SYLLABUS
ART
494/496 Computer Animation/ Advanced
Computer Animation
SPRING 2008
CALIFORNIA
STATE UNIVERSITY LOS ANGELES
Assistant Professor Jim
Ovelmen
jim@jimovelmen.com
Jim.Ovelmen@calstatela.edu
FOR LAB TIMES: CHECK OUTSIDE THE DOOR OF FA225
for schedule
Office: |
FA 227 |
Office Hours: |
9:50-10:50am, Mon&Wed; 1:20-2:20,
Tues&Thurs |
Phone: |
Ext. 3-4033 |
Class Location |
Rm. FA 225, Art Department |
Term/Year |
Spring 2008, beginning March 25th |
Course Length |
10 weeks + finals day |
Meeting Time |
8 to 10:30am,
Tues. & Thurs. |
this following course outline pertains to ART 494
click for 496 Course Outline
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COURSE
DESCRIPTION |
This course representions the combination of two courses,
494 Computer Animation, & 495 Advanced Computer Animation. Some
content will be covered collectively while at other times lectures will
be presented to exclusive to each group depending on the composition
of the class. The organization of class lectures bewteen the two groups
will be announced in class.
Collectively,
this course will present to all students a focused level of study of
elements of high quality 3D animation using Maya as our platform. For
those beginning with 494, we will start with fundamentally rigged and
simple-formed character, in which we will engage in weekly lessons of
weight and locomotion within the 3D arena. We will begin with keyframing,
and understanding animation tools like graph editor and dope sheet in
Maya, to recive the most control and a superior result of animation
timing. The mechanical nature of a character will be explored early
with IK, FK, and various ways of binding or attaching elements to bones.
Student will spend time on their own learning about hierarchies and
controls, which are the foundation of animating characters. We will
then move onto to basically rigged bipedal characters, and continue
our study of locomotion and timing, this time using concerns of human
or creature locomotion studies. We will study aspects of basic rigging,
although much of the emphasis of the class is on animation; so pre-rigged/downloaded
characters will be used in many cases as we graduate to more and more
sophisticated animation assignments. Advanced studetns or those who
have built and rigged a character already may use their character to
satisfy some of the assignment, but again, the emphasis is on a quality
result of good animation. All students will be asked to produce a Final
Project which will be a short film which demonstrates technical as well
as story or conceptual properties.
Blend-shape
creation for facial animation may also be explored and utilized at any
point in the course, and such techniques may be optionally included
in the students Final Project
Other subjects
of Advanced animation study may include: animating various attributes,
set driven keys, dynamics/ particle animation, and expressions. |
PREREQUISITES |
ART
480, Computer Graphics II (3D Modeling) |
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 will 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 numerous books and online tutorials on 3D and classic animation.
I have listed recommendations of texts and URLs for further study. I
will also distribute, handouts, images, and other reference materials
to supplement your studies.
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TEXTBOOK
(s)
URL(s)
Assignments
may be given out of these selected texts
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(some
links below might not work, please look them up yourself if
so)
MISC. ANIMATION 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
-Character
Animation in 3D, Steve
Roberts, Focal Press Visual Effects and Animation ISBN 0-240-51665-6
-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
MODELING TUTORIALS
The "Joan of Arc" tutorial:
http://www.3dtotal.com/tutorials/max/joanofarc/joanmenu.asp
Dave K's method: http://www.highend3d.com/maya/tutorials/modeling/polygon/303.html
Kevin Hudson's, Modeling the Human Head: http://www.thegnomonworkshop.com/dvds/khu01.html
modeling tutorial: http://www.digitaltutors.com/store/product.php?productid=3273
Modeling The Ear:http://www.tutorialized.com/view/tutorial/Modeling-a-Polygon-Head/4065
3D USER SITES
http://highend3d.com
http://www.awn.com
www.cgchannel.com
Model
A Figure (quickly with Poly Box/ Blocking)
FACIAL ANIMATION TEXT
Stop Staring:
Facial Modeling and Animation done Right, by Jason Osipa
RIGGING SITES
http://www.rigging101.com
http://www.andrewsilke.com/generi_rig/generi_rig.html
http://www.cgindia.org/2005/11/free-model-rig-for-maya-6.html
http://www.blendernation.com/2006/04/10/free-rigged-model-ludwig
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OTHER
URLS
and TEXTS |
click
for other related resources and links
click for more animation
related texts (Word File) |
EDUCATIONAL
OUTCOMES
upon completing this course the student should
be able to: |
-apply industry standard
animation ability to create well-timed, high quality inorganic and organic
character and prop animation.
-possess a versatility in tools to control, and modify
3D animated content
-create high quality rendered animated material, some
of which should be suitable for a demo reel.
-be able to create basic rigged characters, and understand
the properties of smooth/rigid binding/ weighting and painting weights
on surfaces.
-create a finished final project which will stand as
a finished film short, or production |
PHYSICAL
SUPPLIES |
USB Flash
Drive (1 GIG recommended)
Large sketchbook, graph paper, pencils, markers, and
other drawing materials,
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Maya
Animation Tools and Keyframing
· Animation Basics
· Timeline and Keyframing
· updating, or MMB with the K-key
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
S Sets a key the
same as Animate > Set Key
Shift-W Sets keys for translation
Shift-E Sets keys for rotation
Shift-R Sets keys for scale
· Animate>Ghost Selected to see trail
PROJECT #1 CREATE multiple BOUNCING
BALL ANIMATIONS (see below)
setup:
· Bouncing Ball (must be set
up with 3-nodes: TRANSLATE, SCALE, ROTATE and in this
precise Hierarchal Order) Animate the Ball on each node, one node at
a time, and also in the above order.
create THREE bouncing ball animations:
A. Squishy Ball Bounce (squash and Stretch)
B. Bowling Ball Bounce and Striking Empty Box
C. Bowling Ball Bounce and Striking Granite Box
you must do A, but the others may vary materials in any way you like
turn these as: "YourName_squishy_bounce" etc., in
to "JOvelmen" drop box.
DUE Beginning of class next week
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Animation
Tools & Animate the FLOUR SACK
IN
CLASS LECTURE
Open
Flour Sack Rig, but first Explore IK and define:
lecture
about animation hiearchy IK and FK, joint orientation, joint axes, local/world/object
axes
Basic Concepts of Skeleton Control
Skeletons
and Skinning, Kinematics,
Joints and Bones,
IK solvers, Pole
Vectors
Useful
Animation Menus and Tools
The Graph Editor
Normalize
Curves, Buffer
Curves, Breakdown
Keys (Keys>Convert), prompt set keys
Animation
Channels, muting Channels,
Locking Channels,
Other Editors
Dope
Sheet, Trax Editor,
Outliner
Futher Study:
-creating
expressions, create
a Reverse Foot Lock, IK/FK
switching
PROJECT #2 FLOUR SACK ANIMATION
(see below)
Your week2 project is to Animate an
anthropomorphized FLOUR SACK. This character is a pre-made rig and can
be downloaded here:
Flour Sack, character and Rig
in these actions:
Your week2 project is to Animate an
anthropomorphized FLOUR SACK. This character is a pre-made rig and can
be downloaded below.
A. pointing or gesturing an emotion
B. jumping
C. interacting with a prop
concepts:
* Timing
* Anticipation
* Follow-through
* Overlapping action
* Weight and balance
* Staging and silhouettes
You can use step tangents in the GE to clearly see each pose!
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MODEL,
RIG, and ANIMATE!
IN CLASS DEMO:
Build a bug with multiple parts and binding to Skeleton with Rigid
Bind.
PROJECT #3 MODEL AND RIG A BUG!, and create ANIMATION
(see below)
· model "Insect" using multiple parts and rig with
Rigid Binding. How you design and amount of movable parts is up to you,
use you imagination! Keep it simple and allowable enough time to finish
in class. Put IK handles on the part of the bug that will help you make
it perform a simple walk, or springing animation. also, you can put
IK handles at the ends of the Antennae if you have Antennae..
