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ART
496
Advanced
Animation
SPRING
2013
CALIFORNIA
STATE UNIVERSITY
LOS
ANGELES
Professor
JIM OVELMEN
jim@jimovelmen.com
Jim.Ovelmen@calstatela.edu
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LAB
HOURS
click: OR PLEASE SEE SCHEDULE POSTED OUTSIDE THE DOOR: FA
225 |
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Meeting
Time THURSDAYS 4:20pm-9:30pm
Office FA
227
Phone Ext.
3-4033
Class Location Rm.
FA 225, Art Department
OFFICE HOURS: SEE SYLLABI PAGE |
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*if you would like to meet with me during
my Office Hours,
Please make an Appointment in the Art Office
as well as email
me

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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 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 world 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.
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PREREQUISITES
ART
494, 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 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.
STUDENT RESOURCES
modeling
   
   
Mudbox, Z-Brush, Ryan Kittleson
Method, Joan of Arc Turtorial, Box Modeling, etc...
rigging
  a
reel

 
Stop Staring,
BLENDER
NATION , RIGGING
101 , GENERI
, BLENDER
NATION ,Animation Mentor,
SOME USEFUL RIGS:
MorpheusRigPack,
Morhpheus_v1_00.mb,
MorpheusBeta_v02,
MorphyFacialBeta
ANIMATION REELS
ANIMATION
MENTOR REELS on 
face robot: old
lady, young
girl
image metrics (facemocap):
lady,
guytohulk,
old
man
PROFESSIONAL CGI
SITES
Creative Crash, AWN, CGChannel
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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 artform 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 (may be subject to change) |
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 THURSDAY
April 4th
PRODUCTION
LOOK
production
flowchart
REFRESHER
ON BASIC TIMING
Timing
Basics
concepts
* Timing
* Anticipation
* Follow-through
* Overlapping action
* Weight and balance
* Staging and silhouettes
anticipation
explained, antic
grab, antic cartoon,
follow through, flag_cycle,
stick_and_string, force,
REFRESHER
ON PRICIPLES of WEIGHT:
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
FINDING
STRONG POSES and TIMING
in
class demo, and excersise
LAYERED
versus POSE to POSE animation
in
class assignment: Basic Jump
do
one POSE to POSE, do one LAYERED style of animation
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
POSE
to POS animation tutorial
using
TRAX EDITOR for poses tutorial
LAYERED
animation tutorial
LAYERED
walk cycle tutorial
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PROJECT
#1 AN OLYMPIC ACTION
Using
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 present 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, your preference. 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. Create at a 10 second animation.
Due
at the beginning of class next 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.
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 ART494. 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, and will have
an assignment due nearly every week. 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 rapid quarter 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 a year(s)
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 SPEAK in critiques. Adding constructive
criticism. Failure to verbally contribute or remaining silent in critiques
will greatly impact your participation grade.
For
An OLYMPIC ACTION You may choose ONE of the following
prerigged characters.
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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. |
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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 THURSDAY
April
11th
PROJECT
#1 AN OLYMPIC ACTION is DUE today
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 must
be at least 15 seconds. HD sized. Hardware render acceptable.
see
assignment specs here
Create
an animation showing the concept of "Dejection"
For
THE LOSER You may choose ONE of the following...
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GENERI_rig.mb |
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PACKAGE
MAN.mb |
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Go
Your Own Way |
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.
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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 strating!! |
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How
to Use |
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 THURSDAY
April
18th
PROJECT
#2 THE LOSER is DUE today
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 Blendshapes, 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

