SYLLABUS

ART 496 Advanced Computer Animation

FALL 2010

CSULA

JIM OVELMEN

jim@jimovelmen.com

Jim.Ovelmen@calstatela.edu

FOR LAB TIMES: Check HERE

and check out side of door of FA225 for schedule

ALSO SEE MUSIC 220 for lab time

class calendar ART496 (OLD, will be updated soon!)

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Office:

FA 227

Office Hours:

see front plate of website

Phone:

Ext. 3-4033

Class Location

Rm. FA 225, Art Department

Term/Year

FALL 2010

Course Length

10 weeks + finals day

Meeting Time

Mon & Wed; 4:20 to 6:50pm

 

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 supported and encouraged. As is ART494 students are allowed to use provided pre-rigged characters, or create thier own. Similar also the the 494 class, students are expected to complete animation specific assignments on a weekly basis. In this class, however, the assignments are both more challenging and conceptually based. Students are expected to already posses a foundational stregnth in locomotion and timing and priciples of 2D and 3D animation. In this class, the student will not only be challeneged 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 thier communication as animation is the center of thier success in this class.

New tools, techiniques, effecient ways of ceating 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 owrld will be shown on a regular basis.

Turtorials and demonstrations may come in the for of short demos and divulging of tips and worklfows, icluding an extensive array of tools and uses. blend-shape creation for facial animation, animating various attributes, set driven keys, dynamics/ particle 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 abiility to create thier own character or content into the short-film story process or be prepared for the thesis level work.

PREREQUISITES

ART 494, Computer 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 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

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)

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

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

Anzovin Setup Machine:

http://www.anzovin.com/products/tsm2maya.html


ANIMATION MENTOR (PROFESSIONAL CHARACTER ANIMATION MENTORING)

ANIMATION MENTOR REELS on

face robot: old lady, young girl

image metrics (facemocap): lady, guytohulk, old man


PROFESSIONAL CG SITES (research more on your own)

http://highend3d.com

http://www.awn.com

www.cgchannel.com

textures:

some texture

more textures

basic MEL and expressions:

basic MEL

 

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 compilation of projects which will stand as a finished film short, or production

PHYSICAL SUPPLIES

USB Flash Drive (1 GIG recommended)

External Hard Drive, (mac formatted). At least 80 gigs

Large Sketchbook, graph paper, pencils, markers, and other drawing materials

in this class you are expected to keep a sketchbook practice, to be revised every

COURSE OUTLINE

AGENDA_1of20

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WEEK 1

the RIGME character, and ongoing demo

TIPS

REVISITING WEIGHT AND LOCOMOTION

class calendar

overview of a production

production flowchart

reminders

TIMING PRICIPLES:

anticipation explained, antic grab, antic cartoon, follow through, flag_cycle, stick_and_string, force,

Timing Basics

concepts
* Timing
* Anticipation
* Follow-through
* Overlapping action
* Weight and balance
* Staging and silhouettes

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

IN CLASS START

Demo, and start on Olympic Performance for Project #1


PROJECT #1 An Olympic Flour Sack

Using the Floursack rig, create an animation that incorprates the events of falling off balance and regaining balance. Create at a 5-10 second animation.

some suggestions/examples

do a 2D animation

some examples:

basic weight refresher:

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

 

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

Futher Study:

-creating expressions, create a Reverse Foot Lock, IK/FK switching

see this assignment spec.

acting flowchart

PROJECT #2 The Loser

Create an animation showing the concept of "Dejection"

You may choose ONE of the following

GENERI_rig.mb IK Joe.mb PACKAGE MAN.mb DIVA.mb Go Your Own Way
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.

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. You may use your own rig, or one you find OR use abstract forms. Must be approved by me before strating!!
How to Use How to Use

How to Use

How to Use More Info

IN CLASS DEMO:

EXTRA RIGS:

· Andy Rig

· Andy Rig Log

· Bull Creature

PROJECT #3 FUTILITY

create an animation showing the concept of "Futility"

see this assignment spec.

acting flowchart

PACKAGE MAN.mb IK Joe.mb GENERI_rig.mb MEEPER_low.mb Go Your Own Way
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 strating!!
How to Use How to Use

How to Use

How to Use More Info

-if character based, use only one character, and a prop(s)

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

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

Demos/Lecture:

Painting Weights

PROJECT #4 TIMES ARROW

ASSIGMNENT SPECS

acting flowchart

PACKAGE MAN.mb IK Joe.mb GENERI_rig.mb MEEPER_low.mb Go Your Own Way
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 strating!!
How to Use How to Use

How to Use

How to Use More Info

IN CLASS DEMO:

show relevant FILMS or ANIMATED shorts relating to class topics.

