Monday, June 20, 2011

Animation 1

Labs:

Random keying of animation for facial or body animation will not be accepted. That is not animation, it serves no purpose, and it will not get you a job. We have to create good looking portfolio work in order to get job placement.

Assignment 1 StoryBoard:
Animation Walk Cycle Story board:
Draw out the figures with directional vectors for dealing with the positions and movement.

Counts as Lab 1 Walk Cycle And Assignment 2: 3 seconds of animation required 90 frames of animation.
overall character movement 5 points.
hips to shoulders counter balance 5 points.
hips to legs counter balance 5 points.
hand to leg position counter balance 5 points.
realistic finger movement 5 points.
realistic and smoothly repeating head motion 5 points.
body waist height 5 points.
shoulder movement counter balance arm movement 5 points.
knee impact movement on foot collision with the ground 5 points.
foot preparation for stepping 5 points.
foot direction and placement upon stepping 5 points.
foot direction and placement for lifting up the foot from the ground 5 points.
foot to leg avoidance for bringing the food around for mid step along with foot position 5 points.
eye movement 5 points.
spine back movement 5 points.
secondary animation 10 points.
animation timing 15 points.

Don't forget you are graded on completeness. So your grade in the categories matches the amount of animation that you do. For instance if you only do 1 seconds out of 3 seconds then you have only done 33 % of the assignment for each of the categories depending on if you can get the full 33% of points if you actually animated all parts of the character as listed above.


Assignment 3 Story Board ( Parkour / Free Running / Combat / Dancing )
Your choice of animation or combination there of Parkour / Free Running, Combat, or Dancing. Your animation is to be 10 seconds long that would be 300 frames of animation. Only body animation no facial animation required.
Draw out the figures with directional vectors for dealing with the positions and movement.


Counts as Lab 2 ( Parkour / Free Running / Combat / Dancing ) And Assignment 4: 3 seconds of animation required 90 Your choice of software 3D Studio Max / Maya / Blender.
Your choice of animation or combination there of Parkour / Free Running, Combat, or Dancing. Your animation is to be 10 seconds long that would be 300 frames of animation. Only body animation no facial animation required.

Use live action people videos where you can see the entire person during their movements. You Tube, Vimeo have lots of good references. Training videos for doing these movements typically are the best because they break down the movements. Look at films for camera and light setup as guides to your own animation. Remember the films are the masters and are always a good reference for this subject material.

frames of animation.
overall character movement 5 points.
hips to shoulders counter balance 5 points.
hips to legs counter balance 5 points.
hand to leg position counter balance 5 points.
realistic finger movement 5 points.
realistic and smoothly repeating head motion 5 points.
body waist height 5 points.
shoulder movement counter balance arm movement 5 points.
knee impact movement on foot collision with the ground 5 points.
foot preparation for stepping 5 points.
foot direction and placement upon stepping 5 points.
foot direction and placement for lifting up the foot from the ground 5 points.
foot to leg avoidance for bringing the food around for mid step along with foot position 5 points.
eye movement 5 points.
spine back movement 5 points.
secondary animation 10 points.
animation timing 15 points.

Don't forget you are graded on completeness. So your grade in the categories matches the amount of animation that you do. For instance if you only do 3 seconds out of 10 seconds then you have only done 30 % of the assignment for each of the categories depending on if you can get the full 30% of points if you actually animated all parts of the character as listed above.


Assignment 5 Story Board ( Parkour / Free Running / Combat / Dancing ) with facial animation either continue previous animation with another character or same character.
Your choice of animation or combination there of Parkour / Free Running, Combat, or Dancing. Your animation is to be an additional 10 seconds long added to the previous animation that would be 600 frames of animation unless you have a second character that you want to integrate into the animation which you would only animated that character for the additional 10 seconds instead note you will still have to do the facial animation for both character for the entire length of the animation. If you only have one character then you will only do the facial animation on that one character. Either way it works out to the same amount of effort and work. Body and facial animation required. If you animate with 2 characters your animation length will of course be 300 frames aka 10 seconds this is the same amount of work as animating a single character 600 frames aka 20 seconds.

Draw out the figures with directional vectors for dealing with the positions and movement.


Counts as Final Project: 10 to 20 seconds of animation required 300-600 frames depending on 1 or 2 characters. Your choice of software 3D Studio Max / Maya / Blender.

Your choice of animation or combination there of Parkour / Free Running, Combat, or Dancing. Your animation is to be an additional 10 seconds long added to the previous animation that would be 600 frames of animation unless you have a second character that you want to integrate into the animation which you would only animated that character for the additional 10 seconds instead note you will still have to do the facial animation for both character for the entire length of the animation. If you only have one character then you will only do the facial animation on that one character. Either way it works out to the same amount of effort and work. Body and facial animation required. If you animate with 2 characters your animation length will of course be 300 frames aka 10 seconds this is the same amount of work as animating a single character 600 frames aka 20 seconds.


Use live action people videos where you can see the entire person during their movements. You Tube, Vimeo have lots of good references. Training videos for doing these movements typically are the best because they break down the movements. Look at films for camera and light setup as guides to your own animation. Remember the films are the masters and are always a good reference for this subject material.

frames of animation.
overall character movement 5 points.
hips to shoulders counter balance 5 points.
hips to legs counter balance 5 points.
hand to leg position counter balance 5 points.
realistic finger movement 5 points.
realistic and smoothly repeating head motion 5 points.
body waist height 5 points.
shoulder movement counter balance arm movement 5 points.
knee impact movement on foot collision with the ground 5 points.
foot preparation for stepping 5 points.
foot direction and placement upon stepping 5 points.
foot direction and placement for lifting up the foot from the ground 5 points.
foot to leg avoidance for bringing the food around for mid step along with foot position 5 points.
eye movement 5 points.
spine back movement 5 points.
secondary animation 10 points.
animation timing 15 points.

Don't forget you are graded on completeness. So your grade in the categories matches the amount of animation that you do. For instance if you only do 3 seconds out of 10 seconds then you have only done 30 % of the assignment for each of the categories depending on if you can get the full 30% of points if you actually animated all parts of the character as listed above.

Wednesday, June 15, 2011

Animation 2 Project Requirements

Assignments:
1) Smoke Effect fully animated against a background picture or video with full lighting. Should integrate the effect with the image so it makes sense this may require a bit of compositing to get the final effect. Your choice of our 3D packages.

2) Fluids fully animated against a background picture or video. You may need to have some modeling elements in order to pull off your effect as collision objects. Should integrate the effect with the image so it makes sense this may require a bit of compositing to get the final effect. Your choice of our 3D packages.

3) Particles fully animated against a background picture or video. You may need to have some modeling elements in order to pull off your effect as collision objects. Should integrate the effect with the image so it makes sense this may require a bit of compositing to get the final effect. Your choice of our 3D packages.

4) Advanced Particles using 3DS Max Particle Flow fully animated against a background picture or video. You may need to have some modeling elements in order to pull off your effect as collision objects. Should integrate the effect with the image so it makes sense this may require a bit of compositing to get the final effect. Your choice of our 3DS Max only.

5) Hair used as grass fully animated against a background picture or video. You may need to have some modeling elements in order to pull off your effect as collision objects. Should integrate the effect with the image so it makes sense this may require a bit of compositing to get the final effect. Your choice of our 3D packages.

6) Cloth fully animated against a background picture or video. You may need to have some modeling elements in order to pull off your effect as collision objects. Should integrate the effect with the image so it makes sense this may require a bit of compositing to get the final effect. Your choice of our 3D packages.

7) Ridgid Body Dynamics fully animated against a background picture or video. You may need to have some modeling elements in order to pull off your effect as collision objects. Should integrate the effect with the image so it makes sense this may require a bit of compositing to get the final effect. Your choice of our 3D packages.

8) Soft Body Dynamics fully animated against a background picture or video. You may need to have some modeling elements in order to pull off your effect as collision objects. Should integrate the effect with the image so it makes sense this may require a bit of compositing to get the final effect. Your choice of our 3D packages.

9) Node Based Compositing to on one of your effects projects in order to bring it up to full production quality.

10) Final Project. 3 effects of your choosing from your assignments. These 3 effects should work together to create an overall effect. The final result will have to be rendered with compositing and be at least 5 to 10 seconds long. Use background images and or video. Your choice of 3D packages for doing this assignment.