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ART
4960
ADNVANCED ANIMATION
FALL
2017, CSULA
Professor
JIM OVELMEN
jim@jimovelmen.com
Jim.Ovelmen@calstatela.edu
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WEDNESDAYS 4:00pm-8:40pm
OFFICE FA
227
PHONE
323-343-4033
LOCATION Rm.
FA 225, Fine Arts Building
OFFICE HOURS: SEE SYLLABI PAGE
LAB
HOURS click: OR PLEASE SEE SCHEDULE POSTED OUTSIDE THE DOOR: FA
225
*if you would like to meet with me during
my Office Hours, please email
to confirm |
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COURSE
DESCRIPTION
This course present a focused study of
advanced 3D character and non-character animation mainly using Maya as
our platform, although 2D animation is also supported. As is
ART4940 students are allowed to use provided pre-rigged characters, or
create their own. Similar to the 4940 class, students are expected
to complete animation specific assignments on a weekly or bi-weekly basis. In this
class, however, the assignments are both more challenging and conceptually
based. Students are expected to already posses a foundational strength
in locomotion and timing and principles of 2D and 3D animation. In this
class, the student will not only be challenged and pushed further in
their skill and ability in the techniques of animation, they will be expected
to give highly creative, expressive and unique solutions to assignments.
The solutions students create and the effectiveness of their communication
as animation is the center of their success in this class
New tools, techniques, efficient ways
of creating high-quality animated content, will be given in the form of
lectures demonstration and illustrations on this web site. Examples of
professional work, and sample of successful animated pieces from all over
the world will be shown on a regular basis.
Tutorials and demonstrations may come
in the for of short demos and divulging of tips and workflows, including
an extensive array of tools and uses. blend-shape creation for facial
animation, animating various attributes, set driven keys, FX
animation, writing scripts and expressions.
After this class is successfully completed,
the student will be technically and conceptually prepared to begin the
Capstone Animation process, where they will have the ability to create
their own character or content into the short-film story process or be
prepared for the thesis level work. |
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PREREQUISITES
ART
4940, 3D Animation
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 expectation is aproximately 8 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. |
PROFESSIONAL CGI
SITES |
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| Creative Crash, AWN, CGChannel |
UNIVERSITY POLICY
Student Handbook
Information on student rights and responsibilities, academic honesty, standards of conduct, etc., can be found in Schedule of Classes (http://www.calstatela.edu/classschedule/) under Policies and Procedures.
Americans with Disabilities Act (ADA)
Reasonable accommodation will be provided to any student who is registered with the Office of Students with Disabilities and requests needed accommodation.
Any student with any learning disabilities (i.e., reading, speaking, and/or writing impediments) that might affect his/her performance in this class is encouraged to notify me in writing at the beginning of the SEMESTER identifying the specific nature of such disability. |
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EDUCATIONAL
OUTCOMES
Demonstrate knowledge and proficiency at timing,
weight, and locomotion of lifelike animated content.-Create a high-quality,
expressive, short animated projects, ready for broadcast, the web or short
presentation. Have a deep understanding of essential animation concepts
and appreciation of the underpinnings of the craft and art form through
exposure to historical and contemporary examples; which will broaden their
experience, thus, approach to the animated form.
RECOMMENDED 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
REQUIRED SUPPLIES
4 Gig Flash Drive
100-200 Gig External Drive
10x14" Sketchbook
Drawing supplies, pencils, pens
dry erase markers
small mirror |
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COURSE
OUTLINE subject to change |
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Wed, Aug 23
WELCOME
  
animation production
flowchart
Moana: production
| CHARACTER ANIMATION REFRESHER |
BASIC TIMING
Timing
Basics
concepts
* Timing
* Anticipation
* Follow-through
* Overlapping action
* Weight and balance
* Staging and silhouette
anticipation
explained, antic
grab, antic cartoon, follow through, flag_cycle, stick_and_string, force,
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STRONG POSES and SILHOUETTES
in
class demo, and exercise
LAYERED
versus POSE to POSE animation technique
in
class assignment: Basic Jump
do
one POSE to POSE, do one LAYERED style of animation
POSE
to POSE animation tutorial
LAYERED
animation tutorial
LAYERED
walk cycle tutorial
using
TRAX EDITOR for poses tutorial
using VIDEO REFERENCE!