IN CLASS DEMO, LECTURE, PRESENTATION:

Dynamics, Motion Graphics, Abstract animation,


PROJECT #5 Create an animation in the Spirit of the "Rube Goldberg Machine"

see this assignment spec.

Do a DYNAMIC ANIMATION*
You are expected to answer this assignment by using rigid body or dynamic simulations and/or 2D animation. You may use Maya or Houdini or 2D animation techniques to answer this assignment. An instructor demo will be given at the beginning of the week.
 

 


you may use Maya Dynamics, Houdini, After Effects, and/or 2D animation techniques to achieve the assignment.

· 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

PROJECT #6 create an abstract animation displaying the idea of "the Birth of the Universe"

Due Mon. Feb 15th

USE THE TUBE AND PATH ANIMATION TO CREATE THS ABSTRACTION

OR

create an animation using Dynamics, 3D or 2D effects to "Show a disaster that holds a humanistic warning.

Do an ABSTRACT ANIMATION
Do a Disaster Animation
If you choose an Abstract Animation you are expected to answer this assignment by using non-traditional characters or non-character animation, such as using animated forms, visual effects and/or experimental 2d/3d techniques. NOTE: if you choose this route you will be held to the same scrutiny as character animations in that you are expected to meet the same criteria of quality and effectiveness of communication. (see rubrics). Moreover, there will be more scrutiny placed on the visual and emotional effectiveness of the work. If you choose to create a "Disaster Animation with a Huminisic Warning" you are expected to use models, dynamics, particle systems, etc, or a related kind of approach at non-character animation in order to realize the assignment

IN CLASS DEMO

 

PROJECT #7 Dancing/ SHORT MUSIC VIDEO

see this assignment spec.


BillieJean


Create an animation of a dance routine from a bygone or awkward seeming era

you may use ONE of the following:

GENERI_rig.mb IK Joe.mb PACKAGE MAN.mb DIVA.mb Go Your Own Way
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.

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. You may use your own rig, or one you find OR use abstract forms. Must be approved by me before strating!!
How to Use How to Use

How to Use

How to Use More Info

Again, you may use your own rigged character if you have one, but needs to be Approved by me.

Note: The rigged-models have no texture. adding texture to these characters is optional and does not effect your grade.

Acting and Emotion

· 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, disapointment, happiness, boredome, etc. Use any combination of FK or IK whatever suits your situation best. make sure you Animation is at least 15 seconds.


PROJECT #8 The Argument

You have TWO WEEKS to work on this assignment

note: you may aslo animate perhaps a "passionate discussion" as well

as literally, an "argument"

see this assignment spec.


Ardman Animation: Creature Comforts: What is Art?, Art2, Zoo Interview, Being a Bird

Animation Mentor: Toad/Frog/Lobster , Erroneous, I threw it out, ooops, water shortage, Generi hates Beets, Feelings Not Important, Nuerotrasmit (blocking)

Other: the truth, FartyAndBloated, the Argument Clinic


Create an animation (less than 20 secs) where 2 characters in debate, discussion or argument

there will be more time allowed for the completion of this project (due week 9)

you may use ONE of the following:

PACKAGE MAN.mb IK Joe.mb GENERI_rig.mb MEEPER_low.mb Go Your Own Way
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 strating!!
How to Use How to Use

How to Use

How to Use More Info

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.

Facial Rigging

Demo

finish the Facial Rig for "RigMe"

· animate a lip-sych with a pre-rigged model

· Blend shapes:

(CTRL + MMB to slow down interp)

Models (facial rigging)

· Face mask

· Devil Head

BASIC MEL

"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

PROGRESS SCREENING FOR #8, "THE ARGUMENT"

USE THIS WEEK TO RECEIVE CRITIQUE AND CONTINUE WORKING ON PROJECT #8

-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)

Project #8 is due

-USE THIS WEEK TO REVAMP A PREVIOUS PROJECT FOR EXTRA POINTS

-ALSO USE THIS COMPILATE ALL PROJECTS INTO ONE DVD

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

sample rigging reels: HsuangWei-Liang,

FINAL COMPILATION Put Each of the 7 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, 2nd, 3rd, 4th, and 5th Project%30 (click to see rubric) [6 each]

6th project, 7th %20(click to see rubric) [10 each]

8th Project %20(click to see rubric) [20 points]

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 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)

Missing 5 classes, consecutively or not) is an AUTOMATIC FAILURE for the class.

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

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