ANIM33431
Digital Methodologies- 3D Animation
 
  I: Administrative Information   II: Course Details   III: Topical Outline(s)  Printable Version   Public
 
Section I: Administrative Information
  Credit Value: 3.0
Credit Value Notes: N/A
Effective: Fall 2012
Prerequisites: (ANIM28448)
Corequisites: N/A
Equivalents:
N/A
Pre/Co/Equiv Notes: N/A

Course Name (short): Dig Method: 3D Animation
School:
Animation Arts and Design
Program(s): Bachelor of Animation
Program Coordinator(s): Mark Mayerson
Course Leader or Contact: James Sayers
Originator: Paulette Geffros
Designate: Paulette Geffros
Version:
12.0
Status: Approved (APPR)

Calendar Description
This course is designed to provide students with an introduction to the theoretical and practical approaches to animation in a 3D computer animation environment.

Typical Instructional Format

Lab
42.0
Total hours: 42.0

Courses may be offered in other formats.

Section I Notes: Course Contributors: Jim Sayers; David Quesnelle

 
 
Section II: Course Details

Detailed Description
This course is designed to provide students with an introduction to the theoretical and practical approaches to animation in a 3D computer animation environment. Topics include principles of key frame animation, function curve editing, inverse and forward kinematics methodology, motion paths, deformation tools in animation and non-linear approaches to animation. Students will be involved in a series of interactive lectures and studio work.

Program Context

 
Bachelor of Animation Program Coordinator: Mark Mayerson
This course is part of the core component of the third year of the Bachelor of Applied Arts (Animation) Program. It is the fifth in a series of six Digital Methodologies courses whose development reflects comprehensive and thoughtful scope, content analysis, and sequence in the delivery within the Digital Methodologies stream. In addition, it reflects continuity, integration and balance through the other streams at an introductory level and reflects the complexity and logic of the design of the BAA (Animation) Program. The course guides students from 2D to 3D applications. It prepares students for the remaining course within the stream and for building connections to storytelling, character, animation and performance to courses in other streams within the program.


Course Critical Performance and Learning Outcomes

 
 Critical Performance
By the end of the course, students will have demonstrated the ability
to develop 3D digital animation methodologies consistent with
animation theoretical practice.

Learning Outcomes
To achieve the Critical Performance, students will have demonstrated
the ability to:

1. Articulate the theoretical parallels between traditional and
   computer animation practice.

2. Use key frames and key frame interpolation in a 3D environment.

3. Use function curves to control and edit animation timing and
   spacing for movement and performance.

4. Animate an object through the use of a motion path.

5. Animate with a pre-rigged character.

6. Make appropriate choices around the use of forward and inverse
   kinematics when animating a character.

7. Discuss the application of deformation tools in the animation 
   process.

8. Distinguish the differences between linear and non-linear
   approaches to 3D animation. 

9. Incorporate a combination of sound, timing and gesture to enhance
   pantomime in a given animation performance.

10. Describe the fundamental approaches to animating camera, lights
    and material properties in a 3D environment.

Evaluation Plan
Students demonstrate their learning in the following ways:

 
Assignment  #1 -  Squash and Stretch    10%
Assignment  #2 -  Walk Cycle		30%
Assignment  #3 -  A Thinking Character	35%
Assignment  #4 -  Simple Character Rig	25%
Total				       100%


Late Policy for all courses in the program: 

All assignments are due within the first 15 minutes after the start 
of class on the due date. Late projects, submitted after the first 15 
minutes of the start of class will receive a 20% grade reduction. 
Late projects submitted the following week will receive a 30% grade 
reduction. There will be no submission of work after the last day of 
semester unless arrangements have been made and documented by the 
professor.

Work that is more than one week late will not be graded unless a 
prior arrangement has been made with the professor; the arrangement 
must be documented on email or a memo, with the new due date 
identified. There will be no resubmission of work unless, under 
exceptional circumstances, this has been agreed to or suggested by 
the professor.  Again, a hard copy of the agreement is necessary.

If there is a valid reason for the late project, the student must 
email the professor at least 3 days before the due date.  If the 
reason is deemed to be valid, there will be no late penalty.  A new 
due date with be set by the instructor.

The basic late policy as laid out above will be followed, except in 
the instance that an instructor requires a variation in policy. That 
variation will be provided to the student in writing as part of the 
actual assignment, which will be handed out by the instructor.
Provincial Context
The course meets the following Ministry of Training, Colleges and Universities requirements:

 

Essential Employability Skills
Essential Employability Skills emphasized in the course:

X Communication X Critical Thinking & Problem Solving   Interpersonal
X Numeracy X Information Management   Personal

Notes: N/A

Prior Learning Assessment and Recognition
PLAR Contact: Angela Stukator

Students may apply to receive credit by demonstrating achievement of the course learning outcomes through previous life and work experiences. This course is eligible for challenge through the following method(s):

Challenge Exam Portfolio Interview Other Not Eligible for PLAR
  X X    

Notes: N/A

 
 
Section III: Topical Outline
Some details of this outline may change as a result of circumstances such as weather cancellations, College and student activities, and class timetabling.
Effective term: Fall 2012
Professor: Multiple Professors
Textbook(s):
Textbooks: N/A

Applicable student group(s): Bachelor of Applied Arts (Animation)
Course Details:
Instructors: Mike Watters and Trevor Davies

Animation Essentials and Perception of Motion
Designing animation in Maya - 3D considerations
Timing, curves, handles, holds, slow in and out
Breaking of  joints exercise
Assignment  #1:  Squash and Stretch (due week 3)

Week 2 -  Walk Cycle
How cycles work and PIXAR walk design
Planning animations: thumbnails and key poses
Gravity, balance, believable weight and driving forces
Center of gravity and legs
Assignment  #2: Walk Cycle (due week 7)

Week 3 -  Walk Cycle
Finishing center of gravity and legs
Copying and editing animation curves
Time allowing begin upper body, arms and head

Week 4 -  Walk Cycle
Upper body, arms and head
Successfully conveying driving forces and believable weight

Week 5 -  Walk Cycle
Fine tuning and trouble shooting the walk cycle
Adding squash and stretch

Week 6 -  A Thinking Character
Creating life: connecting actions with thought process
Driving forces: mood, personality, attitude
Analyzing dialogue: listen for weak and strong parts
Planning animation: thumbnail out poses you see in your head
Acting it out: become the character  for a few hours
Blocking Pass: pose your character for basic feel and timing
Assignment  #3: A Thinking Character (due week 13)

Week 7 -  A Thinking Character	
Blocking Pass: fine tuning and moving holds
Second Pass: critical in-betweens overlapping action and overshoots
Walk Cycle feedback

Week 8 -  A Thinking Character
Third Pass: block in facial expressions and simple mouth shapes
Fourth Pass: head squash and stretch animation, eye and tongue details

Week 9 -  A Thinking Character	
Lipsync Pass: simplify - show dominant vowels and consonants
Fith Pass: critique and get several opinions

Week 10 -  A Thinking Character
Final Pass: fix mistakes and push the poses

Week 11 -  Rigging
Rig planning: considerations and workflows
Hierarchies: grouping, parenting and pivot points
Bones: basic character hierarchy
Inverse and forward kinematics 
Assignment  #4: Simple Character Rig (due week 14)

Week 12 -  Rigging
Skinning: volume distribution and custom deformations
The arm, hand and leg

Week 13 -  Rigging
The Face: blendshapes
A Thinking Character feedback

Week 14 -  Rigging
Advanced overview of squash and stretch rigging
Camera rigging and motion paths


Academic Honesty
The principle of academic honesty requires that all work submitted for evaluation and course credit be the original, unassisted work of the student. Cheating or plagiarism including borrowing, copying, purchasing or collaborating on work, except for group projects arranged and approved by the faculty member, or otherwise submitting work that is not the student's own violates this principle and will not be tolerated. Instances of academic dishonesty, including assisting another student to cheat, will be penalized as detailed in the Student Handbook.

Students who have any questions regarding whether or not specific circumstances involve a breach of academic honesty are advised to discuss them with the faculty member prior to submitting the assignment in question.

Discrimination and Harassment
Sheridan is committed to provide a learning environment that respects the dignity, self esteem and fair treatment of every person engaged in the learning process. Behaviour which is inconsistent with this principle will not be tolerated. Details of Sheridan's policy on Harassment and Discrimination are available in the Student Handbook.
 
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