3D Animation
30 Credits
Module code: COMP1289
Level: 5
Credits: 30
School: Liberal Arts and Sciences
Department: Computing and Mathematical Sci.
Module Coordinator(s): Martyn Broadhead
Pre and co requisites
Level 4 - 3D Modelling Course
Aims
n/a
Learning Outcomes
On successful completion of this course a student will be able to:
Analyse the key concepts and techniques for the creation of CG animation
Animate objects and scenes using a range of different methods
Employ specific workflow pipelines
Create a short animation featuring a character (or characters)
Investigate the use of lighting and camera effects in animation
Demonstrate the origins of your ideas by referencing sources used in your work
Indicative Content
History and techniques for animation.
Investigate appropriate computer hardware and software.
Develop storyboarding and general design techniques.
Review, compare and contrast commercial animated shorts and movies as part of an examination of character design, scenes, techniques and other methods used in industry by companies such 'Pixar' and “Blizzard”
Develop surfaces and materials and investigate mapping of surfaces.
Develop simple mechanical systems using Inverse and Forward Kinematics.
Investigate the challenges of character animation in a computer based environment such as games and digital video
Develop animation rigs for different applications and settings.
Investigate the use of different animation techniques such as key framing, scripting and motion capture technologies.
Investigate and review the needs of producers and commissioning editors and businesses in making use of computer based animation.
Professionalism in the digital media industry.
Teaching and learning activity
The course will focus on a different theoretical and practical components of 3D Animation each week. The production pipeline is at the core of delivery. Lectures will discuss theoretical aspects and technical/software issues in the development of 3D animations.
Examples from film, tv and games will be shown and analysed, by both the students and the tutor. The differences between producing animation for video games and film with be investigated.
Labs will focus on software techniques required to animate 3D models and apply animation in a range of digital settings. For example, the requirements for the production animated 3D assets and characters for games and movies.
Students will be expected to complete tutorial work and carry out further study in their own time.
Alongside the formal contact hours students will have extra resource in the form of electronic recording of teaching materials (such as some lectures through Panopto), Video of important lab tasks, and feedback and support from the teaching team over a range of communication routes (including but not limited to email, Skype and Phone).
Assessment
Method of summative assessment: CW 1 Video Artefact
Outcomes assessed:1,2,3,6
Grading Mode (e.g. pass/ fail; %): %
Weighting % :30%
Passmark: 40%
Word Length:1500
Outline Details:The planning and creation a short 3D animation using both forward and inverse kinematics. Write an accompanying report that explains and justifies the decisions made.
Method of summative assessment: CW 2 Video Artefact
Outcomes assessed:1-6
Grading Mode (e.g. pass/ fail; %): %
Weighting % :50%
Passmark: 40%
Word Length: 1500
Outline Details: Create a short 3D animation to showcase an original character you have created, using lighting and camera effects to enhance mood and atmosphere. Write an accompanying report that explains and justifies the decisions made.
Method of summative assessment: CW Portfolio
Outcomes assessed: 1,6
Grading Mode (e.g. pass/ fail; %): %
Weighting % :40%
Passmark: 20%
Word Length: n/a
Outline Details:Complete practical lab tasks and maintain a diary of reflective learning.
Nature of FORMATIVE assessment supporting student learning:
Weekly lab practice will be completed and uploaded through the VLE, the students receive verbal feedback on this work during lab sessions. VLE also includes a series of online Quizzes which are used to track progress. Socrative is used in lectures as a method of tracking progress and promoting engagement. Group participation in practice exercises will encourage formative peer assessment.