SYLLABUS
ART
494 Computer Animation
FALL 2008
CALIFORNIA
STATE UNIVERSITY LOS ANGELES
Professor Jim Ovelmen
jim@jimovelmen.com
Jim.Ovelmen@calstatela.edu
FOR LAB TIMES: CHECK OUTSIDE THE DOOR OF FA225
for schedule
ALSO SEE MUSIC 220 for lab time
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Office: |
FA 227 |
Office Hours: |
Mon & Wed; 11:30am to 1:30pm |
Phone: |
Ext. 3-4033 |
Class Location |
Rm. FA 225, Art Department |
Term/Year |
Fall 2008, beginning Sept. 22nd, 2008 |
Course Length |
10 weeks + finals day |
Meeting Time |
Mon. & Wed. 1:30pm to 4:00pm |
|
COURSE
DESCRIPTION |
Collectively, this course will present to all students a focused study
of high quality 3D animation using Maya as our platform. 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
|
NOTE:
some links below might not work, please Google them
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
ONLINE
TUTORIALS AND DVDs
BRUSH-BASED
SCULPTING brush-displacement modeling techniques:
MUDBOX
and ZBRUSH: brush-based
displacement map sculpting (digital clay)
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| MUDBOX |
ZBRUSH |
brush sculpting,
super easy learning curve. Runs on
WINxp
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bursh sculpting, more tools, z-spheres,
more to learn. very powerful. runs on PC and Mac. |
HEAD
AND BODY MODELING
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| RYAN KITTLESON's method |
JOAN OF ARC tutorial: |
Another Head Tutorial |
DIGITAL TUTORS |
SPLINE CAGE Method |
BOX MODELING Method |
MODELING THE EAR |
| simplified poly cage construction,
head only |
strategic poly cage construction, head and body
|
strategic poly cage construction,
head and body |
strategic anatomically correct construction, whole
body |
using NURB splines to form face |
Quicktime, (also called "blocking") |
create Poly and append tools used to make an ear |
ADVANCED
FACIAL MODELING FOR ANIMATION
STOP
STARING
: Facial Modeling and Animation done Right,
by Jason Osipa

RIGGING
SITES
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|
| RIGGING
101 |
GENERI |
BLENDER
NATION |
professional
rigging torials and samples to download |
An often used, high quality rig with facial
and hand controls |
A good resources for many free rigs, including
OTTO and ones used in the Animation Mentor Program |
ANIMATION
MENTOR
(PROFESSIONAL CHARACTER ANIMATION MENTORING)

See
Animation Mentor Class reels on 
PROFESSIONAL
CG SITES (research more on your own)
http://highend3d.com
http://www.awn.com
www.cgchannel.com
|
|
OTHER
URLS
and TEXTS |
Jason
Schleifer Interview
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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AGENDA
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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
TIMING PRICIPLES:
anticipation
explained, antic grab,
antic cartoon,
follow through, flag_cycle,
stick_and_string,
force,
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
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
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

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:
A. pointing or gesturing an emotion
B. jumping
C. interacting with a prop
CONCEPTS TO MEET:
* 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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the
whole package 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

· model "Insect" using multiple parts and rig with
Rigid Binding. How you design and amount of movable parts is up to
you, use your imagination! Keep it simple and allowable enough time
to finish in class. Put IK handles, contraints, whateveris needed
on the bug that will help you make it perform a simple walk, or springing
animation. also, you can put Spline IK handles at the ends
of the Antennae if you have Antennae. You can use SpringIK
(must be loaded) to accordian out complex legs.
have the joints rotate and the character
walk in place: FK. then try an IK setup
Demos/Lecture:
Skinning techniques
Painting Weights, Component Editor |
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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, CREATE A THREE
ANIMATIONS, showing ONE of the following of your choice: LIFT, PUSH,
PULL(see below)
CHARACTER CONCEPTS:
character
design concepts,
animating
a lift,
You may use these PRE-RIGGED characters, or find
your own on the web:
whatever you choose must be approved by me before
starting assignment
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|
 |
| GENERI_rig.mb |
IK Joe.mb |
PACKAGE
MAN.mb |
DIVA.mb |
Basic_mayaman |
| Basic model rigged for character animation,
Full lip sync and facial controls including the trigger UI. It's
a simple model with a high quality rig. |
Generic Segmented Character Rig. has a very
nice, simple yet advanced facial setup, plus extra goodies.
|
Fully rigged character. Facial Setup, IK/FK spine,
IK/FK arms and more. |
Fully rigged character. Facial Setup, Low rez. |
Extremely Basic rig. Minimal Controls.
No Facial Animation setup. This one is good if you want want to
avoid the complexity of controls of the other rigs, and you are
not planning on facial acting |
| How
to Use |
How
to Use |
How
to Use |
How
to Use |
|
IN CLASS DEMO:
· 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 Characteruse 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 from a pre-rigged character.
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|
|
|
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| GENERI_rig.mb |
IK Joe.mb |
PACKAGE
MAN.mb |
DIVA.mb |
Basic_mayaman |
| Basic model rigged for character animation,
Full lip sync and facial controls including the trigger UI. It's
a simple model with a high quality rig. |
Generic Segmented Character Rig. has a very
nice, simple yet advanced facial setup, plus extra goodies.
|
Fully rigged character. Facial Setup, IK/FK spine,
IK/FK arms and more. |
Fully rigged character. Facial Setup, Low rez. |
Extremely Basic rig. Minimal Controls.
No Facial Animation setup. This one is good if you want to avoid
the complexity of controls of the other rigs, and you are not planning
on facial acting |
| How
to Use |
How
to Use |
How
to Use |
How
to Use |
|
OTHER
FREE RIG SITES
|
|
|
| RIGGING
101 |
ANDY
SLIKE |
BLENDER
NATION |
professional
rigging torials and samples to download |
An often used, high quality rig with facial
and hand controls |
A good resources for many free rigs, including
OTTO and ones used in the Animation Mentor Program |
Animation ONE of the following of your choice:
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
body mechanics and anatomy:
Human
Anatomy, joints, pelvis,
rib cage, arcs,
arcs_movie, spine,
shoulders,
skull and jaw,
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,
You may use the Character you rigged or any good online Pre-rig
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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
quadroped walk references:
         
using reference animation form above (or find your own), create THREE
different animation walk cycles:
ie:
· 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
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.
You may choose ONE of the below:
 |
|
|
|
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| PACKAGE
MAN.mb |
IK Joe.mb |
GENERI_rig.mb |
MEEPER_low.mb |
BasicGuy_guy |
| Fully rigged character. Facial Setup,
IK/FK spine, IK/FK arms and more. |
Generic Segmented Character Rig. has a very
nice, simple yet advanced facial setup, plus extra goodies.
|
Basic model rigged for character animation, Full
lip sync and facial controls including the trigger UI. It's a simple
model with a high quality rig. |
Fully rigged character. Facial Setup, Low rez. |
This one have very nice Facial GUI and great contols.
If you are interested in doing alot of facial acting, this is a
good choice |
| How
to Use |
How
to Use |
How
to Use |
How
to Use |
|
Note: adding your own texture to these characters is optional and does
not effect your grade.
SEARCH WAV files:
I love waves
movie waves
daily wave
Simply
best waves
|
|
WORK
WEEK
use this
week to continue to work on your "Acting Event Animation"
DEMO ON BLENDSHAPES CREATION and Facial Setup
creating blend
shapes
(CTRL + MMB to slow down interp)
Models to add your own facial rig to (optional)
· Face mask
· Devil Head
·Jason Osipa's "Stop Staring"

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"ACTING EVENT" PROJECT #7 IS DUE
IN CLASS DEMO, LECTURE, PRESENTATION:
Dynamics, Motion Graphics, Abstract animation,
PROJECT # 8 FACIAL ACTING
AND DIALOGUE
Facial Rigging

ANIMATE PIECE OF DIALOGUE with LIPSYCHING and EXPRESSION.

BasicGuy_guy
is a good one to use for facial animation
AUDIO:
I have nothing to
say_v1, I have
nothing to say_v2, I
have nothing to say_v3
OR find at least 10 seconds of expressive dialogue from a movie or
TV show.
This project is DUE FIRST CLASS OF WEEK 10
DEMO on ALTERNATE RENDERING TECHNIQUES:
Toon shader, or Animated Shader Experiments.
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)
DEMO on RIGGING
-creating
expressions
-create
a Reverse Foot Lock
-IK/FK
switching
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USE THIS WEEK TO REVAMP A PREVIOUS PROJECT
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
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. |