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Catalog Code
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DDA 517 - 1/2
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Course Title
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3D Character Animation
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Department
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Digital Arts
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School
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School of Art and Design
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Term/Year
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Fall 2011
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Course Credits
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3
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Location & Time
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4W-5, Wednesday 2:00 - 4:50 pm |
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Req or Elective?
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Elective
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Prerequisites
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DDA 300, 310
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Instructor
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Claudia Herbst
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E-mail
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cherbst@pratt.edu
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Phone
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718 636 3490
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Fax
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718 399 4494
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Office Hours
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By appointment
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Office Location
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4W-16 |
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Syllabus Version
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07.27.11
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Course Description
This course has been designed for animation students who have a keen interest in bringing characters to life. The structure and content of this course are based on the concepts of traditional character animation; the focus is on conveying a convincing sense of weight and emotion, as well as on drawing and observation. In addition to two assignments, students will complete in-class exercises, each of which are followed by critiques and discussions. While technical issues are covered in this class, this course focuses on creating expressive motion.
Entry Requirements
Students are required to have successfully completed CG 300 and CG 310. Thus students are expected to be comfortable with the Maya interface, as well as with basic to intermediate modeling and animation techniques.
Goals of the Course
The assignments and exercise of this course have been designed with a three-part goal in mind. The focus is on:
Drawing: Studying the principles of traditional animation, students will learn to use drawing as a tool in visualizing motion and in planning the performance of a 3D character.
Quality of Motion: Translating the sketch from paper to the screen, students will learn how to create convincing character animation and how to make motion expressive by focusing on subtlety and details.
Critique: Animation is a process of improvement. Students will learn to hone their observation skills, to formulate their observations during critiques, and to use industry-related terminology.
Course Requirements
Students are expected to complete two character animations and three in-class exercises. While the animations are short, students should not underestimate the scope of each assignment. Students are required to follow the detailed outline of each project. The assignments and exercises are:
Assignment I: Expressing Weight: Pushing, Pulling, Lifting
Assignment II: On the Streets of New York
In-class exerciseI: Animating a Walk Cycle
In-class exerciseI: Animating a Jump
In-class exercise: Animating a Moving Hold
In-class exercise:
Basic Facial Animation
The exercises and assignments of this class focus on expressive characters and the quality of motion. We will use simple character riggs (based on Maya's HumanIK Skeleton and Rig generator), in this class. Students who are interested in using their own rigs should consult with their advisor.
Students will use the same character for all exercises and assignments. With regard to character design and modeling issues, students are expected to think creatively and to take into consideration their modeling skills (be realistic). An expressive character does not have to be complex, nor complicated! Character designs have to be approved by the instructor.
Students are expected to study and use real-life references for each assignment. For example, when animating a character lifting a heavy object, students should observe the action being carried out in real life as well as act out the motion themselves (don't hurt your back!).
Quality of motion aside, students are expected to focus on basic yet dynamic compositions, on the effective staging of characters, and on the thoughtful use of color. The background is but a stage for action - here is an example. Also important is the space outside the frame: See "The Fallen," by Nick Fredin.
Students are further advised to think creatively about motion and the idea of "frame by frame"... are encouraged to carefully think through any camera cuts or moves; we'll look at examples of do's and don'ts. (First animate the character and then -- maybe -- the camera. Avoid animating the camera before the character, or worse, animating the camera and character at the same time... eeks!)
Time limitations are part of the requirements for each assignment. Creating animations that either do not meet those requirements, or that exceed the limitations, will not be graded.
It is assumed that students attending this course have a career interest that involves 3D animation. Students are expected to conduct themselves as professionals and come to class prepared. Students are also expected to be considerate and helpful to their peers and to actively participate during class critiques. Completed assignments are expected to be of portfolio quality.
WEEKLY SCHEDULE
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Week 1
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Introduction to class and syllabus
Introduction of assignment I: Expressing Weight: Pushing, Pulling, Lifting Looking at examples...
Designing a character and it's look/render style...
Pauses and punctuation...
We'll watch... A Bug's Life (outtakes, Pixar), excerpts from Pinocchio
Setting up Maya's HumanIK rig & a Character Set for animation
Review of Maya's animation preferences and Graph Editor
Handout: Expressive Characters
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Week 2
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Critique of drawings & ideas -- finalizing design, drawing poses using clear silhouettes
Pose to Pose vs. Staright Ahead approach...
In-class exercise: Animating a walk cycle... (reference for "contact positions")
Read pages 4 - 36 of class text
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Week 3
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Review of models....
Walk cycle cont.
Staging & Layout
Silhouettes: make it read...
Using and shooting reference footage... Youtube it... check out Eadweard Muybridge... here, too...
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Week 4
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Review of final walk cycles
Recording reference footage
We'll watch... excerpts from Pinocchio
Read pages 175 - 207 of class text
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Week 5
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Review of key pose drawings and storyboards ...
Setting up the scene: Playblast, create show and hide curves shortcuts
The mechanics of pushing, pulling, lifitng motions: animating a pushing motion, creating poses
Read pages 36 - 59 of class text
The following is legacy support...
Totally unrelated Dynamics Question... Growing and object using an Emitter...
Setting Up Squash & Stretch for an IK Leg
Setting Up a Spine For Twists and Squash & Stretch
Setting Up a Tail Tutorial...
A word on Gimbal Lock
Handout: Matters of Rotation
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Week 6
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Critique of motion tests
The mechanics of pushing, pulling, lifitng motions: animating a pulling & lifting motion, creating poses
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Week 7
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Critique of motion tests...
Animating with props...
Handout: Quality of Motion Check Sheet
Handout: Elements of Expressive Motion
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Week 8
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Mid-term evaluations
Final critique
Introduction of assignment II: On the Streets of New York
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Week 9
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Assignment I is due today: Critique
In-class Exercise: Animating follow through and overlap
Chuck Jones Extrmes and Inbetweens
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Week 10
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Understanding Human Nature...???
Animating a jump
Handout: Animating Forces
Looking at examples...
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Week 11
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Camera motion for character animation...
Using Depth of Field
Reviewing Jump animation, work in progress
Non-linear animation tools: Trax Editor
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Week 12
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Facial Animation: Overview and Exercise
For some interesting tools, take a look here: http://research.animationsinstitut.de/
and here: http://aistud.filmakademie.de/actor/16.0.html
Camera motion for character animation...
Using Depth of Field
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Week 13
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Moving Objects vs. Moving Audiences
Video: The Lord of the Rings (excerpt); The Rescuers (Disney); Giant (excerpt)
Homework: Create a plethora of sketches/designs/ideas for assignment II
IWork day
Maya's Record Node
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Week 14
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Finalizing all projects...
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Week 15
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Review of all animations due: student-led critique
All projects & materials to be handed in at the beginning of class
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Methods of Assessment
Attendance represents 10% of the final grade.
Three unexcused absences constitute failure.
Two late arrivals that exceed 15 minutes or more count as one absence.
Each assignment will be graded according to its:
a) quality of motion
b) expressiveness
c) creativity & content
d) treatment of lighting & surface, overall look
It is the responsibility of each student to ensure his/her work is completed and handed in on time. There is a one-letter-grade per week deduction for work turned in late.
Students are expected to regularly back up their work. Work missing due to technical difficulty, disk error or similar can not be graded. No exceptions.
At mid-term, students will be advised of their grades in writing.
No incompletes will be given, except for documented medical or family emergencies.
Readings/Bibliography
Class Text:
How to Cheat in Maya 2012: Tools and Techniques for Character Animation by Eric Luhta, Focal Press, (2012).
Recommended Readings:
Ed Hooks, Acting for Animators: A Complete Guide to Performance Animation
(Portsmouth: Heineman, 2000).
Preston Blair, Cartoon Animation
(Laguna Hills: Walter Foster, 1994)
Richard Williams, The Animator's Survival Kit
(New York: Faber and Faber, 2001).
(This text will mostly serve as a visual aid.)
Supplementals
Final output medium is DVD.
Further required are:
One harbound sketchbook.
Materials to sketch and draw.
One binder 81/2 x 11.
The purchase of a stopwatch for timing of motion is advised.
Plagiarism Policy
Digital Copyright and Intellectual Property Protection
When you copy work that was actually created by another person, without giving credit to the original author, you are implying that you yourself did the work. This is called plagiarism. It is dishonest and is not acceptable at Pratt Institute.
It is the policy of DDA and Pratt to emphasize respect for the creative works of others. Infringement takes place when -- without permission -- a substantial part of a work is copied, made available to others, or adapted into a new form. Images, text, logos, software, sounds, film/video clips, email, postings to newsgroups, and other works distributed electronically are protected by copyright, just as they are in traditional media. Appropriate use of the internet and digital storage media implies responsibilities and is encouraged. Protection technologies such as watermarking and encryption are supported and must be respected. DDA does not condone copyright infringement and disciplinary action will be taken if this policy is violated.
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