ANIM33431
Digital Methodologies- 3D Animation |
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I: Administrative Information II: Course Details
III: Topical Outline(s) Printable Version Public |
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Section I: Administrative Information
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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
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42.0 |
Total hours: |
42.0 |
Courses may be offered in other formats.
Section I Notes:
Course Contributors: Jim Sayers; David Quesnelle
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Section II: Course Details
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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
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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.
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Course Critical Performance and Learning Outcomes
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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.
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Evaluation Plan
Students demonstrate their learning in the following ways:
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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.
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Provincial Context
The course meets the following Ministry of Training, Colleges and Universities requirements:
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Essential Employability
Skills
Essential Employability Skills emphasized in the course:
X
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Communication
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X
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Critical Thinking & Problem Solving
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Interpersonal
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X
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Numeracy |
X
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Information
Management |
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Personal
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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 |
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X |
X |
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Notes: N/A
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Section III: Topical Outline
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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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