Catalog Code

DDA-310

Course Title

3D Computer Animation

Department

Digital Arts

School

School of Art and Design

Term/Year

Fall 2010

Course Credits

3

Location & Time

ARC E8, Wed., 9:30am - 12:20pm

Req or Elective?

Elective

Prerequisites

DDA-300, either prior to or concurrently

Instructor

Prof. Michael O'Rourke

E-mail

morourke@pratt.edu

Phone

718-636-3782

Fax

718-636-3782

Office Hours

Mon: 1pm - 2pm; Wed:1pm - 2pm; Thurs: 1pm - 2pm, 4pm - 5pm

Office Location

ARC, lower level, F11

Syllabus Version

8/22/10 (modified 11/15/10)



Course Description

This course presents the fundamental concepts, issues and techniques of three-dimensional computer animation as they apply to art. Both technical and aesthetic issues are addressed. Students learn to design, prepare for, and create expressive and convincing motion by creating several short animations. Originality as well as intellectual and emotional substance are expected in the students' work and are studied by analyzing professional examples. The Maya software package is used for instruction and assignments.

Entry Requirements

Students must take DDA-300, Intro to Modeling and Rendering course concurrently or prior to this course.

DDA-310, 3D Computer Animation is an introductory course. As such, students are not expected to be familiar with any of the concepts or techniques presented (although prior familiarity will definitely be helpful). Students are, however, expected to be familiar with general computer usage and file management.


Goals of the Course

The goal of this course is to develop a thorough understanding of the principles of animation and to enable students to translate theoretical knowledge into successful 3D animations with a fine-art orientation. Focusing on the quality of motion and the substance of concept in their own animations, students also learn how to evaluate and critique other animations.

Course Requirements

Assignments

There will be three major assignments. Each of these assignments will be evaluated based on originality, on intellectual and/or emotional substance, and on technical proficiency. Assignments must be handed in on the due date. If an assignment is not finished, you should hand in whatever you have finished up to that point. Your work will be graded based on whatever portion you have handed in as of the due date. If you hand in nothing, I will have to assume you did nothing.

Please note that technical problems, lab problems, or being "really busy" do not constitute an excuse for unfinished work. Such issues are part of life and life with computers, and you should assume they will occur. It is your responsibility to schedule your time and your work to allow for this sort of problem and still get your work done well and on time.

Attendance & Participation

The classes will involve lectures, discussions, and in-class exercises. Each of these is considered extremely important and, because of this, attendance at and full participation in the weekly classes are required of all students.

Please note also that it is Pratt Institute policy that three unexcused absences constitute grounds for an automatic F for the course, and that two latenesses are considered the equivalent of one absence. Arriving more than 15 minutes after the scheduled start of class will be considered late. Arriving more than 1 hour late will be considered absent. Students are 100% responsible for their own attendance and must allow for delays due to subways, traffic, etc. If you miss class because of illness, you should bring in a note from your physician to avoid your absence being listed as "unexcused".

 

WEEKLY SCHEDULE
 

Week 1

Course overview
Setting up a project
Frame rates, intro to keyframing, interpolation

Editing timing in the Timeline
Editing timing in the Dope Sheet

Soundtracks in Maya: viewing, synchronizing

Assign Assignment 1: This assignment introduces keyframing, timing, observation, soundtracks, and animation principles. Click on the link for more detailed description.


 

Week 2

Sketching movement
Ghost and Create Motion Trail functions
Principles of Traditional Animation (start)
Pivot points and animation
Playblast movies

Interpolations, tangents, discontinuities, weighted tangents
The parameter Graph Editor


 

Week 3

Squash and stretch
Infinity graphs
Camera cuts
Hierarchical Animation (forward kinematics)


 

Week 4

Soundtrack synchronization
Optimize Scene Size
Staging the action
Camera cuts
The Connection Editor


 

Week 5

Assignment #1 due. Group critique.

Inverse Kinematics: Joints, IK Handles, Pole Vectors

Sample character rig, "Andy Rig"

Pose-to-pose vs. Straight-ahead animation
Anticipation, Follow-through, Overlap

Assign Assignment 2: This assignment introduces the principles and techniques of character animation, using the pre-fabricated Inverse Kinematic skeleton and model, "Andy Rig". Projects are rendered frame by frame and converted to a movie file. Click on the link for more detailed description.


 

Week 6

Parenting non-deformable geometry to a skeleton
SC vs. RP Solvers
Snap Enable
Aim, Orient Constraints

Andy Rig controls


 

Week 7

Rendering frames; making a movie file
Recording frames to tape

Changing skeleton proportions
Set Preferred Angle
Reroot Skeleton


 

Week 8

Animating lights and textures
Driven Keys
Animating the camera; camera moves

Work on individual projects


 

Week 9

Deformers: direct CV, lattices, clusters
Motion Paths

Work on individual projects


 

Week 10

Assignment 2 due; group critique

Expressions

Assign Assignment 3: This open-ended assignment allows the student to develop any concept or story and to focus on whichever technicalareas of animation he/she feels most interested in. Click the link for details.


 

Week 11

Review & discuss storyboards for final project

Construction History as it pertains to the animation process
More Deformers: wrap, wire, wrinkle
Blended keyshapes


 

Week 12

Discussion: The Street (Caroline Leaf); Rehearsals for Extinct Anatomies ( Quay Bros.)

More Deformers: Sculpt tool, soft modification
Spline IK Handle Tool

Rendering for digital video; Burning a digital video DVD

Work on individual projects


 

Week 13

Motion Capture with a mouse device
Camera Sequencer

Work on individual projects


 

Week 14

Overview of selected advanced animation techniques: dynamics, scripting, character animation

Work on individual projects


 

Week 15

Assignment #3 due; group critique



Methods of Assessment

The first project will count for 20% of the final grade. The second project will count for 30% of the final grade. The third project will count for approximately 40% of the final grade.

Active attendance and participation in the classes, exercises and discussions will contribute 10% to the final grade.

 

Readings/Bibliography

Required Materials

Textbooks:
There is one required textbook:

Mastering Autodesk Maya 2011 . , Keller, Eric, et al., Sybex Press. A very thorough book (1000 pages!) for fundamentals to pretty advanced. You will be able to use this book for a couple of years and a couple of courses before you exhaust it.

Tutorials:
There is also one set of required tutorials. These are tutorials I have created. We will use these tutorials regularly, both in class and as home assignments. The tutorials are free and are available online at: www.3dtutorials.michaelorourke.com. The login is mayatuts and the password is morourke.

Optionally you may also refer to the tutorials within the Maya documentation.

Maya documentation:
You will also be expected to use the Maya documentation frequently, independently and intelligently. This documentation includes extensive Help files as well as Tutorials. Both are available on our workstations.

Supplemental Materials

DVDs and/or CDs :
Assignments will be handed in on either DVDs or CDs.

Miscellaneous:
Each student must have a sketchbook, and a stopwatch.

Readings and screenings will also be assigned from my Pratt website.

DDA Resource Room

The Department's Resource Room carries a number of other technical reference books on 3D graphics in general, and on Maya in particular. Any of these books can be checked out of the Resource Room by a student taking this course. There are also tutorial DVDs available.

Books
Some additional books that may be helpful:

Introducing Maya 2011. , D. Derakhshani, Sybex. An official Autodesk publication.
Film Directing Shot by Shot: Visualizing from Concept to Screen, Steven D. Katz (Michael Wiese Productions, 1991, ISBN 0-941188-10-8). Storyboarding and the language of film.


Websites

There are numerous helpful websites and internet forums devoted to 3D CG animation and specifically to the Maya software. Do a search to find what is out there. Here are a few to get you started.

www.cgsociety.org
www.creativecrash.com
www.3dbuzz.com
www.learning-maya.com

DVDs

There are several companies that make good instructional DVDs and CDs. Some are:

Gnomon
Digital Tutors
3D Buzz

Academic Integrity

(The following is copied from the Pratt Institute website.)

Pratt Institute considers Academic Integrity highly important. Instances of cheating, plagiarism, and wrongful use of intellectual property will not be tolerated.

  • Faculty members will report each incident to the registrar for inclusion in studentsí files.
  • More than one report to the registrar during a studentís program of study at Pratt will result in a hearing before the Academic Integrity Board, at which time appropriate sanctions will be decided. These may include dismissal from the Institute.
  • The nature and severity of the infraction will be determined by faculty members who can: ask students to repeat an assignment, fail students on the assignment, fail students in the course and/or refer the incident to the Academic Integrity Board.

For more details about these procedures please see the Pratt Student Handbook, the Pratt Bulletins, and the pamphlet entitled Judicial Procedures at Pratt.

CHEATING

If students use dishonest methods to fulfill course requirements, they are cheating. Examples of this include, but are not limited to:

  • Obtaining or offering copies of exams or information about the content of exams in advance.
  • Bringing notes in any form to a closed book exam.
  • Looking at another student's paper during an exam.
  • Receiving or communicating any information from or to another student during an exam.

PLAGIARISM

Plagiarism is a bit more complicated, but the rules of documentation and citation are very specific and are tailored to different academic disciplines. Types of plagiarism include:

  • Including any material from any source other than you in a paper or project without proper attribution. This includes material from the Internet, books, papers, or projects by other students, and from any other source.
  • Using your own work to fulfill requirements for more than one course
  • The extensive use of the ideas of others in your work without proper attribution.
  • Turning in work done by another person or a fellow student as one's own.

Please remember that all work must be the student's own. If it is not, the source should be cited and documented appropriately.

If there are aspects of this statement that are not understood, ask faculty members for help.

 

 
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