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ART
380
(2D
Computer Graphics Animation)
FALL
2011
CALIFORNIA
STATE UNIVERSITY
LOS
ANGELES
Professor
JIM OVELMEN
jim@jimovelmen.com
Jim.Ovelmen@calstatela.edu
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LAB
HOURS
click: OR PLEASE SEE SCHEDULE POSTED OUTSIDE THE DOOR: FA 225 |
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Meeting Time
M/W 1:30pm-4:00pm
Office FA 227
Office Hours* Tues&Thurs;
11:30am-1:30pm
Phone Ext. 3-4033
Class Location Rm.
FA 225, Art Department |
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*if you would like
to meet with me during my Office Hours, Please make an Appointment in the
Art Office |
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COURSE
DESCRIPTION
This course introduces students to basic priciples
of llifelike, exaggerated, stylized, limited and experimental 2D animation
via the use digital animation tools, namely Toom Boom Studio. Through
increasingly challenging class assignments, students will first learn
fundamental concepts and practices in creating basic character through
both drawing and cut-out animation, which will prepare them for future
courses, assignments, or positions requiring this as an expected skill.
The key ingredient in lifelike animation lies in
weight and timing. This concept has many relatives including: exaggeration,
anticipation, overlapping action, etc. These items will be focused upon
throughout all weeks of instruction.
Students will learn how to create animated content
which may be used for the web, broadcast, short subject, or as well as
an introduction to the feature animated pipeline.
Students are also encouraged to experiment in their
final project with different sources of 2D content including importing
scanned flat-art from a variety of sources. |
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PREREQUISITES
Art180, Introduction to Computer Graphics
INSTRUCTIONAL METHODS
Class lectures, in-class
assignments, and project related demonstrations will be provided from
original or researched content. Supplemental homework assignments, specific
tutorials from published sources may be given. Most of these assignments
are, of course, to be done exclusively outside the hours of class time.
The expecation is 3 to 6 hours per week working
outside of class on project assignments and homework. Lab hours will be
posted.
There are literally thousands of books and online tutorials on animation.
I have listed recommendations of texts and URLs for specific study into
relevant topics. I will also distribute or web publish, images, and other
reference materials to supplement your studies.
PHYSICAL SUPPLIES USB
Flash Drive (1 GIG recommended), external hard drive 80gig (recommended),
Large sketchbook, graph paper, Pencils, markers, and other drawing materials |
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RECOMMENDED
TEXTS
Timing
for Animation,
by Harold Whitaker and John Halas, Focal Press ISBN 0-240-51714-8
-The
Illusion of Life,
Disney Animation Walt Disney Productions ISBN 0-7868-6070-7
-The
Animator’s Reference Book
, Les Pardew & Ross WolfleyThompson Course Technology, USBN 1-59200-675-2
-The
Animators Survival Kit, by Richard Williams, Faber, ISBN 0-571-20228-4
-Cartoon
Animation, by Preston Blair, Walter Foster, ISBN 1-56010-084-2
-Understanding
Comics, Scott McCould, ISBN 0-06-097625-X |
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EDUCATIONAL
OUTCOMES
Demonstrate knowledge and proficiency at timing,
weight, and locomotion of an lifelike animated content.-Have a proficiency
of the Drawing and Sceneplanning tools in Toon Boom studio, with the ability
to design, create and animated characters and/or elements in an animated
scene(s)-Create a high-quality, expressive, short animated film, ready
for broadcast, the web or short presentation.-Obtain an understanding
of 2D planning of the animated production, including the workflow of staging
scenes, templates, and framing the story.-Have a deep understanding of
essential animation concepts and appreciation of the underpinnings of
the craft and artform through exposure to historical and contemporary
examples; which will broaden their experience, thus, approach to the animated
form. |
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COURSE
OUTLINE (subject to change) |
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MON-9/26
CLASS
INTRODUCTION and SURVEY of 2D ANIMATION
PERSONAL
INTROS (Professor then Students) -instructor demo and student interview
-
INTRO TO CLASS, SYLLABUS and EMBARKING ON 2D ANIMATION: Intro
to classic 2D animation logic and its preservation in the Digital World.
Highlight the continuity of technology and cultural use and purpose of
animation.
