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:
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.
Select and employ techniques of lighting in the digital 3D
environment, including light selection, keys, kickers and fills.
Formulate and employ cinematography and camera techniques, including
lens selection, pans, dollying, zooming, tilting and tracking.
Visualize, sketch, and construct a character model figure.
Experiment with keyframe, curve/path animation, inverse kinematics,
skeletal deformation and morphing techniques and compare the resulting
products.
Select and employ the principles of character animation that create:
realistic movement and actions, anticipation, weight, rhythm, timing and
motivation.
Select original media and organize a portfolio, including sketchbooks,
stills and a video tape demo reel.
DETAILED TOPICAL OUTLINE
Principles of Movement
Line of Action
Rhythm and movement
Balance and Tilt
Action and Reaction
Wave Principles
Secondary Actions
Attitude, Gesture and Reacting
Weight and Recoil
Overlapping Action
Composition, Staging and Drama
Advanced 3D Modeling
Modeling
Surface Maps
Block Models
Rendering Alpha Channels
Clip and Glow Maps
Groups and Hierarchical Structures
3D Animation
Camera Techniques
Lights
Morphing
Rendering
Special Effects
Surface Libraries
Tools
Links and Constraints
Animation Assistants
Portfolio
Stills
Demo Reels
READINGS
Digital Character Animation by George Maestri, New
Riders Publishing, 1999.
Inside Softimage 3D by Anthony Rossano, New Riders
Publishing, 1998.
ASSIGNMENTS
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.
Typical Writing Assignments: Write a critique of a commercial
animation.
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
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.