Course Schedule Instructor reserves the right to change… Week Class Topic Session 01 Day 01 01 Basic animation in 3DS Max. Homework for next class – due at the beginning of the next class. DIGITAL TUTORS: “Introduction to Animation in 3DS Max”, lessons 1-12. Bouncing Ball (5points) Create a realistic animation of a single bouncing ball. Emphasis on timing and spacing, arcs, ease in and ease out. DUE: Week 01, Day 02. Related Competencies 1. Create and/or transform objects in a 3D environment. 2. Apply traditional animation techniques to 3D animation. In-class Activities Intro to the class, syllabus. Demo of basic animation in 3DS Max. “The Animator’s Survival Kit”, video lecture on timing and spacing. [Est. time needed: 2 hours] 01 Day 02 02 Basic animation in 3DS Max. Ball with Tail (5 points) Create a Bouncing Ball with a tail to illustrate follow through, overlapping and secondary motion. Implementi ng fundamenta l principles in 3D. For delivery: You should include your first and second bouncing ball with the movie of this one. DUE: Week 2, Day 02. 1, 2, and 3. Set up hierarchical relationships. Critique of Bouncing Ball assignment. Demo of linking and Spline IK. “The Animator’s Survival Kit”, video lecture on “More Timing and More Spacing”. [Est. time needed: 2 hours] 02 Day 01 03 02 Day 02 04 Linking and Spline IK. MLK Holiday – school closed. • Timing • Arcs • Follow Through and Overlap ping Action • Seconda ry Action • Ease in and out MLK Holiday – school closed. Ball with Tail revised (10 points) Revise your Ball with Tail assignment to better illustrate follow through, overlapping and secondary motion. Address the five points for improvement action plan based on feedback from your group. For delivery: You should include all versions of the ball animation up to this point. Include the QuickTime movie and your 3ds Max file. DUE: Week 3, Day 01. DIGITAL TUTORS: “Introduction to Rigging in 3ds Max”, lessons 1—15. [Est. time needed: 2 hours] MLK Holiday – school closed. 1 – 3. Critique of Ball with Tail assignment. After your peer critique, write down 5 (five) points for improvement on your Ball with Tail in a Word document. (For instance: "1. Fix snapping between frames 30 and 35.") Turn this in by the end of class to the folder "5 point action plans" on the Drop Off drive. This will count as 2 of the 5 points on this (Ball with Tail), assignment. Week Class Topic Session 03 Day 01 03 Day 02 05 06 Snow (Cold) Day HI IK Helper objects Constraints The mechanics of walking. Homework for next class – due at the beginning of the next class. Snow (Cold) Day Ball with Tail and Legs (10 points) Keeping the Ball and its tail, add a pair of human-like legs. Using Inverse Kinematics, rig the legs and animate four steps, (left-right-left-right). When using bones, make sure to turn "renderable" on! Related Competencies Snow (Cold) Day 1—3. In-class Activities Snow (Cold) Day Critique of Ball with Tail Revised. Demo of basic leg rigging and HI IK. “The Animator’s Survival Kit”, video lecture on “Building Walks”. For delivery: A QT movie of your “Ball with Tail and Legs”, and your Max file. DUE: Week 4, Day 01. [Est. time needed: 2 hours] 04 Day 01 07 Creating effective walks. Ball with Tail and Legs revised (10 points) Incorporating the tips and techniques you got in feedback and demos, revise your legs to achieve a more natural gait. 1—3 and 4. Develop an animation that uses cycles. During peer critique session, you should keep notes on the suggestions of your cohort. After the session, before the end of class, turn in a Word doc file listing at least 5 specific points of improvement. This document will count for 2 out of the 10 points on this assignment. For delivery: A QT movie of your previous Ball with Legs and your revised version, your Max file, AND a Word doc detailing how you addressed the points for improvement from the previous critique. DUE: Week 4, Day 02. “The Animator’s Survival Kit”, video lecture on “Flexibility in a Walk”. [Est. time needed: 2 hours] 04 Day 02 08 Adding flexibility and character to a walk. Week 04: Ball with Hips, Legs and Tail (5 points) Continuing your work on the Ball with Legs, add hips to your walk. Use the tail as an indicator of the hips motion. Pay particular attention to the tilt, twist and swivel of the hips as well as the relationship to the feet and legs, (for a good reference, look at "The Animator's Survival Kit", pages 146 & 147). For delivery: A QT movie of your previous Ball with Legs, your revised version, the Ball with Hips, and your Max file. During peer critique session, you should keep notes on the suggestions of your cohort. DUE: Week05, Day 01. [Est. time needed: 2 hours] Critique of Ball with Tail and Legs. Review of leg rig. 1—4. Critique of Ball with Tail and Legs revised. “The Animator’s Survival Kit”, video lecture on “Overlapping and Weight”. Week Class Topic Session 05 Day 01 09 Homework for next class – due at the beginning of the next class. Ball with Spine, Hips, Legs and Tail (5 points) Add to and revise your ball-with-tailwith-legs-with-hips-walk by creating and incorporating a spine. Focus on effectively incorporating the movement of the hips upwards through the spine and outwards through the tail. Related Competencies 1—4. In-class Activities Critique of Ball with Hips, Legs and Tail. After the critique session, before the end of class, turn in a Word doc file listing at least 5 specific points of improvement. This document will count for 1 out of the 5 points on this assignment. For delivery: Once again, all previous version of the ball with legs, plus this one, in a QT movie, (h.264), and your Max project file. DUE: Week 5, Day 02. [Est. time needed: 2 hours] 05 Day 02 10 Ball with Spine, Hips, and Legs and Tail revised (10 points) Revise your ball walk with spine animation to include more character. Change your character's posture from the beginning of the walk to the end. Demonstrate a change in thoughts and feelings with the spine, tail and legs. 1—4. Critique of Ball with Spine, Hips, Legs and Tail. After critique: You must also turn in a Word doc listing 5 points for adding more character to your walk. For delivery: As before, include all previous versions of the ball with legs with this one in a QT movie, (h.264), and your Max file. You must also include a Word doc listing the improvements you made to your walk to bring it more character. DUE: Week 6, Day 01. [Est. time needed: 2 hours] 06 Day 01 11 Skinning a rig, adjusting for proper deformatio n. "Ball" with Shoulders (10 points) Create SIMPLE geometry for your "walker", from the feet up to the shoulders, (you may abandon the sphere "Ball" at this point, but you should still have some hips). Add a skin modifier to your character mesh, and add all the bones to this. Incorporate the shoulders into your walk while adjusting the envelopes on your skin for appropriate deformation. DUE: Week 6, Day 02. [Est. time needed: 2 hours] 1—4. Critique of Ball with Spine, Hips, Legs and Tail revised. Demo on working with the Skin modifier. Week Class Session 06 Day 02 12 Topic Homework for next class – due at the beginning of the next class. Shoulders revised, (10 points) Address the points of improvement from the original Shoulders walk. Your shoulders should roll, tilt and twist in response to the movements of the rest of the body and imply the weight of the arms. Your mesh should deform smoothly, twisting, wrinkling and folding appropriately. Related Competencies 1—4. [Est. time needed: 2 hours] 13 Arms, (10 points) Extend your characters walk to its' arms. Add bones and mesh, and 'skin' the arms, along with the rest of your characters' body, to walk and deform naturally. Clean up any problems with the previous assignment, and make sure that your geometry is deforming appropriately. Critique of Ball with Shoulders. In your cohorts, show your work to your peers, and offer tips, tricks and critiques for improving your walk with shoulders and skin. Turn in a Word document detailing at least three points for improvement in both the smoothness and character of the walk animation and at least three points for improvement in the technical accomplishment of the mesh deformation. For delivery: Only this version and the previous (shoulders) version of the animation, in a QT movie, (h.264), and your Max file. DUE: Week 7, Day 01. 07 Day 01 In-class Activities 1—4. Critique of Shoulders revised. “The Animator’s Survival Kit”, video lecture on “Arms”. For delivery: ONLY this and the two previous assignments, (shoulders and revised shoulders), along with this one, in a QT movie, (h.264), and your Max file. DUE: Week 7, Day 02. [Est. time needed: 2 hours] 07 Day 02 14 Arms revised, (10 points) Address and implement the points that you wrote down from peer critique. Be ready to articulate what you changed and how you changed it. DO NOT add a head, (or if you do, DO NOT give it character); we are after the structure of the walk, the arms in particular, to reveal our character. The head comes later. For delivery:This and the three previous assignments, (shoulders and revised shoulders, arms), in a QT movie, (h.264), and your Max file. DUE: Week 8, Day 01. [Est. time needed: 2 hours] 1—4. Critique of Arms. After peer critiques, write down and turn in, (in a Word document), 3 points for improvement technically and 3 points for improvement in the animation Week Class Topic Session 08 Day 01 15 Planning out your animation. Step keyframe interpolatio n. Homework for next class – due at the beginning of the next class. Getting A Head, (10 points) Add a head to your character. You may add a nose, eyes, chin or other indicator of "front", but do not animate the facial features. Through body language alone, and with a neutral facial expression, animate your character walking on to the scene, observing something it sees, (but we do not), then reacting to it. Success will be measured by how clearly we understand: 1. who the character is 2. what they are thinking and feeling 3. what they see 4. how what they see changes their emotions. For delivery: This scene as a QuickTime movie, (h.264), and your Max file, saved in a folder labeled: Lastname_Firstname_AHead. DUE: Week 8, Day 02. [Est. time needed: 2 hours] 08 Day 02 16 Acting and staging. A Head revised, (20 points) Based on the 5 points for improvement on your head, revise and improve your walk. Through body language alone, and with a neutral facial expression, animate your character walking on to the scene, observing something it sees, (but we do not), then reacting to it. Success will be measured by how clearly we understand: 1. who the character is 2. what they are thinking and feeling 3. what they see 4. how it changes their emotions. For delivery: This scene as a QuickTime movie, (h.264), and your Max file, saved in a folder labeled: Lastname_Firstname_Ahead revised. DUE: Week 9, Day 01. [Est. time needed: 2 hours] Related Competencies 1—4 and: 5. Apply industrystandard storyboard and scripting techniques to animation. 6. Identify camera techniques in computer animation. 7. Analyze real world observation and apply to animation. 8. Utilize industry standard blocking techniques in the preplanning process. 1 – 8. In-class Activities Critique of Arms revised. Critique of A Head. Week Class Topic Session 09 Day 01 17 Transfer of weight. Using the Link Constraint. Homework for next class – due at the beginning of the next class. Lifting a Heavy Weight, (20 points) Your character walks in, lifts something heavy and puts it down somewhere else. Success will be measured on technical achievement, (how the rig and skin function), and a clear demonstration of your understanding and use of the fundamental principles of animation. The transfer of weight should be clear and evident. For delivery: This version only, (heavy v01), in a QuickTime movie, plus your Max scene file. DUE: Week 10, Day 01. Related Competencies 1—8. In-class Activities Critique/Presentation of A Head revised. [Est. time needed: 2 hours] 09 Day 02 18 Transfer of weight. Using the Link Constraint. 10 Day 01 19 Transfer of weight. Using the Link Constraint. Lifting a Heavy Weight revised (20 points) Using the feedback from your group, revise and refine your first Heavy Lifting scene. Again, you must demonstrate all ten of principles of animation, and the mechanics of the rig need to work. For delivery: The first Heavy Weight movie, and the revised Heavy Weight movie, all QuickTime, h.264. 1—8. .Informal peer critique sessions. 1—8. Critique of Lifting a Heavy Weight Continue work on revisions. 1—8. Critique/Presentation of Lifting a Heavy Weight revised. DUE: Week 10, Class 02. [Est. time needed: 8 hours] 10 Day 02 20 Transfer of weight. Using the Link Constraint. Pushing OR Pulling a Heavy Weight (20 points) You may continue from your "Lifting" assignment, or create a new scene. Your character must either push or pull a heavy weight in your scene. The character should be "not pushing/pulling", then "pushing/pulling", then "not pushing/pulling". Show us the transfer of weight, and how they feel about it. For delivery: A QuickTime movie of this scene only, in a 16X9 (HDTV) aspect ratio, compressed with h.264. You may use multiple camera angles. DUE: Week 11, Class 02. [Est. time needed: 8 hours] Week Class Topic Session 11 Day 01 21 11 Day 02 22 Transfer of weight. Using the Link Constraint. Transfer of weight. Using the Link Constraint. Homework for next class – due at the beginning of the next class. Related Competencies 1—8. 1—8. In-class Activities Informal peer critique sessions. Continue work on revisions. Critique final Pushing OR Pulling a Heavy Weight assignment.