3D ANIMATION-II (PRACTICAL)

Paper Code: 
BMA 414
Credits: 
8
Periods/week: 
12
Max. Marks: 
100.00
Objective: 

Course 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 (COs):

Course Outcomes (at course level)

Learning       and        teaching strategies

Assessment Strategies

Students will:

CO125. Create bone setup and joints on two legs and four legs models.

CO126. Implement constraints on a character and object.

CO127. Build an inorganic and organic rigging set up.

CO128. Construct rigging   controllers and connecting   to the models for animation.

CO129. Design and develop muscular system and bind skin with joints.

Approach in teaching:

Interactive                    Lectures,

Discussion,                       reading assignments, Demonstrations, Group activities, 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, Non linear 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: 
  • Dariush Derakhshani, “Introducing Autodesk Maya 2012: Autodesk Official Training Guide”, Wiley India Pvt Ltd (2011).
  • Dariush Derakhshani, “Introducing Autodesk Maya 2013 Guide”, Wiley India Pvt Ltd (2012).
  • Cheryl Cabrera, “An Essential Introduction to Maya Character Rigging with DVD” Focal Press; 1st edition (7 March 2008)

 

REFERENCES: 

SUGGESTED READINGS:

  • Eyal Assaf ,“Rigging for Games: A Primer for Technical Artists Using Maya and Python”, Routledge; 1st edition (27 November 2015)
  •  Kogent Learning Solutions Inc., “MAYA 2014 in Simple Steps”, Dreamtech Press 2014.

JOURNALS:

E-RESOURCES:

Academic Year: