on the main timeline (that is to say, scene 1). Click off on the grey area around the stage then go to the properties panel and set your **frame rate to 24fps**. ||
 * [[file:jmcintyre/ohmygod.wav|ohmygod.wav]] || Download the sample audio file at left, or below and save it to an appropriate place (Right-click the link and choose 'save as')
 * [[image:Southpark11.png]] || # Go to "File>Import to Library" the audio to your flash library.
 * 1) Create a a new layer called speech.
 * 2) Select the first blank keyframe in the speech layer and drag your "ohmygod wav" file from the library to the stage.
 * 3) Go down to the Properties panel and make sure that your speech layer Frame 1 has a Sync setting of **Stream**.
 * 4) You'll notice that there will be a strange little line going across the middle of your 'blank frame' - don't worry, you just don't have a long enough time period for the whole wav file to be played at present. Remember, you only inserted it on frame 1 and at the moment that's 1/24th of a second. We'll fix that by extending out the amount of time available to the wav by going off to a frame __**somewhere in the 50's and inserting a static frame**__ F5 is the keyboard shortcut (BTW, do NOT make this frame a keyframe). ||
 * [[image:Southpark12.png]][[image:Southpark13.png]] || # You'll notice it's difficult to see where the wav. file ends, but we've definitely made too many frames for the length of the wav file.
 * 1) We need to see the Speech layer in greater detail, so right-click the speech layer and go to Properties and change the Layer Height to 300%.
 * 2) Let's trim your frames back to where the wav. file ends. To do so, simply highlight the frames you don't want and then Right-Click>Remove-Frames ||


 * Step 2** - We're going to sync our mouth movements we drew to the audio file now.


 * [[image:Southpark14.png]] || * We are going to use the keyframes that we created in Task 2 to sync mouth positions to the audio file we just imported. To do so we want to select the head (bordered by a blue box with a empty circle in the center, that's representative of a symbol in Flash). If you don't see the Properties Panel change to what is in the picture, likely you have selected the whole frame by mistake - you ONLY want to select that one symbol. Click off into grey-space, then single left click the head. Once the head has been selected from the head layer **set your graphic to 'Single Frame'**


 * Now you want to create copies of this graphic for all of the wave file duration, so you can hit F6 to copy keyframes until you hit around frame 44, or simply highlight the frames of interest (Frames 2->44) and Right-Click>Convert to Keyframes.


 * All you want to do now is simply listen to the sound cue at each frame and mirror the type of mouth position with the sound. For example, "OH MY GOD" begins with the OH mouth postion - likely from the Neutral Set. That would be **Frame 5**. (we set up the mouth positions such that OH occurs at frame 5, 15 and 25 depending on our emotion)


 * As you sync mouth movements, it's good practice to have a separate notepad file with the frame number of all of your emotions/mouth sounds open to refer to as you animate your sounds


 * Preview your work by hitting Enter, or if you want to see the version that would be placed on something like a website hit CTRL-Enter (it's the exported SWF - the format that is web-ready).


 * Notice however that the thing loops over and over and over again. We're going to stop that in the next step. ||


 * Step 3** - Controlling the movie.


 * [[image:Southpark15.png]] || * First thing we'll do in controlling the movie is to make a new layer called Control.


 * On the Control layer we're going to add a keyframe to the final frame of the movie (frame 44).


 * We're going to command the movie to stop with the ActionScript (the control structure behind Flash). To do so we will select Frame 44, then bring up the ActionScripts panel (by Window>Actions - or by hitting F9). ||
 * [[image:Southpark16.png]] || * Now we're going to add an action command to the keyframe at frame 44. Navigate to TimeLine Control and double-click STOP. This will add the Stop Command to your movie so that when it plays, it will play only once and stop at the end of the timeline.


 * Actionscripts act as overall command structures in Flash. The way Flash reads the timeline is it first looks up and down the layers at Frame X for global Actionscript commands (like our Stop script above) and then runs that script. If there are no global scripts, then Flash looks for 'object actionscripts' which are actionscripts placed on objects (which we'll do in a minute with a start-button). Barring any scripts the control of Flash for Frame X is then to show/play the content of Frame X. Flash then advanced the frame by 1 and does the whole thing again.


 * [[image:Southpark17.png align="left"]]You can tell if there's a global actionscript on any particular frame by looking at the timeline and seeing if there is a little 'alpha symbol' on the top of the frame (as seen at left here). You'll notice this alpha symbol on the top of Frame 44 if we've done our job right.


 * Now when you test your animation with Ctrl-Enter you'll find it will stop at the end of the cycle. This is good, otherwise our animation would go on ad infinitum and drive the viewer insane possibly causing bodily harm to you and/or any local wildlife. ||
 * [[image:Southpark18.png width="800" height="291"]] || * Now we have to find a way to get our Flash Animation to Play. This is easily done as we've already explored how to add an actionscript to your flash animation. If we want the movie to play, all we need is a Play button.
 * Making a play button is remarkably easy. At Frame 1 we're going to make a Button called "Play Button". To do so, click on Frame 1 of the Control layer, click on Insert Symbol. When the dialogue comes up, make sure you choose Button and name it something simple like Play Button. ||
 * [[image:Southpark19.png]] || * Once you've created the button, the screen will completely change for you, you'll be in a sub-edit (at bottom in my picture). Don't freak out and drive a sharpened keyboard through you monitor, this is normal, every time you edit a symbol you will move away from the regular timeline and move into this type of sub-edit.


 * The key features of this Button Edit are that instead of a regular timeline we now only have 4 'states' the Up state, the Over state, the Down state and the Hit state. Simply put, whatever is in Up will be seen regularly w/out having your mouse near it, it's the default view of your button. Your Over state is what your button will look like when you hover your mouse cursor over it. Down is what it looks like once you've pressed down (but not released the button click). Finally, the Hit state is where the trigger is. Typically, the Hit is the actual button shape itself, but can be really anywhere or anything on the page. We'll make ours the same size/shape as our button plus a bit on each side. For more information follow [|this link here.] ||
 * [[image:Southpark20.png]]



A functional version of just the button: || * To populate each state, we need to have keyframes in each state. So, mash F7 a few times to create a blank keyframe 4 times. Next - we'll make the button itself.


 * We're going to now create whatever we want in our Up/Over/Down/Hit states. I happened to choose to make my button a bit "Glass-Like" by adding gradients etc... Yours can be something as simple as 3 different-coloured boxes with the word PLAY in it.


 * Notice my HIT state rectangle is larger than the rest? That's to make sure that when somebody's cursor is near it, it will trigger (it is industry best-practice to ensure your hit state is slightly larger (~ 5%) on all sides - not so much so it's noticeable but to give a bit of leeway for those clicking).


 * Head back to the main timeline of your animation. You can preview your button in your layers panel. Cool, you think, but it doesn't DO anything yet.


 * Here's my button:

media type="file" key="southpark_button.swf" width="360" height="270" ||
 * [[image:Southpark25.png width="800" height="494"]] || * Finally - let's control our movie. To do so we need to stop the movie from playing. ?!?! Wait, WHAT?!!! I believe McIntyre's finally lost his nut! But if you think about it, when I spoke about global scripts earlier, I said that Flash reads the movie logically from frame 1 through to the last frame and looks for global scripts. Right now there are none by default so as soon as our movie loads, it will play through to the end and stop there (which is where we have a stop script at present). What we want to happen is the following:
 * movie loads but pauses at the beginning, waiting for a user-input
 * user presses play
 * movie plays
 * movie ends at the last frame


 * To get our movie to do this, we will do the following:
 * 1) Open our actions panel and place a global stop script on Frame 1 of the control layer.
 * 2) Drag our Play button onto the stage.
 * 3) Deselect everything by clicking off into the "grey-space" around the stage, then select the button ONLY.
 * 4) With the button selected go back to our Actions panel and go to Movie Clip Control and select on, with that chosen, you'll get a popup script asking for a further action (think logically, in english, what we want to happen, we want the button to start the movie once somebody's clicked on it right?). Choose 'Release'.
 * 5) Your script will now look something like this:

code on(release) { } code ||
 * [[image:Southpark26.png]] || * Which does nothing. Why? Because we haven't actually commanded it to do anything yet. Continuing, we want the release of the mouse to make the movie play, so let's "Make it So".media type="file" key="make it so.mp3" width="240" height="20"


 * To fix this we want to give the button context. In the line after on(release){ we want to go to Timeline Control and add play. The final code should look like the picture at left.


 * Test your movie now by CTRL-Enter. You should find that the global stop script should stop the movie from playing until you press your play button. Problem is, once you get to the end of your movie, there's now way to get it going again without re-loading it. Why? Because if we look at our Control timeline, the stop script is in a BLANK keyframe at the end of our Control layer.


 * To get the movie to cycle back again all we need to do is go to the last keyframe in our Control layer, drag another instance of our button from our Library to our stage.


 * The button may be in a slightly different position as compared to where it was for the first 43 frames. This makes the movie amateurish. To fix this, we need to click on the button in Frame 1 of the Control layer. Take a look at the properties panel to see what the X and Y position of your button is. Now click on the last frame of your Control layer - to your other instance of the button - and put in those same X/Y values. The button shouldn't appear to change when you scrub your movie now (scrubbing means you take the red-play-handle and move it back and forth). ||
 * [[image:Southpark27.png]] || * To put the final scripts on, we'll now select the button on the last keyframe frame of our movie (frame 44 if you've done it the same as me). We'll now put the following script on:
 * On
 * 1) Release
 * 2) gotoandplay
 * 3) in the brackets, put the number 2
 * What this does is to put an actionscript on the button on frame 44 that, when pressed, makes the movie go back and start playing at frame 2. What the wienerschnitzel?! Why not Frame 1 you ask? Surely McIntyre's finally lost his last bits of sanity. But there's genius to my insanity, I'm crazy.....like a fox!


 * Because we have a global script saying STOP on frame 1, if we commanded the movie to go to, and to play frame 1 the first thing it would encounter is a global actionscript saying STOP. We'd then have to click the button instance in Frame 1 to get the movie to finally play again. This means, we'd have to click play 2x to get the movie going again once the movie stopped. By changing the frame to gotoandplay(2) we tell Flash to start playing content in frame 2 - where there are no global actionscripts. ||

You should wind up with something like this:
media type="file" key="TGJ3M_southPark.swf" width="360" height="270"
 * __EVALUATION__**
 * **CATEGORY** || **4** || **3** || **2** || **1** ||
 * **Animation** || The animation is exceptional in every way. || Generally the animation is good, but the occasional sync problem or glitch mars an otherwise great production. || There are occasional problems with sync, with actionscripts and/or artwork, enough to distract the viewer. || The production values of the animation fall well short of expected quality. ||
 * **Use of Time** || Used time well during each class period (as shown by observation by teacher, and documentation of progress in journal) with no reminders. || Used time well during most class periods (as shown by observation by teacher, and documentation of progress in journal) with no reminders. || Used time well (as shown by observation by teacher and documentation of progress in journal), but required reminders on one or more occasions to do so. || Used time poorly (as shown by observation by teacher and/or documentation of progress in journal) in spite of several reminders to do so. ||



RESOURCES
http://minyos.its.rmit.edu.au/~rpyjp/a_notes/anim_lipsync.html

 =Storyboarding for storytelling=
 * **Write a Script** (Even the best movie idea can be a BAD film - look at [|Battlefield Earth]) The basic script themes are:
 * Love — hate, sex, desire, etc
 * Death - permanent changes, etc
 * Justice — morality, rules, etc
 * Family - fatherhood, motherhood, childhood
 * Fear — escape, jeopardy, terror, etc.


 * Draw up a **Storyboard** identifying locations, special effects, titles, sound effects and voiceovers


 * [[image:storyboard.jpg caption="storyboard.jpg"]] ||
 * storyboard.jpg ||

1)Storyboards
__The storyboard is__
 * A “Visual Script” for your production, looking very much like a comic strip version of the story.
 * A production “Blueprint” for your crew to follow.
 * A detailed list of the assets you need to create: graphics, video, dialogue, sound effects, text etc.

__The storyboard is intended for__
 * The “studio” for approval before production is started
 * The production crew, to assemble the assets

Process
> ====
 * BRAINSTORM the original story idea or “Concept”
 * WRITE a script or outline for the story
 * STORYBOARD the script
 * REVISE

Purposes

 * To work out and discuss your ideas, and to fix bad stories before they get made
 * To visualize how your production will look, and get creative with shots and action
 * To describe how your production is sequenced, and act as a step by step guide to making and shooting your film
 * To plan where and what type of additional sound effects or dialogue will be included

Tips

 * Put your shots and scenes of your storyboard in an order that tells your story clearly.
 * Plan your story so that the visual images and the script can be clearly understood by reading your storyboard.
 * Plan your production in the most interesting and appealing way possible for the audience.
 * Plan not only what happens in each shot, but also how fast or how slow you want it to happen.
 * Eliminate unnecessary or repetitive shots and add missing shots. Cut long boring shots and break them down into shorter more interesting shots.
 * Ensure that there is a smooth, clear, logical flow from shot to shot and scene to scene.

A great example of a storyboard: 1.2.1 storyboard sample.PDF

Extra rationale for storyboarding:



Finally - if you get tired of drawing things manually - try [|CELTX], a completely free storyboarding and production tool.

media type="custom" key="9117258"

Useful Links:
[] [] []

[|Nightmare before Christmas side-by-side comparison]



Assignment #10 - Movie Short[[image:http://audacity.sourceforge.net/manual-1.2/images/ed_1_track.png align="right" caption="external image ed_1_track.png"]]
You are to branch off and see if you can't make a late-night infomercial about some relatively useless, likely fictitious product. Your guideline is that you are to do the steps above to create a movie short that is **between 15 and 30 seconds long**. You are expected to do your own voice-work in Audacity then bring the wav files into Flash. We have the recording computer in the studio against the wall, you can use that to record high quality dialogue, then walk the WAV files over to your computer. Planning is key in this!!!

__AUDACITY__
Is a great music-editor. It is freeware and is quite useful in pre-editing sound clips so that they're about the right volume/length.

List of tutorials:

[|Complete list of audacity tutorials]

[|Basic Audacity use]

__**EVALUATION:**__


 * **CATEGORY** || **4** || **3** || **2** || **1** ||
 * **Preproduction** || Storyboard and lists are easy to read and all elements are so clearly written, labeled, or drawn that another student could create the presentation if necessary. || Storyboard and lists are easy to read and most elements are clearly written, labeled, or drawn. Another person might be able to create the presentation after asking one or two questions. || Storyboard and lists are missing key elements or are hard to read with rough drawings and labels. It would be hard for another person to create this presentation without asking lots of questions. || Storyboard and lists are missing many elements and are hard to read. One cannot tell what goes where. It would be impossible for another person to create this presentation without asking lots of questions. ||
 * **Animation** || The animation is exceptional in every way. || Generally the animation is good, but the occasional sync problem or glitch mars an otherwise great production. || There are occasional problems with sync, with actionscripts and/or artwork, enough to distract the viewer. || The production values of the animation fall well short of expected quality. ||
 * **Voice-over and narrative sound quality** || Voice work is exceptional, appropriate distance and effects are placed so as to make the dialogue believable. Dialogue is crisp and completely clear. || Voice work is good, though dialogue or the effects placed on it occasionally distract and dialogue occasionally muffled. || The viewer is occasionally distracted by lapses or mis-timings in dialogue or in the content of the dialogue. Dialogue itself is often muffled, making it difficult to listen to the story. || Dialogue is inappropriate, or ill-timed to the video. Dialogue is captured poorly and is muffled and full of ambient sounds. ||
 * **Use of Time** || Used time well during each class period (as shown by observation by teacher, and documentation of progress in journal) with no reminders. || Used time well during most class periods (as shown by observation by teacher, and documentation of progress in journal) with no reminders. || Used time well (as shown by observation by teacher and documentation of progress in journal), but required reminders on one or more occasions to do so. || Used time poorly (as shown by observation by teacher and/or documentation of progress in journal) in spite of several reminders to do so. ||
 * **End Product** || The resulting short is a masterful fusion of planning, detailed-work, artwork and sound || The resulting advertisement is successful, but the occasional choice leave the piece short of perfection. || The piece contains many poor choices in production and/or sound. The viewer is often lead to distraction. || There might be a story, but it is lost in a morass of errors and lack of forethought. ||