General information


Subject type: Optional

Coordinator: Juan José Pons López

Trimester: Third term

Credits: 6

Teaching staff: 

Javier Caimel Moreno

Academic year: 2025

Teaching course: 4

Languages ​​of instruction


  • Catalan
  • Spanish

The materials can be provided in both Catalan and Spanish.

Competencies / Learning Outcomes


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.

Presentation of the subject


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

Activities and 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.
  • To pass the subject, it will be essential to obtain a grade equal to or higher than 5. Otherwise, the final grade will be a fail.
  • All submissions must be made through the Moodle platform. Submissions via other channels such as Google Drive, WeTransfer or any other similar platform will not be accepted.
  • To be eligible for retake, the student must have submitted at least two of the three practices (A2, A3, A5) within the established deadline and with a minimum grade of 4. Otherwise, they will not be eligible for retake.
  • The grades for these practices cannot be recovered.

Recovery:

  • The recovery will be of the whole subject.
  • You must obtain a grade higher than 5 in the remedial exercise to pass the subject.
  • The maximum grade that can be obtained in recovery is 5,5 out of 10.

 

Bibliography


Basic

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

 

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.

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.