female kick, male dive roll, male jump vault, heavy male roll 100-FUN-WALKS
student video reference (must log-in)
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TECHNICAL
REFRESHERS
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
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
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PRICIPLES of WEIGHT:
"Fat"(weight) animation
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
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| PROJECT
#1 AN OLYMPIC ACTION, due week 2, must be 8 seconds of animation. |
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ONE of the rigs below, create a character animation that incorporates
a SPORTING or OLYMPIC event in some way. Look for action in the event
that presents CLEAR, STRONG poses. What can be even more interesting are
moments that causes the character to fall off balance and regain balance.
You may choose LAYERED animation or POSE to POSE, technique. Begin
by blocking in your poses, keep a clean graph editor, and focus on QUALITY
over quantity. Look for video reference on the Internet, or ACT OUT yourself
or video tape yourself. Take only one part of the action that is most
interesting in terms of clear poses. |
DUE at the beginning of class, NEXT WEEK Playblasts are acceptable
but must be HD in size and all controls and grid must be hidden. You may
use/build simple props if you wish.
USE VIDEO REFERENCE: Motion references are essential! Look of samples above, then find or create your own reference. Flat front and side angles are most helpful! you can record video your own on your phone! you don't have to be an expert!
IMPORTANT: Be prepared to receive criticism on the strength/weaknesses of your animation
in terms of weight, timing, silhouette, posing, and staging. These are
basic concepts of locomotion that should have been mastered in the prerequisite
class ART4940. We will quickly move into advanced and nuanced animation
assignments, including acting. If you are not up to speed with this assignment,
you need to spend extra time outside of class on tutorials. You will be
working approximately 8 hours outside of class per week, This first assignment is due next week. After that, a project is due generally every TWO weeks, except for project 7 which you will have extra weeks. You will graded at TWO major times: at MIDTERM COMPILATION and FINAL COMPILATION. These compilations are your completed projects edited together in one video. However, each individual project is due as listed on this syllabus, and considered late or not acceptable if not uploaded before class on its due date. On each and every project due date, we will host a critique so you will have useful feedback to make improvements toward your compilations. |
The idea is not
that you will produce masterpieces for your demo reel, but that you can
work professionally, creatively per deadline to jumpstart growth in your
advanced animation skills. The class structure demands this.
At the end of this class, You may, for your own demo reel, choose one
project to polish over many months. This is indeed what is needed to be
competitive in the actual animation world! Putting class assignments on
your professional demo reel is not competitive. You still may be even years away from having good enough work for that. You must understand the level
of time and commitment is immense. Know that it is possible to work MONTHS
on just 20 seconds of character animation. In this class, we will have
a much faster pace. We will be using "PRE-RIGGED" characters
so that we may focus every minute of available time dedicated to animating.
This is an understandable compromise because the anatomy of a rig essentially
influences its movement and expressive potential. Moreover, I can only
evaluate your work based on the success of the ANIMATION, and not the
properties, nor the engineering, look, or design of a rig or a particular
character.
This
why it is important to use a good quality rig, or if you find something
new, show it to me first before I allow you to use it for your animation.
The rigs featured in this website are student quality and good for university
animation courses.
You
are also expected TO CONTRIBUTE in critiques. Adding constructive
criticism. Failure to verbally or otherwise contribute in critiques
will greatly impact your participation grade. |
for
AN OLYMPIC ACTION use FLOUR SACK (if you want to use a different rig, check with me first)
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| DOWNLOAD PAGE |
An assortment of other rigs includes: Blake, Caroline, Mery, Ray, Sack, Squirrel, Stewart, and Zombie, and more...
FIRST, log into your CSULA account.
THEN, click on the link above to download.
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how
to use
see sack in action
see past student work (log-in to your csula account first)
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Wed, Aug 30
PROJECT
#1 AN OLYMPIC ACTION is DUE today |
| class critique first half of class |
Basic Concepts of Skeleton Control
Skeletons
and Skinning, Kinematics, Joints
and Bones, IK
solvers, Pole Vectors
ZOOTOPIA: character study |
Futher Study:
-creating
expressions, create
a Reverse Foot Lock, IK/FK
switching
acting
flowchart
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PROJECT
#2 THE LOSER, due week4, must
be at least 15 seconds, HD sized, hardware render acceptable.
see
assignment specs here
See past student work (must login csula account first)
Create
an animation showing the concept of "Dejection"
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for
OLYMPIC ACTION You may choose ONE of the following pre-rigged characters..
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GENERI_rig.mb |
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PACKAGE
MAN.mb |
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Go
Your Own Way |
DOWNLOAD PAGE |
Morpheus
is a high quality rig, with facial controls, GUIs for facial and
body, and other special features. To gain full advantage of all
his capability, download the "RAR" file (expand after
downloading). It has folders with the rigs, as well as prefs,
scripts, and textures; a full package of controls you must include
for all controls. Follow all instructions on the site closely. For
thorough description of use and details click the below link.
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Morpheus is a
high quality rig, with facial controls, GUIs for facial and body,
and other special features. To gain full advantage of all his
capability, download the "RAR" file (expand after downloading).
It has folders with the rigs, as well as prefs, scripts, and textures;
a full package of controls you must include for all controls.
Follow all instructions on the site closely. For thorough description
of use and details click the below link.
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Generi is a
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. |
IK
Joe is a extremely BASIC Segmented Character Rig. has a very
nice, simple yet advanced facial setup, plus extra goodies. |
Underwear clad,
somewhat simple rigged character. Facial Setup, IK/FK spine, IK/FK
arms and more. |
Simple, Fully
rigged character. Facial Setup, Low rez. |
You may use
your own rig, or one you find OR
use abstract forms. Must be approved by me before starting!! |
An assortment of rigs including: Blake, Caroline, Mery, Ray, Sack, Squirrel, Stewart, and Zombie.
FIRST, log into your CSULA account.
THEN, click on the link above to download. |
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how
to Use |
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how
to use |
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Wed, Sep 6
CONTINUE TO WORK ON PROJECT 2: "THE LOSER"
| BASIC KINETICS in CGI |
Utility Nodes, Squash and Stretch
Expressions, MEL scripting a sample setup, Facial Blend-shapes, Wrap
Deformers, Expressions for a Flapping Wing, Set Driven Keys
use reference:
dive, lift_2D, lift_3D, pull, push, animating
a lift
have the joints rotate and the character
walk in place: FK. then try an IK setup
ZOOTOPIA: character study
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BUILDING and RIGGING a SIMPLE CHARACTER
by creating the Skeleton first, and using Sud-div to "grow"
out the body. The Convert to Polys. SMOOTH BIND to Skeleton, and Look
At weighting issues.
Emphasize the Difference between Rigid
and Smooth Binds
Skeletons
and Skinning, Kinematics, Joints and Bones, IK solvers, Painting Weights
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OVERVIEW


Mike Spokas Overview
Joe Rule Overview
TIPS
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Wed, Sep 13
PROJECT
#2 THE LOSER is DUE today |
| class critique first half of class |
continue
lecture on IK and FK, joint orientation, joint axes,
local/world/object axes
Skeletons
and Skinning, Kinematics, Joints
and Bones, IK
solvers, Pole Vectors
ZOOTOPIA: animator roundtable |
Continued Rigging Study:
-creating
expressions, create
a Reverse Foot Lock, IK/FK
switching
acting
flowchart
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PROJECT
#3 FUTILITY, due week6
Character
animation must be at least 15 SECONDS. HD sized. Clean playblasts or hardware renders acceptable.
You
may also choose to do 2D animation for one or all of the subsequent assignments;
However, you must show to me first you have the skills
to pursue this.
see
assignment specs here
See past student work(you must login csula account first)
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For THE LOSER You may choose ONE of the following...
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DOWNLOAD PAGE |
Morpheus is a
high quality rig, with facial controls, GUIs for facial and body,
and other special features. To gain full advantage of all his capability,
download the "RAR" file (expand after downloading). It
has folders with the rigs, as well as prefs, scripts, and textures;
a full package of controls you must include for all controls. Follow
all instructions on the site closely. For thorough description of
use and details click the below link. |
Morpheus is a
high quality rig, with facial controls, GUIs for facial and body,
and other special features. To gain full advantage of all his capability,
download the "RAR" file (expand after downloading). It
has folders with the rigs, as well as prefs, scripts, and textures;
a full package of controls you must include for all controls. Follow
all instructions on the site closely. For thorough description of
use and details click the below link. |
An assortment of rigs including: Blake, Caroline, Mery, Ray, Sack, Squirrel, Stewart, and Zombie.
