3D ANIMATION-I

Paper Code: 
BMA 315
Credits: 
6
Periods/week: 
8
Max. Marks: 
100.00
Objective: 

This course will enable the students to gain practical knowledge about animation interfaces and tools in 3D Animation.

 

Course Outcomes (COs):

Course Outcomes

 (at course level)

 

Learning and teaching strategies

Assessment Strategies

 
 

The students will:

  1. The students will:

    CO95. Articulate 3D animation fundamentals on projects.

    CO96. Execute 12 animation principles on projects.

    CO97. Experiment, design and build 3D animation using real time references.

    CO98. Build non-organic 3D animations.

                  CO99.Design and compose prop animation sequences, car chasing, environmental and walkthrough animation.

Approach in teaching:

Interactive Lectures, Discussions, reading assignments, Demonstrations, Group activities, Teaching using advanced audio video aids.

 

Learning activities for the students:

Self-learning assignments, Effective questions, Seminars, presentations, Giving tasks.

 

Assessment Strategies

Class test, Semester end examinations, Quiz, Solving problems in tutorials, Assignments, Presentation, Individual and group projects

 
 

 

 

 

24.00

Animation interface in Maya,   Key-framing Tools, Set Key, Cut, copy and paste of animated keys in the timeline, Delete keys in time line, Animation play blast for rapid review of complex scenes, Playblast settings.

 

24.00

Editable motion trail, Channel Box, Quickly edit an Object’s attributes, Path Animation: Animate an object along a curve or surface, Edit path or other animation parameters during playback,

 

24.00

Animation menu in Maya, Ghosting, and Animation Snap shot, Animation sweep, Turn Table, Time warp, Trax Editor: Trax Nonlinear Animation Editor for non-destructive mixing, 

24.00

Exercise with bouncing ball. – Rubber ball, Plastic ball, Balloon, Iron ball, Graph Editor: Precise Controlling on animated parameter changes over time. Giving characteristics of different type of weight using graph editor. Dope sheet: Rapid and intuitive global editing of key frame timing,

 

24.00

Timing and spacing- Timing calculation for animation - slow-motion- fast-motion –FPS- hold-timing for cycle- Animation –stagger timing. Ease in and Ease out: Staging: change of field size while animating-.Camera move movements: panning-tilt up-tilt down-diagonal pan- zip pan

 

ESSENTIAL READINGS: 
  • Richard Williams, “Animator’s Survival Kit”, Faber; Revised Edition, 2009.
  • Elle Besen and Bryce Hallett, “Animation Unleashed: 100 Principles Every Animator, Comic Book Writer, Filmmaker, Video Artist, and Game Developer Should Know”, Michael Wiese Productions; Ill edition, 2008.
  • Frank Thomas and Ollie Johnston, “The Illusion Of Life”, Disney Publications.

 

REFERENCES: 

SUGGESTED REFERENCE BOOKS:

  • Walt Stanchfield and Don Hahn, “Drawn to Life: 20 Golden Years of Disney Master Classes: Volume 1: The Walt Stanchfield Lectures”, Focal Press; illustrated edition, 2009.
  • Animation from Pencils to Pixels: Classical Techniques for the Digital Animator.

E-RESOURCES:

REFERENCE JOURNALS:

 

 

 

 

 

Academic Year: