Active Outline

General Information


Course ID (CB01A and CB01B)
CISD097.
Course Title (CB02)
ADOBE Animate
Course Credit Status
Credit - Degree Applicable
Effective Term
Fall 2024
Course Description
This course covers how the application of animation allows the user to create animation, cartoons, high-quality vector graphics, banners, games, and interactive content. Adobe Animate is an industry-standard software allowing users to publish animated videos to multiple platforms.
Faculty Requirements
Discipline 1
[Computer Information Systems (Computer network installation, microcomputer technology, computer applications)]
FSA
[FHDA FSA - CIS]
Course Family
Not Applicable

Course Justification


This is a CSU transferable course. The course is part of the Web Development Certificate of Achievement. This course provides knowledge in ADOBE Animate for students in front-end web support positions.

Foothill Equivalency


Does the course have a Foothill equivalent?
No
Foothill Course ID

Course Philosophy


Formerly Statement


Course Development Options


Basic Skill Status (CB08)
Course is not a basic skills course.
Grade Options
  • Letter Grade
  • Pass/No Pass
Repeat Limit
0

Transferability & Gen. Ed. Options


Transferability
Transferable to CSU only

Units and Hours


Summary

Minimum Credit Units
3.0
Maximum Credit Units
3.0

Weekly Student Hours

TypeIn ClassOut of Class
Lecture Hours3.06.0
Laboratory Hours0.00.0

Course Student Hours

Course Duration (Weeks)
12.0
Hours per unit divisor
36.0
Course In-Class (Contact) Hours
Lecture
36.0
Laboratory
0.0
Total
36.0
Course Out-of-Class Hours
Lecture
72.0
Laboratory
0.0
NA
0.0
Total
72.0

Prerequisite(s)


Corequisite(s)


Advisory(ies)


ESL D261. and ESL D265., or ESL D461. and ESL D465., or eligibility for EWRT D001A or EWRT D01AH or ESL D005.

Limitation(s) on Enrollment


Entrance Skill(s)


General Course Statement(s)


Methods of Instruction


Lecture and visual aids

Discussion of assigned reading

Discussion and problem solving performed in class

Quiz and examination review performed in class

Homework and extended projects

Collaborative learning and small group exercises

Assignments


  1. Required reading from text 
  2. Complete practice exercises.
  3. Trouble shoot and problem solve given application.
  4. Create a movie implementing animations.
  5. Incorporate the following elements into a completed movie platform: apply symbols, graphics and text, shape and motion tweening, and apply vectors into animation.

Methods of Evaluation


  1. Students complete four project performance assessments incorporating one or more of the following: animation elements, program interactivity within movie, program and control buttons and movie clips and symbols. Evaluation based on correctness and user experience.
  2. A midterm and a final demonstrating their written understanding of elements from course objectives. Evaluated on correctness.
  3. Student will successfully complete a complex problem using animation as a solution and controlling the animation. Evaluation based on correctness and user experience.

Essential Student Materials/Essential College Facilities


Essential Student Materials: 
  • None
Essential College Facilities:
  • Access to Adobe Animate software. Access to Computer Lab.

Examples of Primary Texts and References


AuthorTitlePublisherDate/EditionISBN
Adobe Creative TeamAdobe Animate Classroom in a BookAdobe Press2022/1st978-0-13-762358-7

Examples of Supporting Texts and References


None.

Learning Outcomes and Objectives


Course Objectives

  • Develop and program animated movies.
  • Implement interactivity in applications using symbols.
  • Create graphics and text
  • Implement natural motion with Inverse Kinematics
  • Create complex animation task
  • Implement animation with motion
  • Implement animation with Shape Tweens
  • Implement animation with Classic Tweens
  • Utilize Symbols
  • Modify graphics and bitmaps
  • Puppet Warping

CSLOs

  • Develop, with accuracy, use of Flash animation by using filters, tools, vectors, bitmaps, digital video and graphics within software to achieve clients' goals of dynamic, interactive website.

  • Develop and program inverse Kinematics, build and program interactivity, program and use video, program and control playback sound

  • Implement optimal program playback and publishing settings for major platforms.

Outline


  1. Develop and program animated movies.
    1. Using graphic events
    2. Adding sounds to interactivity
    3. Editing symbols
    4. Embedding video
    5. Working with the playback components
    6. Editing animated movies
  2. Implement interactivity in applications using symbols.
    1. Understanding symbols
    2. Pacing and timing of animation
    3. Programming buttons
    4. Programming frame by frame
    5. Programming nested animation
    6. Programming to control timelines
  3. Create graphics and text
    1. Create a basic shape symbol
    2. Create and edit text
    3. Programming button components
    4. Modifying components
    5. Creating movie clip
  4. Implement natural motion with Inverse Kinematics
    1. Use Armatures to connect symbols
    2. Create inverse kinematics shapes
    3. Constrain inverse kinematics motions
    4. Edit inverse kinematics elements
  5. Create complex animation task
    1. Manipulate frames in multiple layers
    2. Animate multiple layers
    3. ¸é±ð±¹±ð°ù²õ±ðÌý´¡²Ô¾±³¾²¹³Ù¾±´Ç²Ô
    4. Movie Clip symbols
    5. Synonymous use of frames, animation and movie clips
  6. Implement animation with motion
    1. °ä°ù±ð²¹³Ù±ðÌý³¾´Ç³Ù¾±´Ç²Ô
    2. Develop motion tween paths
    3. Orienting a motion to a curved path
    4. Motion editor
    5. Animate property changes
  7. Implement animation with Shape Tweens
    1. Create morphing techniques
    2. Shape tween multiple vectors
    3. Transform shape into complexity
  8. Implement animation with Classic Tweens
    1. Move symbols on paths
    2. Animate changes in size
    3. Animate and rotate graphics
    4. Animate color changes
  9. Utilize Symbols
    1. Using Library panel
    2. Convert graphics to symbols
    3. Instances and web usage
    4. Modify symbols and Instances
    5. Edit master symbols
  10. Modify graphics and bitmaps
    1. Timeline use and purpose
    2. Timeline use and purpose
    3. Work with guide layers and mask layers
    4. Distribute graphic and bitmap elements
  11. Puppet Warping
    1. Understand puppet warping.
    2. Asset Warp Tool.
    3. Animating rigs.
    4. Puppet Warp options.
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