HISTORY
OF ANIMATION: in a succinct timeline: click
here:
EARLY
ANIMATION & VICTORIAN CURIOS:
·
Magic Lantern 1671, Zoetrope
1832 , Phenakistascope
1933, flipbook 1868
·
Muybridge's Zoopraxisope
1879, and...animals
·
Gertie the Dinosaur
1914, and
more
·1920's
Otto Messmer, Felix,
to Steamboat Willie
and out of the Silent Era
·1930's
Fleischer Betty
Boop. Koko
(rotoscoping)
EARLIEST
COMMERCIAL FEATURE LEGNTH ANIMATION
·
(full) feature animation, Snow
White 1937, (limited, Japan)
Momotaro's DSW1944
TV
ANIMATION (ECONOMY) INTO THE 50's
·
Waner Bros. Looney Tunes 1930-1969, Chuck Jones, Tex Avery, and remarkable
TV animators.
·
limited animation: 1950's (nonrealistic), UPA Gerald
McBoingBoing,
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JAPAN, anime and TV : SR,
SRj, Astroy
boy, Gigantor, C.C.
HISTORY
of ABSTRACTION & EXPERIMENT in 2D ANIMATION
commercial:
·pshychadelic
animation: 1960's, TV, Yellow
Submarine G. Dunning '68,
The
Dot and the Line C. Jones '65,
ANIMATE
PRO
You
can download the TRIAL version of Animate Pro here: http://www.toonboom.com/products/animatepro/trial.php
HOMEWORK:
Watch
the Animate Pro (Ch.1) Introduction: http://www.toonboom.com/products/animatepro/how-to/video-tutorials/
Continue
to Watch Chapter 2-5 (from "Creating a Project" to "About
the Interface" |
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WED-9/28
Independent
Animation:
Lotte Reiniger:, Adventures
of Prince Achmed 1926, SPOTLIGHT
on Reiniger
-James/John
Whitney Arabesque
1975, Catalogue
1961, Lapis
1966, Permutations
1966, shdkjhf
-Osar
Fischinger, Composition
in Blue 1935, Norman McLaren Synchromy
1970, Dots,
1940, Mary Ellen
Butte/McLaren Spook Sport, 1940, Len Lye A
Color Box, 1935; Free Radicals 1958
-Harry
Everett Smith, Early
Abstractions 1946-57, Jorden Belsen
CONTEMPORARY
INDEPENDENT ANIMATION:
·
jump to contemporary, autuer/independent animation:
Bill
Plympton how
to kiss,
Don
Hertzfeldt rejected,
David Shrigley: what
happens..., who
I am...
·
Intro to 2D digital animation and design concepts
·
INTRO TO TOON BOOM ANIM PRO, vector explanation. Navigating in
Drawing View: Z/X zooming, Spacebar tracking.
·
Creating basic shapes and manipulating lines, drawing, and color.
·
Practice drawing in the Camera View: Practice at the Brush Tool/Center-line
Tools
·
study of basic timing of inanimate objects
·
Exporting short movies as QTs (or AVI's) and/or exporting to Flash (.swf)
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Creating Color Swatches, create and color a character.
·
More explanation of the X-sheeet and managing keys/exposures
·
Learning keyboard shortcuts
IN-CLASS
ASSIGNMENT:
-Squash
and Stretch bouncing ball animation: utilizing two techniques:
Straight Ahead Animation & Pose-to-Pose (or Key-to-Key) Animation
HOMEWORK:
Watch
the Animate Pro (Ch.6) Drawing Basics: http://www.toonboom.com/products/animatepro/how-to/video-tutorials/
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MON-10/3
IN-CLASS DRAWING ASSIGNMENT
drawing tools
-Draw a turnaround of your head, or use
a model
BOUNCING BALLS and the ESSENCE OF TIMING
DRAWING IN ANIMATE PRO
drawing tools, x-sheet; copy, moving,
adding removing exposures. working in Elements. Priciples of layering/Exposure,
Auto-Light and Onion-skinning. Exporting Movie, x-sheet.
Essential Properties and Tools
of Animation:
· two approaches
to drawn animation: STRAIGHT-AHEAD and POSE-to-POSE
field
size, x-sheet,
ball-bounce full,
Bowling ball down,
ball-bounce Part1,
ball-bounce Part2,
ball compare, inanimate
object nature, anything
a ball, parabolas,
water balloon, weight
and force, fast action
antic
Apply these concepts in ANIMATE PRO:
· Creating elements: drawing,
image. make a background, understand exposure,
layering, navigation and AP's x-sheet
HOMEWORK:
Animate Pro Tutorials:
http://www.toonboom.com/products/animatepro/how-to/video-tutorials/
-watch "Understanding Timing and the X-sheet
View" (Ch 88) in Pack 17
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WED-10/5
IN CLASS ASSIGNMENTS
1) making drawings in the X-SHEET,
creating animation with a variety of weights: BOWLING BALL, BALLOON,
SOCCER BALL, and/or WATER BALLOON.
2) Animate Pro Tutorials:
http://www.toonboom.com/products/animatepro/how-to/video-tutorials/
HOMEWORK
-watch "All About Pegs" (Ch 68) in
Pack 12
PEG and CAMERAS
·introduce concept of pegs
for attaching camera and for elements, and the upcoming choice between
pose-to-pose animation (individual drawings, and tweened animation
via animated pegs.
· Creating a SQUASH-and-STRETCH
animation (Bouncing Ball)
· can also copy
and paste same ball into exposures, but must PASTE
OBJECT if you want to see placement change. (you must also
click once again in the Drawing View)
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MON-10/10
CUT-OUT ANIMATION versus POSE to POSE
both historical and contemporary
cut-out animated films:
Anthony Lucas: Holding
Your Breath, The
Mysterious Geographic Explorations of Jasper Morello
Lotte Reiniger, the Little
Chimney Sweep, Secret
of the Marquise, Hansel
and Gretel, Prince
Achmed,
Walter Ruttman
American
History South Park,
· Show sceneplanning and the
timeline
· Show pegs, explain and create
peg animation
HOMEWORK:
watch
ENTIRE Tutorials Pack 3
Drawing,
Tracing, and Cleaning:
http://www.toonboom.com/products/animatepro/how-to/video-tutorials/
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WED-10/12
Understanding layering, and different
Play>Previews: use a character and BG for tests.
· In X-Sheet: L is Top, R is
bottom; in Timeline: Top to Bottom. Ctrl-clickDrag to change postion
of Element. This is the same as changing layer order in Timeline. Doing
one effects the other as well.
· Animating drawings/Animating
Pegs
· Different Steps for attaching
a figure to a Peg, and instant parent-peg.
· What is a cut-out character
and peg hierachies?
· Sceneplanning Tools: select,
transform, rotate, scale and motion.
· description and understanding
of pegs and moving/animating/attaching pegs, reminder about adding exposures
R and E, adding blank cells shift+R, shift+E,
if time allows...
· building pegs and hierachies.
· Add new cameras, and study
natures of each, how to render differents cams.
FIRST PROJECT [15 points] jumping
character that uses pegs. ASSIGNED today, DUE: 2nd class of WEEK 4
1) Create/prepare a simple character
for animation. Make sure your character has a sense of volume and dimentionality
2) Animation your character doing a
simple JUMP. limbs and head can overlap animate to fling in the air,
then settle, landing back on the ground, some sense of wieght, overlap,
anticipation and timing shound be displayed.
3)Put this jumping character also on
a PEG which is animated (ie: West to East or West to East), so that
the figure appears to jump in a parabolic arc.
5) create a simple background/environment
your character is jumping within.
OPTIONAL: animate the camera following
the jump. Put the camera on a PEG and animate.
EXPORT THE RESULT TO A MOVIE
(HD size at 24fps) turn in to the DROPBOX (I will give you
instructions on how to place in my dropbox later)
DUE: the SECOND CLASS of week 4
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MON-10/17
BODY MECHANICS and CHARACTER DESIGN
TIMING PRICIPLES:
anticipation
explained, antic grab,
antic cartoon, follow
through, flag_cycle,
stick_and_string, force,
body mechanics and anatomy:
Human
Anatomy, joints, pelvis,
rib cage, arcs,
arcs_movie, spine,
shoulders,
skull and jaw,
CHARACTER CONCEPTS:
character
design concepts,
Character Exercise (lift)
animating
a lift,
WALK CYCLE CONCEPTS:
walk
description, walk
description_2, walk
mechanics,
WALK CYCLES:
basic
walk, even more walks,
more walks, overlap,vibration,
walk moods, norman
walk,
STYLIZED WALK CYCLES:
hick
cycle, pirate
simple,
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WED-10/19
FIRST PROJECT DUE (jumping
Character) at the beginning of class, review student work.
-Human Locomotion Animations:
dive,
lift_2D, lift_3D,
pull, push,
-Walk Cycle Animation:
basic
walk, angry
walk, cool walk,
depressed walk,
dreamy walk,
happy walk,
macho walk,
run, run_away,
run_toward,
skip, sneak,
tip toe
-Animal Locomotion Animations:
dog_canter,
cartoon_dog,
dog_gallop,
dog_trot, horse_gallop,
horse_trot,
horse_walk,
panto_horse,
cat_walk, cow_walk
IN CLASS ASSIGNMENT:
-Create Another cut out character, this
time draw it in a SIDE VIEW.
