General information


Subject type: Optional

Coordinator: Rafael Suarez Gómez

Trimester: Second term

Credits: 6

Teaching staff: 

Francisco José Pinel Cabello
Maider Veliz Ramas 

Skills


Specific skills
  • E2_Idear, design, plan and make 2D animation short films and video games

  • E7_Postproduce video using the basic tools of audiovisual editing programs (titling, color and exposure retouching, speeds, masks ...) and how to insert them into the editing process by adding digital effects

  • E13_Apply the principles of visual and sound design for the creation of presentation elements used in sound, audiovisual, television and show products

Transversal competences
  • T2_That students have the ability to work as members of an interdisciplinary team either as one more member, or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments taking into account the available resources

Description


Animation and special effects are procedures present in a wide variety of contexts, from fictional cinema, advertising, education or the art world to video games and web and mobile environments. The aim is to know the different applications from the acquisition of fundamental creative and procedural knowledge and obtain technical training for this. These technical skills are focused on the most important current tool, the Adobe After Effects software, as it enables both the creation and digital animation in 2D, as well as the mixing of different analog and digital techniques or the integration of 3D modeled parts using others. applications. However this software allows the application of certain special effects such as video correction operations, masks, clones, chroma among others. What is called visual effects are done with other procedures and software that are not considered in this subject in practice but are studied in the theoretical field. The creative function of animation and visual effects in the context of art, the communicative function in the context of the media and commercial in the world of advertising are also studied. The creative processes of animation and special effects are addressed taking into account the evolution of image technologies, communication technologies, the cultural paradigm and the imaginaries of the society in which it is inscribed and the relationship between culture and economy. 

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.

Learning outcomes


Results related to the subject:

  • LO1 Understand the art behind an animation, whatever the technique
  • LO2 Transfer concepts of animation to other audiovisual forms (cinema, television, photography, etc.).
  • LO3 Know the role of the art director.
  • LO4 Develop the student's creativity.

Complementary results:

At the end of the course the student must have acquired advanced knowledge and understand theoretical, practical and methodological aspects in the field of animation and post-production of special effects. You must be able to:

  • RAC5 Recognize the needs to produce a piece of animation and / or special effects and to solve problems specific to the specialized professional field.
  • RAC6 Conceptualize and produce a short piece of Motion Graphics using Adobe After Effetcs as the main tool. 
  • RAC7 Gain technical knowledge about the main tool, Adobe After Effects 
  • RAC8 Identify the needs of self-learning and training needs to continue advancing and improving in the field of animation and special effects.

Working methodology


40 hours in person in the classroom or online dedicated to:

- Theoretical class sessions based on the teacher's explanation.
- Practical content sessions based on learning and using tools and software for the production of animation and digital effects.

20 hours in person in the classroom or online dedicated to:

- Practices carried out in computer rooms or by means of the personal computer of the student to deepen in the concepts explained in the theoretical classes by means of his application in practical exercises.

81h non-contact hours dedicated to autonomous learning:
- Carrying out individual work.

9h non-contact hours in the classroom dedicated to guided learning:
- Non-contact tutorials for which the student will have telematic resources such as e-mail and the resources of the Tecnocampus intranet. 

All theoretical concepts will be presented in theory classes (large groups). In these classes and at the discretion of the teachers, scoring exercises will also be solved. 
The more practical concepts will be worked on in the laboratory (small groups). In the scheduled sessions, the necessary tools will be given to be able to solve these activities, although it is expected that the student will finish them beyond the laboratory hours in the necessary time for autonomous learning.


Within the hours of autonomous learning are considered the hours that the student dedicates to make a reading of the notes of the corresponding theoretical class the realization of exercises and of works proposed out of the classroom, the study of necessary manuals for to be able to do the practices, writing of the reports and memories of the practices and works, resolution of questionnaires of self-learning and the study and preparation of the partial examinations.
For each content the bibliography (basic and complementary), web references (graphic materials, image banks, typography, etc.) will be extended as well as the student will be provided with articles and information / guides of specialized magazines to consult regularly.

