ANIM34310
Digital Methodologies- Character Rigging and Setup
 
  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 2013
Prerequisites: (ANIM28448)
Corequisites: N/A
Equivalents:
N/A
Pre/Co/Equiv Notes: N/A

Course Name (short): Dig Meth: Char Rigging & Setup
School:
Animation Arts and Design
Program(s): Bachelor of Animation
Program Coordinator(s): Mark Mayerson
Course Leader or Contact: James Sayers
Originator: Barbara Mathieu
Designate: Barbara Mathieu
Version:
16.0
Status: Approved (APPR)

Calendar Description
This course is designed to provide students with a theoretical and practical approach to the rigging and set up of 3D characters for computer animation that is reflective of industry practice.

Typical Instructional Format

Lab
42.0
Total hours: 42.0

Courses may be offered in other formats.

Section I Notes: Course Contributors: David Quesnelle, James Sayers

 
 
Section II: Course Details

Detailed Description
This course is designed to provide students with a theoretical and practical approach to the rigging and set up of 3D characters for computer animation that is reflective of industry practice. Topics include modeling for characters, high resolution and low resolution set up, skeletons, inverse kinematics, character controls, expressions and facial animation systems. Through a series of interactive lectures, discussions, demonstrations and studio applications, students develop a comprehensive character set up.

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 last in a series of six Digital Methodologies courses (and the third specializing in 3D) 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 intermediate level and reflects the complexity and logic of the design of the BAA (Animation) Program. It prepares students for the work in the Senior Project and for building connections to storytelling, character, animation and performance within courses in other streams of the program.


Course Critical Performance and Learning Outcomes

 
 Critical Performance
By the end of the course, students will have demonstrated the ability
to create character rigging, set ups and control systems consistent
with animation production practice.

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

1. Design and create efficient and effective geometry and textures for
   characters.

2. Construct hierarchically structured skeletons for character 
   animation.

3. Create set-driven key and wire rig controls to drive character 
   attributes. 

4. Write expressions for advanced controls and constraints.

5. Generate facial animation systems for expression and lip sync.

6. Compare and contrast the different skin weighting paradigms and 
   approaches.

7. Incorporate appropriate skin weighting techniques into character 
   set up.

8. Validate the structural integrity (skeleton, controls and 
   anatomical deformation) of the character through a series of 
   required exercises.

9. Complete character work in accordance with the requirements and 
   contingencies expected in the animation production pipeline.
Evaluation Plan
Students demonstrate their learning in the following ways:

 
ASSIGNMENTS

Grading Breakdown
Quality	        40%				Assignment #1  =  15%
Technique	20%				Assignment #2  =  15%
Complete	20%				Assignment #3  =  30%
On-time	        10%				Assignment #4  =  40%
Creativity	10%					
                                                                               Total 100%

Assignment #1  -  Due Week  4
Design a flexible and functional spine rig. This assignment will be an 
Introduction to using simple Maya constraints, Set Driven Key and groups.
This assignment is worth 15% of your final mark.

Assignment #2  -  Due Week  7
Design an FK-IK arm and hand rig. Continue to expand on methods for manipulating 
maya joints and their related geometry.  Editing and designing character skin weights.
This assignment is worth 15% of your final mark.

Assignment #3  -  Due Week  12
Design a flexible and easy to pose quadruped rig. This assignment will be an introduction
to using simple Maya constraints, SDK, connection editor and other tools.
This assignment is worth 30% of your final mark.

Assignment #4  -  Due Week 14
Build a complete head/face rig . The controls developed for the face will reflect the 
CG animation process. There will be main overall controls for posing of the eyes and
facial expressions but also a collection of finer controls for squash and stretch etc,.
This assignment is worth 40% or your final mark.
Provincial Context
The course meets the following Ministry of Training, Colleges and Universities requirements:

 

Essential Employability Skills
Essential Employability Skills emphasized in the course:

  Communication   Critical Thinking & Problem Solving   Interpersonal
  Numeracy   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: Both are required

 
 
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 2013
Professor: Multiple Professors
Textbook(s):
N/A

Applicable student group(s): Bachelor of Applied Arts (Animation)
Course Details:
Instructors:
Mike Watters
Mark Palowich

Week 1
Joints, hierarchies, UV's and textures - Assignment #1 

Week 2 
Assignment #1 rig applications problem solving

Week 3 
Using constraints, scripts and utilities - Assignment #2

Week 4 
FK/IK joints and skinning - Assignment #1 due 

Week 5 
Advanced Set driven key and rig systems 

Week 6 
Advanced Set driven key and rig systems continued

Week 7 
Assignment #2 due
Building advanced hierarchies and controls for posing

Week 8  
Camera Rigging and render settings - Assignment #3  

Week 9  
Advanced controls and custom attributes  

Week 10 
Deformation order and blendshapes - Assignment #4

Week 11 
Rivets, follicles, nulls and granular control systems

Week 12
Squash and stretch deformations and rigs - Assignment #3 due

Week 13 
Leg rigging, empty group nodes, custom pivot points

Week 14
Looking at different practical rig solutions - Assignment #4 due


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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