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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 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.
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
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
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.
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:
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).