Exercise

 


Exercise

Exercise 01

Exercise 1 Requirements:


The teacher asked us to design a functional smart assistant avatar or UI widget in Adobe Animate. The focus of this assignment is not simply drawing the character, but learning how to prepare the structure for animation. We need to use vector drawing tools such as Pen, Oval, and Rectangle to create the character and enable Object Drawing Mode to ensure each graphic remains independent, facilitating later modifications and animation production.

The teacher emphasized two core rules: the Layer Rule and the Symbol Rule. All parts that need to move (such as eyes, arms, or glowing cores) must be placed in their own independent and clearly named layers; after completion, each part needs to be converted to a Movie Clip Symbol (F8) for later animation control. The final submission requirement is to upload the .fla file to Google Drive, include a link in your personal e-portfolio, and submit the e-portfolio link as the final assignment.

I created this storyboard sketch based on the lecturer’s requirements.
I designed a desktop pet character called ByteCat.

ByteCat is a digital companion that lives inside the computer screen and interacts with users while they work. The animation begins with a laptop sliding in from the right side of the screen, while ByteCat enters from the left side. They meet in the center, and ByteCat starts typing on the laptop keyboard.

During the animation, ByteCat’s eyes move and blink to make the character feel alive and interactive. The typing motion loops continuously, allowing the character to function as a playful desktop pet animation.

This sketch shows the animation flow step by step before producing the final digital animation in Adobe Animate.

Sketch 01


Sketch 02


In the first exercise, the teacher asked us to postpone animation production and instead focus on drawing and structurally preparing the character in Adobe Animate.

The key to this task was designing the character and separating its various parts into layers. All elements that would need to be moved, such as the head, eyes, body, and laptop, needed to be placed in separate, clearly named layers.

The goal of this stage was to create a clean, editable character structure, preparing for subsequent animation production.

In the second and third exercises, we will begin adding animation effects and utilize the predefined layers to achieve character movement and interaction.

So I started drawing in Adobe Animate and divided it into layers.


I placed all the parts that might need movement into separate layers, including the cat's main body, left and right paws, left and right eyes, tail, and background, and clearly named each layer. This way, I can ensure that each component can be individually controlled and adjusted during subsequent animation production.


The final result of my drawing


.fla file in my Google Drive:View my project files on Google Drive

Exercise 01 Reflection

Through this exercise, I gradually understood that animation design is not only about drawing a character but also about building a clear structure for future animation production. At the beginning, I thought the task was simply to design a cute desktop pet. However, after following the lecturer’s instructions in Adobe Animate, I realized that proper layer organization and symbol preparation are the foundation of animation workflows.

During Exercise 01, I focused on separating every movable element of my character, ByteCat, into independent layers and converting them into symbols. This process helped me understand how professional animation projects are prepared before any motion is created. Although no animation was required at this stage, I learned that careful planning makes later animation production much easier and more controllable.

By designing ByteCat as a desktop pet character, I also started thinking about interaction and personality design. Instead of creating a static illustration, I considered how the character would behave inside the computer environment, such as typing, blinking, and interacting with the screen. This helped me connect visual design with interaction design concepts.

Overall, this exercise strengthened my understanding of Adobe Animate’s workflow and improved my ability to organize assets logically. It also prepared me for the next exercises, where animation and interaction will be added based on the structured layers created in this stage.

Exercise 02

Exercise 2 Requirements:




The theme of this Exercise 2 assignment is "The Motion." The main goal is to add dynamic effects to our characters, making them appear more alive than static images.

This assignment requires us to create an idle state animation for our character. This means that even when the character isn't performing any action, it needs to maintain a slight, looping animation, such as breathing, floating up and down, or gently swaying, to make the overall visual more natural.

The main requirements given by the teacher include:
  • Use Nested Animation
Double-click to enter the timeline within the main character symbol and complete the animation within the Symbolic frame.
  • Use Classic Tween
Create a looping animation of approximately 40 frames using Classic Tween, focusing on the character's "breath effect."
  • Add Easing
Use Classic Ease In/Ease Out to make the animation smoother and more fluid, avoiding stiff or mechanical movements.

Through this assignment, we need to learn how to use looping animation to enhance the realism of characters and also further practice the application skills of Symbol, Tween, and Easing in Adobe Animate.

Production process



In this Exercise 2, "The Motion," I continued animating the cat character I designed in Exercise 1. This time, I added dynamic effects to the original character to make it more lifelike.

The focus of this assignment was creating the character's Idle State animation. Before starting, I considered what movements I could add to the cat character while it was stationary. Since the character's overall style is cute, I wanted its movements to be subtle, adding a sense of life through small details. Ultimately, I decided to animate the cat's tail and eyes.

First, I entered the internal timeline of the main symbol to begin animation.

I made the cat's tail sway slightly from side to side, simulating the natural swaying of a cat's tail when resting. To make the movement more natural, I didn't move the tail too much, maintaining a slow and gentle rhythm.



Next, I started designing the eye animation.

I added a left-right movement effect to the cat's eyes, adjusting the changes in the eyes through different keyframes to make the character look more realistic and add a touch of interactivity.


After completing the keyframes, I used Classic Tween to connect the animations, making the tail wagging and eye blinking smoother. I also added Ease In and Ease Out to prevent the movements from being too abrupt and to create a more natural transition.



Finally, I continuously tested the entire loop animation to make the overall animation look more harmonious. After completion, I found that even simple tail and eye movements could significantly enhance the character's sense of life, making the originally static character more interesting.


