General information


Subject type: Optional

Coordinator: Juan José Pons López

Trimester: Third term

Credits: 6

Teaching staff: 

Javier Caimel Moreno
Gerard Barreras Castillo 

Teaching languages


  • Catalan
  • Spanish

The materials can be provided in both Catalan and Spanish.

Skills


Specific skills
  • E11. Design and develop 3D animation by applying the techniques and processes that lead to the production of linear animation video games and short films.

Description


The subject of advanced 3D animation is part of the subject of Artistic Creation. The aim of the course is to gain knowledge about advanced animation, starting a tour of the different systems used in the video game industry, and emphasizing aspects such as motion capture, rigging and body and facial animation. . Knowledge of the subject of 3D Animation will be the starting point.
 

Contents


Topic 1. Introduction 

1.1. CGI vs Video Games
1.2. keyframing vs Locomotion vs Motion Matching
1.3. Next Gen Consoles vs Mobile

Topic 2. Motion capture

2.1. Technologies
2.2. Body capture
2.3. Facial capture

Topic 3. Rigging and body animation

3.1.Bones
3.2.Skeletons
3.3.Controllers

Topic 4. Rigging and facial animation

4.1.FACS
4.2.Blendshapes
4.3.clusters

Item 5. Animating a scene

5.1.layout
5.2.Blocking
5.3.Render

Evaluation system


The grade of each student will be calculated according to the following percentages:

A1. Exercise in class: Capture of body movement 10%

A2. Exercise at home: Facial animation 10%

A3. Laboratory practices - Individual: Body rigging and animation 25%

A4. Laboratory practices - Individual:  Facial rigging and animation 25%

A5. Individual work: Animation sequence of two characters 30%

Final grade = A1 0,1 + A2 0,1 + A3 0,25 + A4 0,25 + A5 0,3

Considerations:

  • Internships and exercises must be submitted by the deadlines set for each activity. An activity delivered out of time and without justification (court summons or medical matter) will not be accepted by the teacher and will be listed as a 0 in order to calculate the final grade.
  • It is the student's responsibility to avoid plagiarism in all its forms. In the case of detecting plagiarism, regardless of its scope, in some activity it will correspond to a grade of 0. In addition, the professor will communicate the situation to the department head so that applicable measures can be taken in terms of disciplinary regime.
  • The recovery of the subject will be done through the delivery of the complete rigging (A3 and A4) and the individual work (A5)

REFERENCES


Basic

Raju, Purushothaman. Character Rigging and Advanced Animation. Bangalore, Karnataka, India. ISBN 978-1484250372.

Gilland, Joseph. Elemental Magic I. CRC Press, 2009. ISBN 978-0240811635

Halas, John; Whitaker, Harold; site, tom Timing for animation. Focal Press, 2009. ISBN 978-0240521602

 

Johnston, O .; Thomas, F. Disney Animation: The Illusion of Life. New York: Abbeville Pr, 1984. ISBN 978-0896594982

 

Williams, Richard. The Animator's Survival Kit: a manual of methods, principles and formulas for classical, computer, games, stop motion and internet animators. 2nd ed. London: Faber and Faber, 2012. ISBN 978-0865478978.

Jones, Stewart. Digital Creature Rigging. New York: Focal Press, 2013. ISBN 978-0-240-82379-9 (pbk).