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Animation II

MA C161

CATALOG COURSE DESCRIPTION

This course uses a guided digital studio approach in a close analysis of the practical production skills and techniques in 3D modeling and animation. Students will complete a combination of exercises, individual and group projects.

COURSE OBJECTIVES

Upon completing this course, the student will:

  1. In a role-playing scenario, prepare and communicate a production concept effectively to clients and team members from both the perspective of an independent producer and that of a studio production worker.
  2. Select and employ techniques of lighting in the digital 3D environment, including light selection, keys, kickers and fills. 
  3. Formulate and employ cinematography and camera techniques, including lens selection, pans, dollying, zooming, tilting and tracking.
  4. Visualize, sketch, and construct a character model figure.
  5. Experiment with keyframe, curve/path animation, inverse kinematics, skeletal deformation and morphing techniques and compare the resulting products.
  6. Select and employ the principles of character animation that create: realistic movement and actions, anticipation, weight, rhythm, timing and motivation.
  7. Select original media and organize a portfolio, including sketchbooks, stills and a video tape demo reel.

DETAILED TOPICAL OUTLINE

  1. Principles of Movement
    1. Line of Action
    2. Rhythm and movement          
    3. Balance and Tilt
    4. Action and Reaction
    5. Wave Principles
    6. Secondary Actions
    7. Attitude, Gesture and Reacting
    8. Weight and Recoil
    9. Overlapping Action
    10. Composition, Staging and Drama
  2. Advanced 3D Modeling
    1. Modeling
    2. Surface Maps
    3. Block Models
    4. Rendering Alpha Channels
    5. Clip and Glow Maps
    6. Groups and Hierarchical Structures
  3. 3D Animation
    1. Camera Techniques
    2. Lights
    3. Morphing
    4. Rendering
    5. Special Effects
    6. Surface Libraries
    7. Tools
    8. Links and Constraints
    9. Animation Assistants
  4. Portfolio
    1. Stills
    2. Demo Reels

READINGS

  • Digital Character Animation by George Maestri, New Riders Publishing, 1999.
  • Inside Softimage 3D by Anthony Rossano, New Riders Publishing, 1998.

ASSIGNMENTS

  1. Reading Assignments: The text book reading assignments will be discussed in class in order to assist the student in developing a sequential theoretical understanding of the techniques and processes required to accomplish the computer based laboratory assignments.
     
  2. Typical Writing Assignments: Write a critique of a commercial animation.
     
  3. Typical Outside Assignments: Draw character sketches or research current trends in the industry.

TYPICAL EVALUATION AND GRADING SCALE

Students will be evaluated based on 3D design projects, written quizzes, and a written exam. In order to achieve a grade of "C" in this course, the student must complete all assigned design projects.

Typical evaluation criteria may include: 
3D Design Projects 70% 
Quizzes  20%
Final Exam. 10%
Total  100% 

A typical grading scale is: 
90-100% A
80-89% B
70-79% C
60-69% D
0-59% F

 

6.23.2003
 

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COURSE AT A GLANCE

COURSE NUMBER
MA C161

COURSE TITLE
Animation II

UNITS
3

TOTAL HOURS
90 total
36 lecture/54 lab

TRANSFERABILITY
A/CSU

ADVISORY
MA C160 with a grade of “C” or better.

REPEATABILITY
1 time

 

NOTICE
The course outlines contained in this site are representative of the content taught in each course. Individual instructor outlines may vary.

Textbooks listed on this page are subject to change. Please check with the instructor or with the college BookNook for up-to-date information about current textbooks used.

 

Last updated August 17, 2004