General information


Subject type: Optional

Coordinator: Adso Fernández Baena

Trimester: Third term

Credits: 6

Teaching staff: 

Daniel Candil Gil-ortega

Teaching languages


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.
 

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.

The Tecnocampus will make available to teachers and students the digital tools needed to carry out the course, as well as guides and recommendations that facilitate adaptation to the non-contact mode.

Learning outcomes


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.

Working methodology


The subject uses the following work methodologies:
Master class, presentations, video capsules, case study, collaborative learning, problem solving and question-based learning.

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

Learning activities


In order to gather evidence of the achievement of the expected learning outcomes, the following evaluative activities will be carried out.

A1. Exercise in class: Capture of body movement (Evidence of learning outcome E11.1)

A2. Exercise at home: Facial animation (Evidence of learning outcome E11.2, E11.3)

A3. Laboratory practices - Individual: Body rigging and animation (Evidence of learning outcome E11.3.)

A4. Laboratory practices - Individual:  Facial rigging and animation (Evidence of learning outcome E11.3.)

A5. Individual work: Animation sequence of two characters (Evidence of learning outcome E11.1, E11.2, E11.3)

 

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.

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 prevent plagiarism in all its forms. In the case of detecting plagiarism, regardless of its scope, in some activity it will correspond to have a note of 0. in addition, the professor will communicate to the Head of studies the situation to so that applicable measures in the matter of sanctioning regime are taken.

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).