Video showcasing the results of completing Exercise 2


.fla file in my Google Drive:Exercise 02 doucment

Exercise 02 Reflection

Through Exercise 2, "The Motion," I began to better understand how the "life" in character animation is created. Initially, I thought animation required complex movements to be interesting, but after completing this exercise, I realized that simple tail wagging and eye movements were enough to make the character look more realistic and lifelike.

This assignment also made me more familiar with Adobe Animate, especially Nested Animation, Keyframe, Classic Tween, and Easing. At first, adjusting the timeline often resulted in disjointed movements or unnatural loops, but through continuous testing and modification, I gradually learned how to adjust the rhythm between keyframes to make the animation look smoother.

Furthermore, because all three exercises required using the same character, I also realized the importance of initial character design. The character layer categorization I completed in Exercise 1 helped me a lot in this animation production, making the subsequent animation process more convenient and reducing a lot of revision time.

I think the most interesting part of this assignment was seeing the originally static cat character gradually "come alive." Although it was just basic animation, it helped me understand that character animation isn't just about technical skill; more importantly, it's about expressing a character's personality and feelings through small details.


Through this exercise, I not only improved my animation skills but also learned the importance of patiently refining details. I hope to continue experimenting with more diverse character movements in the future, giving my characters richer expressive effects.


Exercise 03


In Exercise 3, I continued using Adobe Animate to complete an interactive animation design. This exercise extended and improved upon Exercise 2, adding button interaction functionality that allows users to control the animation's playback and pause, transforming the work from a simple animation display into a simple interactive piece.


Review of Exercise 2


In Exercise 2, I primarily learned how to use Adobe Animate's timeline, keyframes, and motion tweening to create character animation. To make the static cat character appear more lifelike, I processed different parts of the character separately and created separate layers for each.


During the animation process, I made the cat's eyes continuously move left and right, while its tail swayed up and down. Although the movements were relatively simple, by looping the playback, the character achieved a natural dynamic effect, rather than being a static image.


Through Exercise 2, I gradually became familiar with the use of keyframes in Adobe Animate and learned how to use different layers to control the animation of different parts.


Extending Character Animation


In Exercise 3, I retained the left-right eye movement and tail wagging effects already implemented in Exercise 2, and added new movements.


To make the character more lifelike, I added an animation of the cat typing on a keyboard, making the character appear to be working at a computer. Separate layers were created for the left and right hands, and keyframes and motion tweening were used to create repetitive movements, allowing the hands to move continuously up and down, creating the effect of typing.


At this point, the cat's eyes move left and right, its tail wags continuously, and its hands continuously type on the keyboard, making the overall image richer and more interesting than before.


Adding Button Interaction Functionality


The most important part of Exercise 3 is the addition of button interaction functionality.


To increase user engagement, I designed a yellow "Play" button on the left side of the screen. Unlike the previous automatically looping animation, this time mouse click control is included.


When the animation starts playing, the cat continuously moves its eyes, taps the keyboard with its paws, and wags its tail. When the user clicks the Play button, the animation stops, and all of the character's actions pause. Clicking the button again resumes the animation, and the character resumes its movements.


By repeatedly clicking the button, users can freely switch between play and pause, achieving simple human-computer interaction. This transforms the work from a simple animation into an interactive piece with basic interactive functions.


Layer and Timeline Setup


To facilitate the management of different actions, I placed the various parts of the character into separate layers, including:

  • Body
  • Left Hand
  • Right Hand
  • Left Eye
  • Right Eye
  • Tail
  • Background

By using keyframes and motion tweening on the timeline, I controlled the movement of each part separately, allowing different actions to occur simultaneously while maintaining the overall smoothness of the animation.



During the production process, I continuously adjusted the position of the keyframes and the speed of the motion, hoping to make the character's movement look more natural and to ensure coordination between the different parts.


Testing and Adjustments


After completing the animation and button interactions, I conducted multiple tests on the entire project.


The tests included:


  • Whether the eye movements were normal;
  • Whether the tail wagging was smooth;
  • Whether the hand gestures on the keyboard were natural;
  • Whether the Play button correctly controlled the animation's playback and pause;
  • Whether the animation continued to function correctly after multiple button clicks.


Through repeated testing and adjustments, I continuously modified the timeline and keyframe settings to ensure the animation ran stably and to improve the overall effect.



Exporting and Publishing


After completing all the designs, I exported the Adobe Animate project as an HTML5 Canvas file.


As required by my teacher, I renamed the exported HTML file to index.html and uploaded the entire folder containing the HTML file, JavaScript file, and image resources to Netlify, enabling the work to run online via a web link.


Simultaneously, I also kept the original .fla file and uploaded it to Google Drive for assignment submission and backup. Furthermore, I organized and updated the entire production process in my e-portfolio, documenting the entire process from design to completion.



Google Drive Link:


Exercise 03 Reflection


Through Exercise 3, I further familiarized myself with Adobe Animate's layer management, keyframe animation, and timeline manipulation. Compared to Exercise 2, which focused solely on character movement, this exercise emphasized interactive design, teaching me how to implement user control functions using buttons and simple scripts.

I discovered that interactive design is not just about making objects move, but more importantly, about enabling users to participate and receive feedback on the work. This exercise gave me a deeper understanding of how to combine animation and interaction, and I also learned about web page export and Netlify publishing processes, gaining experience for more complex interactive projects in the future.


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