SYLLABUS
ART
494 Computer Animation
FALL 2009
CALIFORNIA
STATE UNIVERSITY LOS ANGELES
Professor Jim Ovelmen
jim@jimovelmen.com
Jim.Ovelmen@calstatela.edu
FOR LAB
TIMES: CHECK OUTSIDE THE DOORs OF FA-225 and
MUS-220, for schedule, or click
here
class
schedule
FURLOUGH DAYS
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Office: |
FA 227 |
Office Hours: |
Tues &
Thurs; 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 recieve 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 students 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.
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
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|
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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TIPS
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Maya
Animation Tools and Keyframing
· Maya Interface reminders: (images here are
not latest Maya version)
interface,
channel box, attribute
editor, commandline, helpline,
modules , hotbox,
layer editor, manipulators,
outliner, panel
layout, pivot, quicklayout,
shelf, statusline,
toolbox, move
tools, shortcuts, timeslider,
animation range , updating, or
MMB with the K-key
· Maya Animation Basics
· Ball Bounce Principles
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
· Motivated Action Principles
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
*You can also use the technique of Edit>Delete
by Type>DELETE STATIC CHANNELS to rid flat curves.
· Ghosting/Onionskinning
Animate>GHOST SELECTED to see trail of selected,
animated objects.
EXERCISE
#1 CREATE multiple BOUNCING BALL ANIMATIONS (see below)
DUE
at the end of class Wednesday, Sep. 30th (this will be graded as homework)
setup:
· Bouncing Ball (must be set
up with 3-nodes: TRANSLATE, SCALE, ROTATE and in
this precise Hierarchical Order) Animate the Ball on each node, one
node at a time, and also in the above order.
create THREE bouncing ball animations:
A. A Squishy Ball Bounce (squash and Stretch)
B. A very light ball (balloon)
C. A Bowling Ball.
D. if time allows, animate one ball striking an object, ie "cardboard
box"
turn these as: "YourName_squishy_bounce" etc.,
in to "JOvelmen" drop box.
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Animation
Tools & Animate the FLOUR SACK
October
6 and 8 will be taught by a visiting lecturer
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
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PROJECT
#1 FLOUR SACK ANIMATION
DUE
Wed, Oct 14

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
Option: You can use step tangents in the GE to clearly see each pose!
MODELING,
RIGGING, and ANIMATING! (brief view at the whole process)
overview
DEMO ON RIGGING a bug-like
creature

·demo on rigging an"Insect" using multiple parts
and rig with Rigid Binding. Using IK handles, contraints, will be
shown and how to create a simple walk and springing animation. also,
Spline IK handles will be shown at the ends of the creature's
Antennae. Also SpringIK (must be loaded) to accordian out
complex legs.
Other 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
#2, choose ONE of these THREE ANIMATIONS, of your choice: LIFT,
PUSH, PULL(see below)
DUE:
monday, Oct. 26
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
#3 SPIRITED WALK CYCLE (see below)
DUE
Monday, Nov 2nd
· Create a particular WALK CYCLE from a pre-rigged character.
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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
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|
|
| 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
#4 ANIMAL WALK CYCLE, create a quadraped walk cycle (see below)
DUE:
Mon, Nov. 9th
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
#5 AN ACTING EVENT
DUE:
Mon. Nov 23th
· 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.
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:
 |
|
|
|
|
| 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
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|
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 #5 IS DUE
IN CLASS DEMO, LECTURE, PRESENTATION:
Dynamics, Motion Graphics, Abstract animation,
PROJECT
#6 FACIAL ACTING AND DIALOGUE OR
ALTERNATE CHOICE*
DUE:
Wed, Dec. 2nd
*you can do the below
assginment of Facial Acting, or you can pursue your own different
idea for an animation. It can be based on a previous assignment, or
you can think up a brand new idea/animation situation. Keep in mind
that whatever you choose, this is worth 20 points! a major contributor
toward your grade, so choose wisely, and do the absolute best job
you can on this project. All projects must be at least 15 seconds
and will be graded more rigidly on all the learned skills and creative
ingenuity you have gathers in class so far.
Facial Rigging

ANIMATE PIECE OF DIALOGUE with LIPSYCHING and EXPRESSION.

BasicGuy_guy
is a good one to use for facial animation
.
VOCAL ACTING: stressing for drama and emotional intent:
but, I HAVE nothing
to say!, I have
nothing to SAY, I
have NOTHING to say!
OR find at least 15 seconds of expressive dialogue from a movie or
TV show with emotive dialogue.
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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PROJECT #6 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
face robot: old
lady, young
girl
image metrics (facemocap): lady,
guytohulk,
old
man
sample rigging reels: HsuangWei-Liang,
FINAL COMPILATION Put Each of the 6 projects
on a CD/DVD is Quicktime Format. |