SRJC Course Outlines

4/18/2024 5:44:40 PMAPTECH 64 Course Outline as of Summer 2012

Changed Course
CATALOG INFORMATION

Discipline and Nbr:  APTECH 64Title:  3D ANIM: VFX, CHAR, COM  
Full Title:  3D Animation: Visual Effects, Character Anim. & Compositing
Last Reviewed:11/13/2017

UnitsCourse Hours per Week Nbr of WeeksCourse Hours Total
Maximum4.00Lecture Scheduled3.5017.5 max.Lecture Scheduled61.25
Minimum4.00Lab Scheduled1.506 min.Lab Scheduled26.25
 Contact DHR0 Contact DHR0
 Contact Total5.00 Contact Total87.50
 
 Non-contact DHR0 Non-contact DHR Total0

 Total Out of Class Hours:  122.50Total Student Learning Hours: 210.00 

Title 5 Category:  AA Degree Applicable
Grading:  Grade Only
Repeatability:  39 - Total 2 Times
Also Listed As: 
Formerly: 

Catalog Description:
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This course focuses on the animation of digital characters in effects-rich environments. Using Autodesk 3ds Max software, students will apply classical mechanics of movement to create expressive performances with 3D characters. Advanced techniques for creating complex visual effects, lighting and rendering will be covered. Complementary software may be used for additional effects work, and for compositing student animations with real world imagery.

Prerequisites/Corequisites:
Course Completion of APTECH 43 ( or APTECH 53)


Recommended Preparation:

Limits on Enrollment:

Schedule of Classes Information
Description: Untitled document
This course focuses on the animation of digital characters in effects-rich environments. Using Autodesk 3ds Max software, students will apply classical mechanics of movement to create expressive performances with 3D characters. Advanced techniques for creating complex visual effects, lighting and rendering will be covered. Complementary software may be used for additional effects work, and for compositing student animations with real world imagery.
(Grade Only)

Prerequisites:Course Completion of APTECH 43 ( or APTECH 53)
Recommended:
Limits on Enrollment:
Transfer Credit:CSU;
Repeatability:39 - Total 2 Times

ARTICULATION, MAJOR, and CERTIFICATION INFORMATION

Associate Degree:Effective:Inactive:
 Area:
 
CSU GE:Transfer Area Effective:Inactive:
 
IGETC:Transfer Area Effective:Inactive:
 
CSU Transfer:TransferableEffective:Spring 2011Inactive:
 
UC Transfer:Effective:Inactive:
 
C-ID:

Certificate/Major Applicable: Both Certificate and Major Applicable



COURSE CONTENT

Outcomes and Objectives:
At the conclusion of this course, the student should be able to:
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Upon completion of the course, students will be able to:
1. Apply a production pipeline structure typical of professional film and broadcast work, and adhere to a production schedule.
2. Apply traditional animation principles and classical mechanics of movement to 3D characters.
3. Use the Biped functions of 3ds Max to create simple footsteps, gaits and freeform animations.
4. Apply motion capture data to digital characters.
5. Animate custom character rigs to create expressive performances.
6. Use lip-synchronization techniques to animate their character's speech.
7. Apply Mental Ray lighting systems and materials.
8. Use the particle systems and dynamics tools of 3ds Max to create and modify complex visual effects.
9. Output realistic and/or imaginary scenes and atmospheric effects with multiple render passes.
10. Use node-based and/or layer based compositing software to composite multiple render passes and to create additional visual effects.
11. Use node-based and/or layer based compositing software to mix multiple video and audio tracks.
12. Use compositing and motion-tracking software to create broadcast quality renderings that incorporate real-world and computer-generated imagery.
13. Repeating students will:
               a. Update their skills on new software releases.
      b. Utilize new toolsets and applications related to new software releases.
      c. Increase the level of complexity and sophistication of their projects.

