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
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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
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 |
AGENDA_3of20
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WEEK 2



TIPS
|
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
|
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WEEK 3



TIPS
|
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
|
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WEEK 4


Super
Fast 3DAnim Overview

TIPS
|
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 |
|
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WEEK 5



TIPS
|
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
|
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WEEK 6



TIPS

|
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
|
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WEEK 7



TIPS

|
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.
|
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WEEK 8



TIPS

|
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
|
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WEEK 9



TIPS

|
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)
|
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WEEK 10



TIPS
|
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. |