Teaching method: class sessions will be taught in person, hybrid or online depending on the possible scenarios during the current course. In any case, all the contents can be taught electronically, with an individualized follow-up of the students' practices.
The necessary software, both in the classroom and in telematics mode is as follows: Zoom, After Effects and 3DMax.
For the case of students working on Mac platforms, the content of the 3D practices is written to be able to be done with the MAYA software.

 

This course, due to the situation generated by COVID, some of the large group sessions will be held in hybrid format: face-to-face and online (via streaming). This will allow students to rotate to face-to-face classes, respecting the maximum number of students per classroom imposed by the distance measures. When they are not in contact, they will be able to follow the class online from home.
 
With regard to internship sessions in smaller spaces (such as laboratories, studios or sets), where appropriate, work will be carried out simultaneously in several spaces in order to ensure that the conditions established by the safety protocols are met.

Contents


Block 1. 3D animation.

Art direction.

- Dedication:: 2h large group.

- Description: in this module the contents are taught in accordance with the knowledge necessary for the artistic director to embark on unique and distinctive creative processes.

Animation and rigging bodily.

- Dedication:: 14h large group and 8h small group.

- Description: in this module the anatomical study of the human body will be carried out to be able to understand its basic movements. This will create one skin and a rigging correct to finally perform the relevant 3D animations.

 

Block 2. Motion Design and Special Effects.

History of Motion Graphics and Contemporary Trends.
- Dedication: 2 hours in a large group.
- Description: A tour of the history of Motion Graphics and its contemporary trends.

Motion design and character animation.
- Dedication: 4 hours in a large group and 4 hours in a small group
- Description: Complex notions of animation in After Effects. Animation of characters with rigging.

3D and Paralax.
- Dedication: 4 hours in a large group and 4 hours in a small group
- Description: Scene composition techniques. Use of 3D cameras and lights. Integration and Parallax effect.

 

Block 3. Composition and special effects.

History of special effects and current trends.
- Dedication: 2 hours in a large group.
- Description: A tour of the history of special effects and their contemporary trends.

Special effects.
- Dedication: 4 hours in a large group and 4 hours in a small group
- Description: Digital image composition techniques for the integration of digital effects.

Particles and complex effects.
- Dedication: 4 hours in a large group and 4 hours in a small group
- Description: Use of external tools for the production of complex particle systems and animations.

Learning activities


Autonomous learning activities:

1.Creation of the animation of a 3D humanoid character (individual).

Using everything learned in the animation blog and rigging body, students will carry out a process of skinning i rigging, to finally create the animation of a 3D character of humanoid cut.

Taking into account the whole facial structure, they will create different facial expressions and one lipsync specifically, for a given boss.

  • Learning outcomes: RA2, RA3, RA4, RAC5.
  • Competences: E13, E7, G5

2. Film / Tv Fiction title sequence (individual).

Creation of a sequence of credits putting into practice the techniques and skills acquired in class. The sequence will be generated entirely by motion graphics, which includes both the creation and animation of the texts and visual content. The project will be accompanied by a theoretical and technical report in which both the subject of the sequence from a conceptual point of view, as well as the work methodology and the practical development of the contents are raised.
Aspects to work on: animation of texts and shapes, animators, particles and 3D stroke, smoothing of animations and graphic editor.

  • Learning outcomes: RA1, RA2, RA3, RA4, RAC5, RAC6, RAC7.
  • Competences: E13, E2, T2, G5

 

3. 2D animation of characters and scene composition (individual).

The third and final scoring practice is based on composing and animating a sequence with a 2D character, and integrating 3D composition elements into the scene, graphics, and audio. We will use the knowledge acquired in composition, animation and 3D to generate a final work of composition, special effects and calibration of sequence, following the own workflow of projects of this character.
Aspects to work on: digital image composition, character animation, effects application, 3D scene integration, use of cameras and lights.
Minimum duration: according to footage provided in practice.

  • Learning outcomes: RA2, RA3, RA4, RAC5, RAC6, RAC7.
  • Competences: E13, E7, E2, T2, G5

 

4. Final exam (individual). An exam is carried out where the knowledge of the contents explained in the class sessions is evaluated. This test consists of a part of questions about concepts associated with the learning objectives of the subject and a set of application exercises. Students have two hours to take the test in the final exam period set by the head of studies. An additional 18 hours of independent learning is considered necessary to prepare for the exam.

  • Learning outcomes: RA1, RA2, RA3, RAC5, RAC7, RAC9
  • Competences: E13, E2, E7, G2, G5

Evaluation system


EVALUATION

The subject is evaluated from 3 parts:

1. Learning activities: 3 activities defined in the corresponding section (75% of the final grade)

2. Attendance at face-to-face laboratory sessions and completion of the internship (10% of the final grade)

3. Final exam (15% of the final grade) 



General description of the exam
Individual final exam. An examination is carried out where the knowledge and the contents explained in the theoretical sessions are evaluated. This test consists of a part of questions about concepts associated with
learning objectives of the subject and a set of application exercises. Students have two hours to take the test in the final exam period set by the head of studies.

In order to be able to average between all the parties, each of them must have been approved. With more than two absences from attendance at unjustified internships (justified according to the regulations of the center) the subject will be suspended without the right to recovery.

Rules for carrying out the activities For each activity, you will be informed of the regulations to be followed, and of the particular conditions that govern them. The realization of the practices is compulsory. Punctuality in the delivery of the different activities will be valued like this:

- Formats other than the required ones will not be accepted

- Late works will not be accepted

- Deliveries are made through the virtual campus, except in those cases where the weight of the delivery files is higher than allowed by the server. In this case, the internship will be delivered via a google Drive link within the virtual campus.

Given the content of the subject, creativity will be valued based on an understanding of the theoretical and practical aspects specified in the work methodology, the correct organization of information, preparatory sketches, the search for innovative solutions, neatness and graphic clarity in the result of the activities and of the different works of follow-up, as well as, in the same partial.

Evaluation activity in recovery period

In order to access the recovery, the three evaluable parts must have been carried out: 1. Learning activities, 2. Attendance at the face-to-face sessions of the laboratory, and 3. Final exam.

If the suspended part is the examination the recovery consists of the realization of a new examination of the same characteristics that the examination of the ordinary evaluation.

If the suspended part is the Learning Activities, they must be repeated under the teacher's guidance.

The weights of the evaluable parts are the same as in the ordinary evaluation

In case of obtaining a Not Presented in any of the parts the recovery cannot be accessed.

REFERENCES


Basic

VVAA. Aesthetics of animation, Maia Editores, 2010

Selby, A. Animation, Editorial Blume, 2013

Betancourt, M. The History of motion graphics: from avant-garde to industry in the United Estates. Rockville, Md .: Wildside Press, 2013

Welles, P. Fundamentals of animation. Editorial Parramón, 2009

Crook, I., & Beare, P. Fundamentals of Motion Graphics. Principles and practices of graphic animation. Barcelona: Promopress, 2017.

Byrne, Bill. 3D motion graphics for 2D artists [Electronic resource]: conquering the 3rd dimension, 2012

http://cataleg.upc.edu/record=b1424786~S1*cat

 

Brarda, Maria. Motion Graphics Design. Creative direction in TV branding. Barcelona. Gustavo Gili, 2016

Meyer, Trish. After Effects apprentice: real-world skills for the aspiring motion graphics artist / Trish & Chris Meyer, 2013

http://cataleg.upc.edu/record=b1441518~S1*cat

Hernandez Martinez, Irene, Redesign of corporate image and videography of a local TV. Project / Final project, 2009

Meyer, Trish. Creating motion graphics with After Effects: [essential and advanced techniques] / Trish & Chris Meyer, 2010

http://cataleg.upc.edu/record=b1442300~S1*cat

Wright, Steve. Compositing visual effects: essentials for the aspiring artist. Waltham, Massachusetts, United States: Focal Press, 2011.

 

Complementary

Cotta Vaz, Mark; Barron, Craig. The Invisible Art: The Legends of Movie Matte Painting. California: Chronicle Books, 2004

Mattingly, David B. The Digital Matte Painting Handbook. Chichester, United Kingdom: John Wiley and Sons Ltd., 2011.