FIRST, log into your CSULA account.
THEN, click on the link above to download.
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how
to use |
other choices...
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| PACKAGE
MAN.mb |
IK Joe.mb |
GENERI_rig.mb |
MEEPER_low.mb |
Go
Your Own Way |
do a 2D animation |
| 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.
|
Generi is a very generic/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. |
You may use your own rig, or one you find or use abstract forms. Must be approved by
me before starting!! |
If you wish, you may do a 2D
animation for this assignments. See below... |
| How
to Use |
How
to Use |
How
to Use |
How
to Use |
More
Info |
more about |
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Wed, Sep 20
CONTINUE TO WORK ON PROJECT #3
FUTILITY
| TRAX EDITOR in MAYA |
You can build a whole library of facial
animation clips and use them over and over.
good
basic intro to TRAX
creating
Character Sets in TRAX
relevant FILMS or ANIMATED shorts relating
to class topics.
RATATOUILLE Progession Reel
TANGLED blocking, animation polishing (Kyle Balda)
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Trax Editor is very useful for blending, repeating,
and re-timing animated clips which can are stored and edited in completely
"nonlinear" form. It is a very powerful non-linear editor.
The Trax editor is used more by video game projects
than feature film. Although not considered precision tool for
feature-quality character animation, Trax may be useful in video
game characters whose motions are repetitive, ie. background characters
(crowds or cycling behaviors). Moreover, Trax can be
helpful BLEND and and recylce FACIAL EXPRESSIONS of a character.
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Walk Cycle Refresher
angry
walk, cool walk, depressed walk, dreamy walk, happy walk, macho walk, run, run_away, run_toward, skip, sneak, tip toe
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Wed, Sep 27
for TIMES ARROW You may choose ONE of the following...
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DOWNLOAD PAGE |
Morpheus is a
high quality rig, with facial controls, GUIs for facial and body,
and other special features. To gain full advantage of all his capability,
download the "RAR" file (expand after downloading). It
has folders with the rigs, as well as prefs, scripts, and textures;
a full package of controls you must include for all controls. Follow
all instructions on the site closely. For thorough description of
use and details click the below link. |
Morpheus is a
high quality rig, with facial controls, GUIs for facial and body,
and other special features. To gain full advantage of all his capability,
download the "RAR" file (expand after downloading). It
has folders with the rigs, as well as prefs, scripts, and textures;
a full package of controls you must include for all controls. Follow
all instructions on the site closely. For thorough description of
use and details click the below link. |
An assortment of rigs including: Blake, Caroline, Mery, Ray, Sack, Squirrel, Stewart, and Zombie.
FIRST, log into your CSULA account.
THEN, click on the link above to download.
|
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how
to use |
other choices...
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| PACKAGE
MAN.mb |
IK Joe.mb |
GENERI_rig.mb |
MEEPER_low.mb |
Go
Your Own Way |
do a 2D animation |
| 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.
|
Generi is a very generic/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. |
You may use your own rig, or one you find or use abstract forms. Must be approved by
me before starting!! |
If you wish, you may do a 2D
animation for this assignments. See below... |
| How
to Use |
How
to Use |
How
to Use |
How
to Use |
More
Info |
more about |
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Wed, Oct 4
CONTINUE TO WORK ON PROJECT
#4 TIME'S ARROW
| RIGGING DEMO (continued) |
Skeletons
and Skinning, Kinematics, Joints and Bones, IK solvers,
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BUILDING AND RIGGING A SIMPLE CHARACTER
by creating the Skeleton first, and using Sud-div to "grow"
out the body. The Convert to Polys. SMOOTH BIND to Skeleton, and Look
At weighting issues.
Emphasize the Difference between Rigid
and Smooth Binds
|
Utility Nodes, Squash and Stretch
Expressions, MEL scripting a sample setup, Facial Blend-shapes, Wrap
Deformers, Expressions for a Flapping Wing, Set Driven Keys
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Wed, Oct 11
MIDTERM COMPILATION is DUE
PROJECTS #1-4 : (1)Olypmic Action, (2)The Loser, (3)Futility, and (4)Time's Arrow
upload a Final QUICKTIME MOV including projects 1-4 edited one after another.
Give project title each before it plays with 3 seconds of black between each.
List credits for any pre-rigs that you have. |
| class critique first half of class |
TIPS

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Continued Rigging Study:
-creating
expressions, create
a Reverse Foot Lock, IK/FK
switching
acting
flowchart
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PROJECT
#5 GRACE
UNDER PRESSURE, due week10
Create
a character animation displaying the idea of "grace
under pressure" Must be at
least 15 seconds, hardware render playblast at HD size.
You
may chose from the same cast of characters/choices that was given in
week 4
assignment
specs
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Wed, Oct 18
CONTINUE TO WORK ON PROJECT#5 GRACE UNDER PRESSURE
RIGGING DEMO continued (specific topics)
-create
a Reverse Foot Lock
-IK/FK
switching
Demo Reel TIPS:
what to put on a TD
reel
creating blend
shapes
sample rigging reels: HsuangWei-Liang
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Wed, Oct 25
For DANCING you may use ONE of the following, OR alternatives below...
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DOWNLOAD PAGE |
Morpheus is a
high quality rig, with facial controls, GUIs for facial and body,
and other special features. To gain full advantage of all his capability,
download the "RAR" file (expand after downloading). It
has folders with the rigs, as well as prefs, scripts, and textures;
a full package of controls you must include for all controls. Follow
all instructions on the site closely. For thorough description of
use and details click the below link. |
Morpheus is a
high quality rig, with facial controls, GUIs for facial and body,
and other special features. To gain full advantage of all his capability,
download the "RAR" file (expand after downloading). It
has folders with the rigs, as well as prefs, scripts, and textures;
a full package of controls you must include for all controls. Follow
all instructions on the site closely. For thorough description of
use and details click the below link. |
An assortment of rigs including: Blake, Caroline, Mery, Ray, Sack, Squirrel, Stewart, and Zombie.
FIRST, log into your CSULA account.
THEN, click on the link above to download.
|
|
|
how
to use |
other choices...
 |
|
|
|
|
 |
| PACKAGE
MAN.mb |
IK Joe.mb |
GENERI_rig.mb |
MEEPER_low.mb |
Go
Your Own Way |
do a 2D animation |
| 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.
|
Generi is a very generic/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. |
You may use your own rig, or one you find or use abstract forms. Must be approved by
me before starting!! |
If you wish, you may do a 2D
animation for this assignments. See below... |
| How
to Use |
How
to Use |
How
to Use |
How
to Use |
More
Info |
more about |
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Wed, Nov 1
CONTINUE TO WORK ON PROJECT #6 DANCING WITH THE STARS
PIXAR: "Inside Out, Making Of"
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Wed, Nov 8
PROJECT
#6 DANCING WITH THE STARS is DUE today |
| class critique first half of class |
INTRO TO FACIAL ANIMATION and ACTING:
· if you have a character with a facial
rig already set-up, or even if you don't, you can convey emotion through
a character's body language and timing. Animate a pre-rigged character
in an emotional event: rage, disappointment, happiness, boredom, etc.
Use any combination of FK or IK whatever suits your situation best.
make sure you Animation is at least 15 seconds.
Ardman Animation: Creature Comforts: What
is Art?, Zoo Interview, Being
a Bird
Animation Mentor: Toad/Frog/Lobster , Erroneous, ooops, water
shortage, Generi
hates Beets, Feelings
Not Important, Tangled BLOCKING, ANIMATION-POLISHING, ACTING-TUTORIAL(Kyle Balda)
Other: the
truth, FartyAndBloated, the Argument
Clinic |
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PROJECT
#7 THE ARGUMENT assigned, due week15
Create
an 25 second animation where 2 CHARACTERS are in debate, discussion, or
argument
You will
have EXTRA WEEKS to work on this assignment

note: you
may also animate perhaps a "passionate discussion" as well
as literally,
an "argument"
see
this assignment spec.
