3D Animation-II

Paper Code: 
25BMA414
Credits: 
6
Periods/week: 
08
Max. Marks: 
100.00
Objective: 

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 Outcomes: 

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

 

36.00

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.

36.00

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.

36.00

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.

 

36.00

Introduction to Mechanical Rigging, Car Rigging, Making custom Controllers, Using Expression Editor, Creating Simple Expressions.

 

36.00

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.

ESSENTIAL READINGS: 

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.

 

REFERENCES: 

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:

1.    https://journals.sagepub.com/home/anm

Academic Year: