ANIM34310
Digital Methodologies- Character Rigging and Setup |
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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 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
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42.0 |
Total hours: |
42.0 |
Courses may be offered in other formats.
Section I Notes:
Course Contributors: David Quesnelle, James Sayers
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Section II: Course Details
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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
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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 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.
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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 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.
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Evaluation Plan
Students demonstrate their learning in the following ways:
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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.
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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:
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Communication
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Critical Thinking & Problem Solving
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Interpersonal
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Numeracy |
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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: Both are required
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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 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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