· construct a character purely our of multiple polygon boxes.
Connect body parts together as anatomically accurate as possible. Using
hierarchy, follow the prescription of anatomical flow..
have the joints rotate and the character walk
in place: FK. then try an IK setup
Demos/Lecture:
Painting Weights
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Showing Force and Weight
in Animation
IN CLASS DEMO
BUILDING AND RIGGING A SIMPLE CHARACTER by creating
the Skeleton first, and using SudDiv to "grow" out the body.
The Convert to Polys. SMOOTH BIND to Skeleton, and Look At weighting
issues.
Emphaszie the Difference between Rigid and Smooth Binds
Skeletons
and Skinning, Kinematics,
Joints and Bones,
IK solvers,
Utility Nodes, Squash and Stretch Expressions,
MEL scripting a sample setup, Facial Belndshapes, Wrap Deformers, Expressions
for a Flapping Wing, Set Driven Keys
PROJECT #4 using a pre-rig, CREATE A THREE ANIMATIONS,
and create Animation: LIFT, PUSH, PULL(see below)
you may use your own rigged character if
you have one, but needs to be Approved by me.
Some Pre_rigged Characters:
· Andy
Rig
· Andy
Rig Log
· Bull
Creature
· Generi_rig
· Meeper_lowres
· Diva_lowres
· Basic_mayaman
· create a "lifting" animation with your chosen Pre-rigged
Character
· create a "pushing" animation with your chosen Pre-rigged
Character
· create a "pulling" animation with your chosen Pre-rigged
Character
use reference:
dive, lift_2D,
lift_3D, pull,
push, animating
a lift
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High
Quality Walk Cycle
IN CLASS DEMO:
show relevant FILMS or ANIMATED shorts relating
to class topics.
PROJECT #5 SPIRITED WALK CYCLE (see below)
· Create a particular walk cycle for you chosen pre-rigged character.
Angry walk, Model Walk, Macho Walk etc.
Use reference, or gather your own reference:
angry
walk, cool walk,
depressed walk,
dreamy walk,
happy walk,
macho walk,
run, run_away,
run_toward,
skip, sneak,
tip toe
You may use the Character you rigged or any good online Pre-rig
A few pre-rigs:
· Andy
Rig
· Andy
Rig Log
· Bull
Creature
· Generi_rig
· Meeper_lowres
· Diva_lowres
· Basic_mayaman
Other Free Rig Sites
http://www.rigging101.com
http://www.andrewsilke.com/generi_rig/generi_rig.html
http://www.cgindia.org/2005/11/free-model-rig-for-maya-6.html
http://www.blendernation.com/2006/04/10/free-rigged-model-ludwig
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IN CLASS DEMO
· Path Animation
· Create a Path animation: School of Fish, flock of birds, Missile
trajectory
ANIMAL LOCOMOTION
PROJECT #6 ANIMAL WALK CYCLE, create a quadraped
walk cycle (see below)
Animal pre-rigs:
· Basic_MayaDog
use reference:
dog_canter,
cartoon_dog,
dog_gallop,
dog_trot, horse_gallop,
horse_trot,
horse_walk,
panto_horse,
cat_walk, cow_walk
· animate an animal walk (relaxed pace)
· animate an animal walk (cantor)
· animate an animal walk (run/gallop)
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Acting
and Emotion
Lecture on Acting, Demo and Display of various short
Examples
BillieJean,
FandB, see Pixar
examples saved to Intructor HD.
PROJECT #7 AN ACTING EVENT (see below)
this project is due FIRST CLASS OF WEEK 9
· if you have a character with a facial rig already set-up, or
even if you don't, you can convey emotion through a chracter's body language
and timing. Animate a pre-rigged character in an emotional event: rage,
dissapointment, happiness, boredome, etc. Use any combination of FK or
IK whatever suits your situation best. make sure you Animation is at least
15 seconds.
there will be more time allowed for the completion of this project
(due week 9)
Again, you may use your own rigged character
if you have one, but needs to be Approved by me.
