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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.
The subject of 3D animation focuses entirely on the production of design and creation of games, the goal is to achieve the knowledge to develop all kinds of 3d animation that a game may need, so we will work on different types of animation, from animating rigid objects, to animation with good or morpher targets. The classes consist of theoretical sessions with examples that the student will work on the act, followed by practices, among which the student will animate from a rigid object such as a spaceship to a complete character, which the student will present as deliveries. These deliveries will be averaged with a final exam which will consist of a practical exam in class.
This subject has methodological and digital resources to make possible its continuity in non-contact mode in the case of being necessary for reasons related to the Covid-19. In this way, the achievement of the same knowledge and skills that are specified in this teaching plan will be ensured.
At the end of the course, the student must be able to:
E11.1. Describe the basics of 3D animation and animation methodologies.
E11.2. Design the 3D animation of characters and objects in a video game.
E11.3. Animate 3D characters and objects in a realistic and / or coherent way with the designed virtual world.
The subject uses the following work methodologies:
Master class, presentations, video capsules, case study, collaborative learning, problem solving and question-based learning.
Topic 1. Introduction to 3D animation
1.1. What is animation
1.2. History of animation
1.3. Animation in the media
1.4. Animation in video games
1.5. Technical description of the animation
1.6. Technical description of the 3D animation
1.7. Principles of animation
1.8. Keyframes, interspersed and curved
1.9. Animation of rigid objects
Topic 2. Animation with bones: Rig i Skin
2.1. What is the rigging
2.2. What is theskinning
2.3. Different types of controllers and systems to animate bones, relatives, IK, constraints, look at ...
2.4. Relationship between model and skeleton. (Rigging must respond to the needs of the model and its role in the game.)
Topic 3. Animating a rig.
3.1.Animating an idle, creating loops, editing curves
3.2.Animating a walk
3.3.Animating a run
Subject 4. Objectives of the animation
4.1.Animation styles
4.2.Analyze and create animations according to the demand of the game. (streetfighter, starcraft, tombraider, Supermario)
4.3.Animation as a key element to give personality to the characters. (acting, weight, speed)
4.4.Animation as a visual response to player commands (command response timings, feedback, simulation vs arcade)
4.5. Animation as a reward or motivating impulse. (analysis of the use of animations such as wow effect, reward, etc .. Candycrush vs god of war)
Topic 5. Motion capture
5.1.Introduction to the concept of motion capture
5.2.Tooling tools
5.3.Cleaning of the animation and implementation to the characters
Item 6. Motor implementation.
6.1.Mechanism of unity
6.2.Creation of animation tree
6.3.Blending of animations
6.4.Testing animations
In order to gather evidence of the achievement of the expected learning outcomes, the following evaluative activities will be carried out.
A1. Exercises in class: (Evidence of learning outcome E11.1)
performing various exercises in class, animating rigid objects such as rigged objects and morph targets
A2. Practice 1: Animating an object with good ones. (Evidence of learning outcome E11.2, E11.3)
In this exercise we will work on a basic set-up of bonuses and skinning.
A3. Practice 2: Animation in a complete character cycle. (Evidence of learning outcome E11.3.)
One or more cyclic animations of an entire character must be made.
A4. Final exam: Tasks of the animator (Evidence of learning outcome E10.3, E11.1, E11.2, E11.3)
The exam will consist of performing various tasks related to 3D animation to end up making one or more animations in a limited time by a character that the teacher will provide.
General criteria of the activities:
-The teacher will present a statement for each activity and the evaluation and / or rubric criteria.
-The teacher will inform of the dates and format of the delivery of the activity.
The grade of each student will be calculated according to the following percentages:
A1. Exercises in class: 20%
A2. Practice 1: (Object animation with vouchers) 20%
A3. Practice 2 (Full character animation): 30%
A4. Final exam: (Cyclic animation) 30%
Nfinal = 0,2 NExercises + 0,2 NPractice1 + 0,30 NPractice2 + 0,30 NExFinal
Considerations:
Recovery:
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).
Raju, Purushothaman. Character Rigging and Advanced Animation. Bangalore, Karnataka, India. ISBN 978-1484250372.
Blair, Preston. Cartoon animation. ISBN. 978-1560100843
Gilland, Joseph. Elemental Magic I. CRC Press, 2009. ISBN 978-0240811635
Parry, Kevin (2017). 100 ways to walk. Retrieved from https://www.youtube.com/watch?v=HEoUhlesN9E
Floyd, Daniel. (2018). New Frame Plus. Retrieved from https://www.youtube.com/channel/UCxO_ya-RmAXCXJCU54AxYFw
AlanBeckerTutorials (2017). 12 Principles of Animation. Retrieved from https://www.youtube.com/watch?v=uDqjIdI4bF4&t