See past student work(you must login csula account first)
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for
THE ARGUMENT you may use ONE of the following, or alternates below...
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DOWNLOAD PAGE |
Morpheus is a
high quality rig, with facial controls, GUIs for facial and body,
and other special features. To gain full advantage of all his capability,
download the "RAR" file (expand after downloading). It
has folders with the rigs, as well as prefs, scripts, and textures;
a full package of controls you must include for all controls. Follow
all instructions on the site closely. For thorough description of
use and details click the below link. |
Morpheus is a
high quality rig, with facial controls, GUIs for facial and body,
and other special features. To gain full advantage of all his capability,
download the "RAR" file (expand after downloading). It
has folders with the rigs, as well as prefs, scripts, and textures;
a full package of controls you must include for all controls. Follow
all instructions on the site closely. For thorough description of
use and details click the below link. |
An assortment of rigs including: Blake, Caroline, Mery, Ray, Sack, Squirrel, Stewart, and Zombie.
FIRST, log into your CSULA account.
THEN, click on the link above to download. |
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how
to use |
Alternatives...
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| PACKAGE
MAN.mb |
Do a 2D animation |
GENERI_rig.mb |
BASIC
GUY(zip) |
Go
Your Own Way |
| Fully rigged character.
Facial Setup, IK/FK spine, IK/FK arms and more. |
If you wish, you
may do a 2D animation for this assignments. See below...
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Generi is a very generic/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. High quality,
facial Setup |
You may use your own rig, or one you find or use abstract forms. Must be approved by
me before starting!! |
| How
to Use |
more about |
How
to Use |
How
to Use |
More
Info |
More about alternate project :
Sample ideas could be: Particle or FX Animation,
Abstract Animation/ Motion Graphics. Focused Character Study. etc. Toon
shader, or Animated Shader Experiments.
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Wed, Nov 15
CONTINUE TO WORK ON PROJECT #7 THE ARGUMENT
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Wed, Nov 22
FALL RECESS DAY (thanksgiving) NO CLASS
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Wed, Nov 29
PROJECT
#7 THE ARGUMENT is DUE today |
| class critique |
work on improvements to all animations and Final Compilation
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Wed, Dec 6
Finals Day
Advanced Animation FINAL: Wednesday, Dec 6th, 8:00pm-10:00pm, FA225
CSULA finals schedule
FINAL COMPILATION is DUE 
PROJECTS #5-7 : (5) GRACE UNDER PRESSURE, (6) DANCING, (7) The ARGUMENT
upload a Final QUICKTIME MOV including projects 5-7 edited one after another.
Give project title each before it plays with 3 seconds of black between each.
List credits for any pre-rigs that you have. |
| class presentation & farewell |
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| GRADING |
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METHOD
OF EVALUATION
Homework assignments will be given points based
on accurate completion of assigned readings, assignments and tutorials.
All Projects will be Graded on the following Criteria
* Timing, Weight and Locomotion
* Appeal & Effectiveness
* Level of Challenge
*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 |
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GRADING
Attendance and Participation: %20
(click to see rubric)
MIDTERM COMPILATION (Prjs. 1-4) % 30 (click
to see rubric)
FINAL
COMPILATION (Prjs 5-7) % 50 (click
to see rubric)
GRADE SCALE: A
90%-100%B 80%-89%C 70%-79%D
60%-69%F Below 60%
IMPROVEMENT POINTS
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 related exhibits, films, museums, specific research,
attending relevant shows or conferences, or related study, etc. Such points
are limited and per the instructor's discretion
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 would be fired in a
job you do not show up on time for. The expectation here is similar. You
will be considered absent one class period for every three tardies. (more
than five minutes late)
THIS CLASS IS ONE DAY A WEEK.
Missing 4 classes, consecutively or
not, is an AUTOMATIC FAILURE for the class.
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PROFESSIONAL TONE

USE OF MOBILE DEVICES are PROHIBITED during classtime. Make your personal texts and browsing OUTSIDE of the class. Students are expected to work dilgently and prfoessionally during class hours.
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.
Late assignments, or absences due only to emergency
or illness may be granted leniency only per the instructor's discretion. |