A few pre-rigs:
· Andy
Rig
· Andy
Rig Log
· Bull
Creature
· Generi_rig
· Meeper_lowres
· Diva_lowres
· Basic_mayaman
Note: The rigged-models have no texture. adding texture to these characters
is optional and does not effect your grade. But go ahead if you want.
Side Topic: "TED
convention; the foot and walking"
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WORK
WEEK
use this
week to continue to work on your "Acting Event Animation"
special topics may by demonstrated for interested students:
Facial Rigging
· animate a lip-sych with a pre-rigged model
· Blend shapes:
(CTRL + MMB to slow down interp)
Models (facial rigging)
· Face mask
· Devil Head
"Stop Staring" Facial Animation Setup (rig forthcoming)
practice 3D lipsynching
some sample voice clips for practice (below)
I have nothing to
say_v1, I have nothing
to say_v2, I have
nothing to say_v3
Jason Schleifer
Interview
Johnny
Hardstaff Sketchbook |
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"ACTING EVENT" PROJECT IS DUE
IN CLASS DEMO, LECTURE, PRESENTATION:
Dynamics, Motion Graphics, Abstract animation,
PROJECT # 8 (ALTERNATE PROJECT) see below
This project is DUE FIRST CLASS OF WEEK 10
Student may choose an alternate project of their
choosing:
sample ideas could be: Particle or Dynamic Animation,
Abstract Animation/ Motion Graphics. Focused Character Study. etc. Toon
shader, or Animated Shader Experiments.
-creating
expressions
-create
a Reverse Foot Lock
-IK/FK
switching
Finished piece must be Animation-Based and be
at least 10 seconds of quality animation.
Below are some misclaneous items for Special Study:
Rendering Alternatives:
· Toon Shaders, Ramp Shaders, vector Renders, and otherwise
2D-looks Options:
1- SurfaceSample+Ramp and Facing Ratio->Condition
2- TomCat get
the plugin for TomCat
3- Render Man
4- Mental Ray
5- Ramp Shader
Render Services (Farm)
Render Rocket (has student discounts,
trials)
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ALTERNATE Project is due
IN CLASS LECTURE:
Distribution and Portfolio
Consultation on last leg of production: Editing, proper formating,
media, specs and content delivery
Demo Reel TIPS:
what to put on a TD reel
creating blend
shapes
face robot: old
lady, young
girl
image metrics (facemocap): lady,
guytohulk,
old
man
sample rigging reels: HsuangWei-Liang,
FINAL COMPILATION Put Each of the 8 projects
on a CD/DVD is Quicktime Format. |
METHOD OF EVALUATION |
Homework assignments will be given points based on accurate
completion of assigned readings, assignments and tutorials.
All Projects will be Graded oin the following Criteria
* Timing, Weight and Locomotion Effectively Shown
* Staging and Strength of the Animation Design
* Appeal & Effectiveness of Communication
of Animation
* Relative Challenge of the Chosen Animation
*Originality, Creativity and Content (if Applicable)
Each given an equal weight of 20% of the point composition 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. |
GRADING |
Attendance: % 10
(click to see rubric)
Class Participation: % 5
(click to see rubric)
Homework & In-Class Assignments %5
(click to see rubric)
1st Project, 2nd Project, 3rd Project,
4th Project%30
(click to see rubric)
Max 6 points Each
5th Project, 6th project, 7th Project, 8th Project
%40(click
to see rubric)
Max 10 points Each
FINAL COMPILATION%10
(click to see rubric)
GRADE SCALE: A 90%-100%B
80%-89%C 70%-79%D 60%-69%F
Below 60% |
POLICIES |
The learning curve in Maya is steep, missing even one class is enough
to put you significantly behind. Regular class attendance in mandatory.
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.
student may be able to re-submit any assignment for an improvement
grade. The policies are specific to each assignment. Check specific
project descriptions for more details.
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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 |