Topics and Scope
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I. Pipeline review and animation project guidelines
      A. Student project review and revision procedures
      B. Production break down and scheduling      
II.  Principles of character animation
      A. Laws of motion
      B. Squash & stretch
      C. Line of action
      D. Silhouette
      E. Overlapping action
      F. Pose-to-pose vs. straight-ahead animation
III. Animating the Biped
      A. Biped basics:
            1. Forward kinematics and inverse kinematics elements
            2. Trajectories
      B. Footsteps and walk cycles
      C. Conversion to freeform animation
      D: Quadruped Bipeds
      E. Using motion capture files
            1. Motion Mixer
            2. Motion Flow
IV. Animating custom character rigs
      A. User interfaces and custom attributes
      B. Keyframing
            1. Auto key vs. set key
            2. The dope sheet - graph editor
      C. Blocking & polishing passes
      D. Simple animation tests: weight and force
      E. Lip-synching
            1. Phonemes
            2. Visemes
      F. Final project animations
            1. Expression and mood changes
            2. Breakdown poses
            3. Finishing touches
V. Lighting & rendering: Mental Ray
      A. Shot layout
            1. Test renders
                               2. Colored lights
      B. Simulating indirect lighting
            1. Global illumination
            2. Final gather
            3. Ambient/reflective occlusion shader
      C. Caustics & volumetric effects
      D. Saving & reusing data
      E. Image-based lighting
      F. Environment lighting: various conditions
      G. Match-lighting
            1. Background plates
            2. Matching real-world cameras
      H. Multipass rendering
VI. Visual effects: Particle systems
      A. Particle flow
            1. Operators
            2.  Tests, forces/space warps, deflectors
      B. Advanced particle flow effects
            1. Animating materials
            2. Instancing animated meshes
            3. Splitting flows
VII. Compositing & editing
      A. Compositing multi-pass renders
      B. Motion tracking with Mocha and After Effects
      C. Combining live action with CG (computer generated) objects & visual effects
      D. Combining pre-rendered & stock footage with CG animation
            1. Pre-keyed action footage: pyrotechnics
            2. Using background plates
      E. Basic editing with Adobe After Effects &/or Composite
            1. Overlapping video clips, effects & transitions
            2. Audio mixing and synchronizing
            3. Export formats & procedures
VIII. With Repeat:
              A. New software releases
              B. New toolsets and applications related to new software releases
              C. Complexity and sophistication of projects

Assignments:
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Note: Listed below are representative assignments; actual projects will take into consideration new software features, class expertise, etc.
 
1. Basic Biped exercises (1-2)
2. Freeform Biped animations (1-2)
3. Biped motion capture exercises using Motion Mixer and Motion Flow (1-2)
4. Posing characters exercises: Silhouette and Line of action (2-3)
5. Character animations (Biped or custom rig) (2 or more)
6. 3D effects and lighting exercises (2-5)
7. Compositing exercises (2-4)
8. Textbook reading (minimum of 20-25 pages per week)
9. Final project scene: A movie clip of animated character(s) in an effects-rich environment (~10 to 20 seconds long)
10. Repeating students will accomplish assignments using new software features, and complete projects of increasing complexity.

Methods of Evaluation/Basis of Grade.
Writing: Assessment tools that demonstrate writing skill and/or require students to select, organize and explain ideas in writing.Writing
0 - 0%
None
This is a degree applicable course but assessment tools based on writing are not included because problem solving assessments and skill demonstrations are more appropriate for this course.
Problem solving: Assessment tools, other than exams, that demonstrate competence in computational or non-computational problem solving skills.Problem Solving
20 - 40%
Freeform Biped animation, Posing, Character animations.
Skill Demonstrations: All skill-based and physical demonstrations used for assessment purposes including skill performance exams.Skill Demonstrations
60 - 80%
Basic Biped, motion capture, 3D effects, and compositing exercises; Final projects scene: animated movie clip.
Exams: All forms of formal testing, other than skill performance exams.Exams
0 - 0%
None
Other: Includes any assessment tools that do not logically fit into the above categories.Other Category
0 - 0%
None


Representative Textbooks and Materials:
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Character Animation: 2D Skills for Better 3D, Steve Roberts, Focal Press 2007
The Animator's Survival Kit, Revised Edition, Richard Williams, Faber & Faber Limited 2009
Instructor prepared materials

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