|
Credit Value: 9.0
Credit Value Notes: N/A
Effective: Fall 2011
Prerequisites:
N/A
Corequisites:
ANIM56976
Equivalents:
N/A
Pre/Co/Equiv Notes: Corequisites: All 1st Semester courses in
Computer Animation.
Undergraduate qualifications in Visual or Fine
Arts or 5 years work-related experience. |
Course
Name (short): Animation Systems Studio 1
School: Animation Arts and Design
Program(s):
Computer Animation
Program Coordinator(s):
Mark Simon
Course Leader or Contact: James Sayers
Originator: Lesley Brown-Paterson
Designate: Lesley Brown-Paterson
Version: 3.02
Status: Approved (APPR)
Calendar Description
This is a comprehensive course that presents concepts and techniques
for designing and producing three-dimensional computer animation in a
graphics workstation studio environment. Students start with core
concepts in modeling, texturing, lighting and rendering, then move to
advanced topics in modeling, rigging and animation tools.
Typical Instructional Format
Studio Course
|
126.0 |
Total hours: |
126.0 |
Courses may be offered in other formats.
Section I Notes:
N/A
|
Detailed Description
This is a comprehensive course that presents concepts and techniques
for designing and producing three-dimensional computer animation in a
graphics workstation studio environment. Students will start with
core concepts in modeling, texturing, lighting and rendering, then
move to advanced topics in modeling, rigging and animation tools.
Higher-level topics include character setup, hierarchical structures
and inverse kinematics. Along with projects specific to this course,
students work on projects in conjunction with the Animation Design
course.
Program Context
|
Computer Animation |
Program Coordinator: Mark Simon |
This course is a core
component of the Computer
Animation program. Project
work for the Animation
Design, Animation
Methodology, and Directed
projects classes will be done
on system applications, tools
and concepts taught in this
class.
|
Course Critical Performance and Learning Outcomes
|
By the end of this course, students will have demonstrated the
ability to produce three-dimensional models that incorporate elements
of texturing, lighting, rigging and rendering for use in computer-
animated shorts.
Learning Outcomes
1. Navigate within the 3D software environment
2. Integrate hierarchical structures and appropriate naming
conventions within the context of the modeling and character
creation process
3. Generate both hard and organic surfaces using various modeling
procedures and types
4. Incorporate the poly-proxy methodology and approximation editor
in modeling projects
5. Produce UV layouts using UV generation and editing tools
6. Utilize surface deformation tools for modeling and animation
7. Generate surface materials, properties and textures for models
8. Create set-driven key and wire rig controls to drive character
attributes
9. Write expressions for advanced controls and constraints
10. Apply both rigid and smooth skin weighting methodologies to
character setups
11. Demonstrate various methods to computer generated lighting
solutions
12. Apply render layer techniques and digital compositing to the
rendering process to achieve advanced qualities and efficiencies
|
Evaluation Plan
Students demonstrate their learning in the following ways:
|
Modeling Assignment 10%
Digital Sculpting Modeling Assignment 10%
Compositing Assignment 10%
Interstitial Project - models, shaders, rendered project 25%
Lighting Assignment - part A, B, C 15%
In-class character rigging setup 10%
Directed Project - models, UV's, textures, shaders 20%
Total 100%
|
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: Mark Simon
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
|
|
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 2011
Professor: Multiple Professors
Textbook(s): 3D animation systems software documentation, tutorials, handouts and
DVD resources
Applicable student group(s): Students of Computer Animation
Course Details:Instructors: James Sayers/Kristian Howald (2010)
Module 1: Introduction and Navigation (weeks 1-2)
Targeted learning outcomes: 1
Topics: 3D space and the interface
Navigation and camera fundamentals
Transformation tools
Intro to animation tools and function curves
Project management and the studio pipeline
Assignment: Interface and navigation tutorials
Module 2: Modeling (weeks 3-5)
Targeted learning outcomes: 2, 3, 4
Topics: Curve and surface generation tools
Procedural modeling, history and the dependency graph
Nurbs, polygonal and sub-d surfaces
Poly proxy modeling strategies and the approximation editor
Boolean operations
Deformation tools for modeling
3rd party displacement sculpting tools
Assignment: Modeling assignment 1
Modeling assignment 2
Module 3: Material Shaders and Texturing (week 6)
Targeted learning outcomes: 2, 3, 4, 5, 7
Topics: Shader creation and material simulation
Texture creation and applications
UV layout generation and editing
Animating materials and textures
Assignment: Interstitial Project models, shaders, and textures
Module 4: The Interstitial Project (weeks 7-9)
Targeted learning outcomes: 6, 11, 12
Topics: Constraints
Hierarchical structures and simple rig setups
Animating with lattices and deformation tools
Introduction to blendshape animation
Lighting tools and approaches to cinematic lighting
Rendering engines and the rendering process
Assignment: The finished Interstitial project setup, lighting,
animation and rendering
Module 5: Rigging (weeks 10-14)
Targeted learning outcomes: 8, 9, 10
Topics: Effective approaches to character modeling
Skeletal joint creation
Skinning models and weight properties
Creating dependencies with the connection editor
Driving animation with set-driven keys
Inverse kinematics vs. forward kinematics
Animation control creation
Writing expressions for higher level controls
Stretchy joint and gestural animation controls
Assignment: In-class character rigging setup
Directed Project - models, UV's, textures, shaders
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.
|