Some other tidbits scattered throughout ToaA:M that mention sound:
QUOTE
Off-screen sound effects are the easiest scene builder.
As they are the easiest... perhaps it'll be easy to enhance the curriculum with them as well.
Added: For some reason when I read the above I immediately think of someone just off screen crashing into a bunch of pots and pans. We don't have to see that activity because the character we see on screen is seen reacting to that.
QUOTE
PRODUCTION
Any animation project is divided into three parts: pre-production, production, and post-production.
Character design, script writing, storyboards, and dialog recording are defined as pre-production. What is the story all
about and what will it look like when it is done? What does the character look like? What will the character act out?
Will there be interaction with other characters? Is the skeleton capable of the animation that you have planned? All of
these things are important questions that must be answered before you begin your animation. Story sequences can
usually be described in a dozen or so numbered sentences.
1. Character walks up to door.
2. Character tries to pull door open but it won’t budge.
3. Character exerts outrageous force to open door but it still won’t open.
4. Character discovers door opens inwards.
5. Character walks through open door.
Animating is production.
Lighting and rendering are post-production. Recombining the dialog track, credits, and adding sound effects and music
finish the process.
One of the eternal problems with projects is the productions that get started don't often get 'finished'.
QUOTE
STORYBOARDING
Most often, you will be involved in small productions that might involve just yourself or maybe another animator. As is often the case, there are no drawn storyboards available, other than maybe an overall idea of what it is about.
Somebody is going to have to at least block the camera shots: what’s visible and for how long. You don’t have to hand draw anything, Animation:Master is an excellent tool to create the storyboards using stand-in characters. First, to get a quick idea how long your animation is going to be: position the lights, camera, and characters for the first frame, then guess how long the animation will be. (Music or sound tracks are excellent indicators of how long the shot is). Go to that frame and reposition everything. Guess where the intermediate poses are and make further refinements every second or so. Watch the rough animation and make further adjustments until everything is close to what you want.
Your storyboards should answer the questions:
1. Which character receives the most camera time?
2. When are close-ups used? Long shots?
3. Which scenes show perspective?
4. Where do the camera angles change?
Often the dialogue of a sequence is used as the basis for animating. It can not only dictate the timing but the performance as well.