Creating Animation in Alice3
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Module 13: Creating Animation in Alice3
Animation is created in Alice by moving objects a little bit at a time using several different control structures.
Goals:
- Learn use the control structure doInOrder;
- Learn use the control structure doTogether;
- Learn use the control structure count (a loop);
- Learn use the control structure while (a loop);
- Learn how to combine these control structures to create 3D animation;
- Learn how to create and edit markers;
- Use markers in the animation code;
- Use subparts in the animation code.
Objectives:
- Utilize control structures in your code;
- Determine which control structures to use for more natural movements;
- Implement loop control structures count and while to wave, clap, shake the head, and stomp the feet!;
- Use markers to move an object to a set position.;
- Edit object markers: add, delete, re-rename, and change the color;
- Create an animation that uses several subparts, such as walking.;
Please study the material at each of the links below.
Control Structures: Control structures control the order in which statements are executed.
Using a count loop to count to 3.: Use count control structure to count to 3.
Using a count loop to shake head no.: Use count control structure to shake head no 3 times
Using a count loop to wave: Use count control structure to wave 3 times- While Loop: A while block is a control structure that loops (repeats) while a condition if true. The statement while(count<5) will cause the block to execute until count is 5 or more. The statement while(True) will create an endless or infinite loop.
3 Guys take turns counting: Using a while loop to count using counter=counter+1
Count down and blast off!: Counting down with a while loop: 10, 9, 8, 7, 6, 5, 4, 3, 2, 1 blast off!
Scope of variables: It's important where you declare variables.
Yeti circles around baby penguin: Uses an endless while loop to circle continuously.
Fish swims back and forth: It's important to start and end in the same position.
Moose and skunk move between marked locations: Markers let objects move to a marked position.
Pixie moves between marked locations: Pixie moves between several markers.
Editing markers: Edit object markers: add, delete, re-rename, and change the color
A Walking algorithm: Get into position, take three steps, return to starting position.
Self Study Questions: What have you learned?
Active Learning: Animation: Show what have you learned
Discussion questions: What do you think?
Glossary for animation lessonFull Glossary