ART
494 Computer Animation
SPRING
2010
CSULA
Professor
Jim Ovelmen
jim@jimovelmen.com
Jim.Ovelmen@calstatela.edu
|
LAB
HOURS (for
working labs outside of class)
(click
for class calendar w/ due dates)
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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 March 29th, 2010 |
Course
Length |
10
weeks + finals day |
Meeting
Time |
Mon.
& Wed. 4:20pm to 6:50pm |
|
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 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 |
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
|
|
|
| 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 in addition to an external drive (1 gig-80gig is plenty)
You should double bckup your data on two media.
Large
sketchbook, graph paper, pencils, markers, and other drawing materials,
|
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.
Project#1
CREATE multiple BOUNCING BALL ANIMATIONS (see below)
DUE
Monday, April 5th ( OK to turn in at the END of class,for this project
only)
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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TIPS
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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
DUE
Monday, April 12th

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 |
| |
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
#3, choose ONE of these THREE ANIMATIONS, of your choice: LIFT,
PUSH, PULL(see below)
DUE:
Monday, April 19th
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
 |
|
|
|
 |
| 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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TIPS
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High
Quality Walk Cycle
IN CLASS
DEMO:
show relevant
FILMS or ANIMATED shorts relating to class topics.
PROJECT
#4SPIRITED WALK CYCLE (see below)
DUE
Monday, April 26th
· Create a particular
WALK CYCLE from a pre-rigged character.
|
|
|
|
|
| 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
|
| |
IN CLASS
DEMO
· Path
Animation
· Create a Path
animation: School of Fish, flock of birds, Missile trajectory
ANIMAL
LOCOMOTION

PROJECT
#5 ANIMAL WALK CYCLE, create a quadraped walk cycle (see below)
DUE:
Monday, May 3rd
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)
|
|
Acting
and Emotion
Lecture on Acting,
Demo and Display of various short Examples
BillieJean,
FandB, see Pixar
examples saved to Intructor HD.
PROJECT
#6 AN ACTING EVENT
DUE:
Monday, May 17th
· 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 |
|
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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TIPS
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"ACTING
EVENT" PROJECT #6 IS DUE
IN CLASS
DEMO, LECTURE, PRESENTATION:
Dynamics,
Motion Graphics, Abstract animation,
PROJECT
#7 FACIAL ACTING AND DIALOGUE OR
ALTERNATE CHOICE*
DUE:
Monday, May 31st
*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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TIPS
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PROJECT
#7 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 7 projects on a CD/DVD is Quicktime Format.
FINAL
COMP and your presentation is DUE: Monday,
June 7th |