-animate your character lifting a heavy
object, see: animating
a lift
if you finish this, with-in class time,
then move on to...
-animate your character in a basic walk
cycle, see: basic walk
Chan_pic |
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MON-10/24
MUTI-PLANE & DEPTH
-look over "animated lift"
(in-class assignment)
Demo on Motion Paths, creating a later,
creating a simple Mulit-Plane (putting the camera on the peg)
· ToonBoom MOTION POINTS in Motion
Paths: adding a CONTROL POINT (green), (shift-click), as apposed to
an KEYFRAME (red) (alt/Option-click) on your Motion Path.
-turn a CONTROL POINT into a KEYFRAME
(click "Lock in Time" in Properties)
-you can make a character flip or "turn
a corner" by adding a "-1" in scale on the Key.-show
FUNCTION EDITOR: (can drag blue line in function editor to move): you
can change the shape of a motion path (Motion), and you can teak the
velocity down the path (Velocity). In Velocity, you can't move the first
and last points, and each point has a limitatio: (only up-and-down,
and limited in height, always sum to100)
-ADD a function point, by moving the
blue line in Function Editor, or Subtract. This will NOT add or subtract
Keys from the timeline. It will only puts points on the Function Curve.
-Look at the FRAME MARKS, as Velocity
INCREASES, there are LESS marks. · More on Locomotion and Timing:
Anticipation, Overlapping Animation,
· Walk Cycle, drawing man, woman,
or animal walking, and animating background· Observation of Nature,
weight and locomotion everywhere: motivation and acting
MIDTERM PROJECT [25 Points] "Walk Cycle
in a MultiPlane" Assigned today; DUE: beginning of 2d class of
Week 6
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WED-10/26
MUTI-PLANE CONT.
·discuss
story ideas and storyboarding process for Midterm and Final Projects.
· multi-planing, and controling
scene and composition
·Creating multiplane Scenery,
recyling imagery using "clone element"
· Creating multiple Scenes, (Window>Scene
Manager)
-Creating cycles in Drawing, Drawn in
Exposure Sheet, select drawing>Elements>Cell>Cycle (this cycles
"drawings" bitmaps only)
-Creating Cycles on Cutout Characters:
slelect ALL layers of elements in TIMELINE, copy, then go to the last/next
open frame, and paste. The animation/elements are duplicated.
·Create a timeline for Final
Project with weekly deadlines
·Working with the Library
-Creating a template, pick element or
layer in timeline>drag to Library
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MON-10/31
ACTING & OBSERVING
Lecture on Acting:
BillieJean,
FandB, see Pixar
examples saved to Intructor HD.
Secondary and Tertiary Animation, Getting
in and out of Poses.
(go over specific question and solutions
for assigned projects)
CLASS TIME WORKING ON MIDTERM PROJECT,
Q & A of any technical or conceptual problemns
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WED-11/2
FIELD OBSERVATION
if its not raining, go outside
(out on campus) find a corner or comfortable spot where you can observe
people walking, or if not easy or appropriate, other kinds of nature
(birds, wind moving leaves). BUT look for CYCLICAL movements
and rhythms...
Take notes while making sketches of
the rhythms at which living things move in cycles. You can easily count
to yourself: "ONEonethousand, TWOonethousand" Make inferences
about the timing of a walk. ie:How long does it take to take from stride
pose to stride pose? how different is that from person
to person. Make rough sketches of key poses that you think you might
use if you needed to animate them. Make at least SIX
observations on the rythmic cycles of living these and report you findings
in you notebook back in class.
MIDTERM PROJECT is DUE (beginning of 2d class of
Week 6) |
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MON-11/7
FINAL PROJECT COMMENCEMENT & SOUND
BELOW IS THE CRITERIA FOR THE Final Project (film)
1)The standard and quality of animation
must be very high (matching the most rigorous evaluation grading cirteria
(in blue below)
2)The film should reflect a SINCERE
ATTEMP BY THE STUDENT TO COMMUNICATE something of personal, or social
importance. It does not have to be heavy or hit the viewer over the
head with import. It also can use humor to lead the viewer to the message,
or can be poetic or deep as well.
3)The piece MUST have something to say
to specific audience, group, or general audience.
4)The film must be AT LEAST ONE MINUTE
LONG, without title.