Super Fast 3DAnim
Overview
TIPS
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PROJECT
#3 FUTILITY
Character
animation must be at least 15 seconds. HD sized. Hardware render acceptable.
You
may also choose to do 2D animation for one or all of the subsequent assignments.
However, you must speak to me about it first to show me you have the skills
to pursue this.
see
assignment specs here
acting
flowchart
For FUTILITY
you may use ONE of the following, OR alternatives below...
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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. |
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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Alternatives...
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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.
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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. 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!! |
If you wish, you may do a 2D
animtion 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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 THURSDAY
April
25th
PROJECT
#3 FUTILITY is DUE today
BECAUSE OF THE FORCED CLOSURE OF THE CAMPUS LAST THURSDAY
TODAY you will turn in PROJECT #2 THE LOSER,
which we will critique in class. FOR NEXT WEEK: YOU MAY CHOOSE
EITHER FUTILITY
or TIME's ARROW
project. In other words, I will reduce the project amount for this class
by one, and grade accordingly.
PROJECT
#4 TIMES ARROW
character
animation must be at least 15 seconds. HD sized. Hardware render acceptable.
ASSIGMNENT
SPECS
acting
flowchart
For TIMES
ARROW you may use ONE of the following, OR alternatives below...
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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. |
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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| PACKAGE
MAN.mb |
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Go
Your Own Way |
Do a 2D animation |
Fully
rigged character. Facial Setup, IK/FK spine, IK/FK arms and more.
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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!! |
If you wish, you may do a 2D animtion for
this assignments. See below...
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How
to Use |
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 THURSDAY
May 2nd
PROJECT
#4 TIMES ARROW is DUE today
IN CLASS DEMO:
TRAX EDITOR in Maya:
Trax Editor is very useful for blending, repeating,
and retiming animated clips which can are stored and edited in completely
"nonlinear" form. It is a very powerful non-linear editor.
The Trax editor the used more by video game projects
than feature film. Although not generally considered precision tool for
feature-quality character animation, Trax may be extremely useful in video
game characters who's motions are repetitive, for background characters
(like aimated crowds or repeating behaviors) etc. Moreover, Trax can be
helpful for creating, blending, and reusing FACIAL EXPRESSIONS of a character.
Of course, 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
show relevant FILMS or ANIMATED shorts relating
to class topics.
IN CLASS DEMO, LECTURE, PRESENTATION:
Dynamics, Motion Graphics, Abstract animation,
you may use Maya Dynamics, Houdini,
After Effects, and/or 2D animation techniques to achieve the assignment.
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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PROJECT
#5 RUBE GOLDBERG
Create
an animation in the Spirit of the "Rube Goldberg Machine"
must
be software or hardware RENDERED, HD sized, and at least 20 seconds.
see
this assignment spec.
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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. |
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 THURSDAY
May 9th
PROJECT
#5 RUBE GOLDBERG is DUE today
PROJECT
#6 GRACE
UNDER PRESSURE
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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IN CLASS DEMO
TIPS

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 THURSDAY
May
16th
PROJECT
#6 GRACE UNDER PRESSURE is DUE today
PROJECT
#7 DANCING
with THE FALLEN STARS
Character
animation. must be at least 25 seconds. HD sized. Hardware render acceptable.

:
see
assignment specs
BillieJean
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For
DANCING you may use ONE of the following, OR alternatives below...
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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. |
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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Alternatives...
 |
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| PACKAGE
MAN.mb |
IK Joe.mb |
GENERI_rig.mb |
MEEPER_low.mb |
Go
Your Own Way |
Do a 2D animation |
DIVA.mb |
BASIC
GUY(zip) |
| 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!! |
If you wish, you may do a 2D
animtion for this assignments. See below... |
Fully rigged character. Facial Setup,
Low rez. |
Fully rigged character. High quality,
facial Setup |
| How
to Use |
How
to Use |
How
to Use |
How
to Use |
More
Info |
more about |
How
to Use |
How
to use |
Again, you may use your own found/rigged
character if you have one, but needs to be approved by me.
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 THURSDAY
May 23th
PROJECT
#7 DANCING is DUE today
· 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, boredom, 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
Create
an 25 second animation where 2 characters in debate, discussion, or
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
Facial Rigging
Demo
· animate a lip-sych with a
pre-rigged model, use BASIC GUY rig
· 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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for
THE ARGUMENT you may use ONE of the following, or alternates below...
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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. |
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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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 animtion 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 strating!! |
| How
to Use |
more about |
How
to Use |
How
to Use |
More
Info |
More about alternate project :
sSample ideas could be: Particle or Dynamic Animation,
Abstract Animation/ Motion Graphics. Focused Character Study. etc. Toon
shader, or Animated Shader Experiments.
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 THURSDAY
May 30th
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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 THURSDAY
June 6th
PROJECT
#8 THE ARGUMENT is DUE today
-USE THIS WEEK TO REVAMP A PREVIOUS PROJECT
FOR EXTRA POINTS
AND SOFTWARE RENDER ALL OF YOUR ANIMATION
FOR FINAL REEL
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
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FINALS
WEEK: FINAL PROJECT DUE with REEL
PRESENTATION:THURSDAY,
JUNE 13th |
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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 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 |
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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]
DUE TO THE CAMPUS CLOSING...which
impacted our class, you will be evaluated for a total of 7 projects instead
of 8. Points have been resdistributed to your advantage. You may turn
in an 8th project for extra credit.
6th
(dancing) %10(click
to see rubric) [10 each]
10 points that
would normally have been used as scoring for the 7th assignment, has been
redistrubuted into your total points. Normally 6&7 are worth 10
points each; in this case, up to 10 points will be awarded
for 6th, and 10 points are redistributed into total sum of grade.
7th
Project (argument) %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%
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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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 3 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.
Late assignments, or absences due only to emergency
or illness may be granted leniency only per the instructor's discretion. |
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