GAD223 - Modeling / Animation III

A study of 3D animation techniques using a computerized environment. Students will apply
advanced modeling and animation techniques to produce projects related to game art and design.

WK During Class Homework Due at the beginning of class

01
  Go over syllabus
  6th Quarter Review - Modeling & Animation
  Online space / exchange contacts
  Track View - Curve Editor and Dope Sheet
  Squash and stretch
  Bouncing ball
  FK Walk cycle
  FK Jump cycle
  Trajectories
  Schematic View
  Transform using Local / View / World
   
Reference
  Bouncing Ball Scene
  Traditional Dope Sheet
  Reading: The Walk Cycle
  Reading: The Principles of Animation
  Wikipedia: The 12 [Basic] Principles of Animation
  Animation: Walk Cycle Persp / Front / Side / Top
  Project 1 - Bouncing Ball
  Project 2 - FK Walk and Jump Cycles
 

02
  Critique
  Creating Bones
  Bone Tools
  Basics of IK
  IK / FK Switch
  Link Info – Inherent Move, Rotate, Scale
  Helper Objects – Dummies, Pointers, Splines
  IK Walk cycle
  Advanced Rigging (1:3) – Feet, legs, spine
   
Reference
  Video Tutorial: IK Basics
  Video Tutorial: IK Foot
  Project 3 - Mr. Legs
  Project 1 - Bouncing Ball
  Project 2 - FK Walk and Jump Cycles

03
  Critique
  Parameter Editor
  Reation Manager
  Wrist controllers
  Jumping mechanics
   
Reference
  Gabe's Rig - Full Rig (4.19.2010)
  Project 4 - IK Walk and Jump Cycles
  Project 3 - Mr. Legs

04
  Critique
  Review
  The Basics of pushing and pulling
  The Basics of running
   
Reference
  Reading: C.J. Markham, Career Animator
  Animation: Push / Pull Blocking
  Animation: Push / Pull
  Project 5 - IK Push and Pull
  Project 4 - IK Walk and Jump Cycles

05
  Critique
  Sliders
  Link Constraints
  Setting up facial rigs
  Facial animation
   
Reference
  Massive Black: Character Animation
  Inspired 3D Advanced Rigging and Deformations
  11 Second Club
  Polycount: Body Topology
  Deformation: The Art of Moving Points
  Modeling: Ben Mathis - Major Forms
  Modeling: Bay Raitt - An Afternoon With
  Modeling: Martin Krol - Demon
  Modeling: Timelapse ear
  Modeling: Timelapse eye
  Modeling: Timelapse mouth
  Modeling: Timelapse nose
  "Low Poly Character Modeling" by Ben Mathis
  "Modeling Joan of Arc" by Michel Roger
  "Low Poly Character Modeling and Texturing"
by Athey Nansel-Moravetz
  Rigigng: Anton Kozlov - GUI
  Project 6 - Character with Idle Animation

Part 1 of 2
- 1 model sheet with front, 3/4, and side view
- 1 sheet of color studies for the character
- 1 character modeled, unwrapped, rigged
- Pay attention to proper texture allocation
- Pay attention to properly bending joints
- Pay attention to areas of deformation/stretching
  Project 5 - IK Push and Pull

06
  Critique
  Review
  Skin Modifier
  Lab
  Project 6 - Character with Idle Animation

Part 2 of 2
- 1 idle animation created for the character
- The animation must fit the theme of the character
- 1 360° render of your character w/ idle animation
- Render must be either WMV or MOV
- Render must be ether 640 x 480 or 720 x 480
  Project 6 - Character with Idle Animation

Part 1 of 2
- 1 model sheet with front, 3/4, and side view
- 1 sheet of color studies for the character
- 1 character modeled, unwrapped, rigged
- Pay attention to proper texture allocation
- Pay attention to properly bending joints
- Pay attention to areas of deformation/stretching

07
  Critique
  Advanced rigs - mechanical
  Range Constraints
  Wire Parameters
  Look-At Constraints
  Animating Splines
   
Reference
  The - Blueprints.com
  Video Tutorial: Wire Parameters
  Project 7 - Vehicle with Animation

Part 1 of 2
- 1 model sheet with front, 3/4, and side view
- 1 sheet of color studies for the vehicle
- 1 character modeled, unwrapped, rigged
- Pay attention to proper texture allocation
- Pay attention to properly bending joints
- Pay attention to areas of deformation/stretching
  Project 6 - Character with Idle Animation

Part 2 of 2
- 1 idle animation created for the character
- The animation must fit the theme of the character
- 1 360° render of your character w/ idle animation
- Render must be either WMV or MOV
- Render must be ether 640 x 480 or 720 x 480

08
 
  6th Quarter Review - Modeling & Animation

  Project 7 - Vehicle with Animation

Part 2 of 2
- 1 idle animation created for the vehicle
- The animation must fit the theme of the vehicle
- 1 360° render of your vehicle w/ animation
- Render must be either WMV or MOV
- Render must be ether 640 x 480 or 720 x 480
  Project 7 - Vehicle with Animation

Part 1 of 2
- 1 model sheet with front, 3/4, and side view
- 1 sheet of color studies for the vehicle
- 1 character modeled, unwrapped, rigged
- Pay attention to proper texture allocation
- Pay attention to properly bending joints
- Pay attention to areas of deformation/stretching

09
  Turn in 6th Quarter Review discs
  Critique
  Review - The 12 [Basic] Principles of Animation
  Rendering techniques
  Lab
   
Reference
  Massive Black: Character Animation
  Demo Reel: Chad Schoonover
  Reading: Disney and Pixar Bolt Ahead
  The 12 [Basic] Principles of Animation
  Final - Man and Machine (Part 1)
  6th Quarter Review - Modeling & Animation

  Project 7 - Vehicle with Animation

Part 2 of 2
- 1 idle animation created for the vehicle
- The animation must fit the theme of the vehicle
- 1 360° render of your vehicle w/ animation
- Render must be either WMV or MOV
- Render must be ether 640 x 480 or 720 x 480

10
  Critique
  6th Quarter Review feedback with Washington
  Lab
  Final - Man and Machine (Part 2)
  Final - Man and Machine (Part 1)

11
  Final presentations
 
  Final - Man and Machine (Part 2)