4b) Project FRAME RATE of the Exported
Movie should have 30fps (or the same rate you play back), and have a
resolution of 640x480 (set in Animation Properties) check this rendersize
chart for reference
5)The must have TITLE and CREDITS.
6)The film must show a DEFINATE STYLE,
a graphic or aesthetic strategy used by the artist. (see previous examples
in week 1 for just a few historical examples)
7)The film must attempt to master a
technique or use: ie :cut-out animation, pose-to-pose,
scanned drawings, etc; and have a unique aethetic (drawing style
or look)
8)The film must should have some element
of sound. The sound may come from a sound library or be recorded by
you. It does NOT have to be lipsynch or synched sound. This
is optional.
9)The film should contain camera moves.
If the style dictates fewer camera moves, then this must be supported
in you storyboard.
10)The film may contain multiple scenes,
or contain just one scene, depending again on style and desgin of the
story and animation.
11)You must turn in your 640x480 rendered
video as a Quicktime or AVI, and also turn in the original ToonBoom
file, in the same folder with your name, ie: YourName_Final
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WED-11/9
SOUND & LIPSYNCHING in
ToonBoom
ROUGH STORYBOARDS for the FINAL
PROJECT due beginning of class
· introduction to
sound and how lipsych is used in Toon Boom, (phonemes)
· lipsyching tutorial
· importing your
own sound and lipsynch in ToonBoom
· using the automatic
lipsynch tool in Toon Boom
Final Project Production
"Hello
Class.."sound file
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MON-11/12
& WED-11/16
Staging and Storyboarding
FINAL STORYBOARDS for the FINAL PROJECT due beginning
of class
Final Project Production |
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MON-11/21
& WED-11/23
Final Project Production |
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MON-11/28
& WED-11/30
Final Project Production |
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| FINALS
WEEK: FINAL PROJECT DUE with PRESENTATION, MON-12/5 |
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| GRADING |
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METHOD
OF EVALUATION
Homework assignments will be given points based
on accurate completion of assigned readings, assignments and tutorials.
Projects 1, 2 and the Final project will graded
based on these criteria:
*Timing of each elements (parts) of Animation
*Timing and Quality of Overall Animation
*Staging and Strength of the Overall Design
*Success of its Animation's Communication
*Originality, Creativity and Uniqueness of the
Content and/or techniques
SEE GRADING RUBRICs
below to see how I grade on each item
Each given an equal weight of 20%, to compose your
grade for each project
It is, of course, the responsibility of each to
ensure his/her work in completed an handed in on due dates (see below)
Critical review of your work will provide the source
most assessments. Participation grade includes the extent and quality
of the participation in the critiques, presentation of projects and positive
interaction with classmates and professional approach toward the class.
Students requiring any kind of special assistance should speak with the
instructor at their earliest convenience. |
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GRADING
Attendance: %
10 (click
to see rubric)
Class Participation: %
5(click
to see rubric)
Homework & In-Class Assignments
%5
(click to see
rubric)
FIRST PROJECT %15
(click to see rubric)
MIDTERM PROJECT
%25
(click to see
rubric)
FINAL PROJECT %40
(click to see rubric)
GRADE SCALE A
90%-100%B 80%-89%C 70%-79%D
60%-69%F Below 60% |
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POLICIES
Class attendance is also part of your class participation
grade. Arriving on time is equally important. You will be considered absent
one class period for every three tardies. (more than five minutes late)
Expect to spend from three to six hours a week
on your working outside of class. Lab hours will be available and posted
by the end of the first week.
Students are responsible for any material missed
due to tardiness or absence. Readings, and assignments, and projects are
expected at the beginning of class on their due dates.
Late submissions will be lowered one grade per
class day late.
MAKE-UP WORK
Late assignments, or absences due only to emergency
or illness may be granted leniency only per the instructor's discretion.
EXTRA CREDIT
Students may be able to re-submit any assignment
for an improvement points as long as that assignment was turned in the
original due date. The policies are specific to each assignment. Check
specific project descriptions for more details.
Other opportunities for extra credit are possible
involving visiting realted exhibits, films, museums, specific research,
attending relevant shows or conferences, or related study, etc. Such points
are limited and per the instructor's discretion |
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HOMEWORK: Due at the beginning of
class the next class after assigned.
IN-CLASS ASSIGNMENTS: Due at the
end of class.
ALL PROJECTS DUE AT THE BEGINNING
OF CLASS
FIRST PROJECT:
due WED-10/19 (week 4)
MIDTERM PROJECT:
due WED-11/2 (week
6)
FINAL PROJECT:
due MON-12/5
(Finals Week) |
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