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

 

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.


TEXTBOOK (s)

URL(s)

Assignments may be given out of these selected texts

 

(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

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,

COURSE OUTLINE

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


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!

 

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

 

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

 

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

 

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)

 

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"

 

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

"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)

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.

SCEHDULE OF FINALS DAY TO BE ANNOUNCED...

GRADING

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.

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