Objectives: This course will enable the students to:
1. Learn advance 3D Animation in terms of Rigging and its key terms.
2. Learn about animating gestures and poses of a character in 3D.
Course | Learning outcome (at course level) | Learning and teaching strategies | Assessment Strategies | |
Course Code | Course title | |||
25BMA 414 |
3D Animation- II (Practical) | The students will: CO150. Create bone setup and joints on two legs and four legs models. CO151. Implement constraints on a character and object. CO152. Build an inorganic and organic rigging set up. CO153. Construct rigging controllers and connecting to the models for animation. CO154. Design and develop muscular system and bind skin with joints. CO155. Contribute effectively in course- specific interaction | Approach in teaching: Interactive Lectures, Discussions, reading assignments, Demonstrations, Group activities, and Teaching using advanced video tools.
Learning activities for the students: Self-learning assignments, Effective questions, Seminar presentation, Giving tasks. | Assessment Strategies Class test, Semester end examinations, Quiz, Solving problems in tutorials, Assignments, Presentation, Individual and group projects |
Using Joints and Constraints, Joint Basics, Point Constraints, Aim Constraints, Inverse Kinematics, Driven Keys, Creating a Driven Key, Looping Driven Keys, Copying and Pasting Driven Keys, Animating Constraints, Dynamic Parenting, Set Driven Key, Establish Relationships where one action automatically drives another, Create deformers, Nonlinear deformers.
Rigging: Understanding Rigging, Creating and Organizing Joint Hierarchies, Orienting Joints, Naming Joints, Mirroring Joints, IK Legs, FK Blending, Rotate Plane Solvers, Creating Custom Attributes, Spline IK.
IK Handle Tool, Create a Master Control. Full Body Inverse Kinematics, Skinning Geometry, Interactive/Smooth Binding, Painting Skin Weights, Editing Skin Weights in the Component Editor, Copying Skin Weights, Mirroring Skin Weights.
Introduction to Mechanical Rigging, Car Rigging, Making custom Controllers, Using Expression Editor, Creating Simple Expressions.
Animating Facial Expressions Using Blend Shapes, Creating Blend Shapes, Painting Blend Shape Weights, Adding Targets, Creating a Custom Mouth Control Slider, Connecting the Slider to the Blend Shape, Animating Blend Shapes Sequentially, Animating Object Components with Clusters, Adding Cluster Objects, Painting Cluster Weights, Applying Cluster Components, Constraining Clusters.
SUGGESTED TEXT BOOKS:
1. Kelly L. Murdock, “Autodesk Maya 2023 Basics Guide”, SDC Publications; 1st edition, 2022.
2. Cheryl Briggs, “An Essential Introduction to Maya Character Rigging” CRC Press; 2nd edition, 2021.
SUGGESTED REFERENCE BOOKS:
1. Eyal Assaf ,“Rigging for Games: A Primer for Technical Artists Using Maya and Python”, Routledge; 1st edition, 2015.
2. Tina O'Hailey,“ Rig it Right! Maya Animation Rigging Concepts”, Routledge; 1st edition, 2013.
E-RESOURCES:
1. https://www.youtube.com/c/MayaHowTos
2. https://www.youtube.com/c/Tutomatorvfx
REFERENCE JOURNALS: