ADVANCED COMPUTER GRAPHICS & ANIMATION
DEPARTMENT OF COMMUNICATION
COGR-3322

Office: Fahy Room 53
Hours: Tuesday 10-11:30 AM; Thursday 10:00-11:30
Or By Appointment
Dr. Kenneth Hoffman

COURSE DESCRIPTION
This course continues the study of computer graphics begun in Introduction to Computer Graphics (COGR-2322). We will cover advanced modeling techniques, and theory and practice of 3D computer animation. Exercises will show how 3D animation is used in film, television, medical illustration, courtroom presentations, computer games, and business presentations. Students will learn 3-D modeling and animation techniques using 3D Studio MAX software and create their own 3D animations.
TEXT
Harnessing 3D Studio Max 8 .   Michele Bousquet.  Thomson Learning:  2006.  ISBN 1-4180-4813-5

GRADING

Tutorial Projects

25%

Midterm Project 

25%

Semester Project:  storyboard, Animation 

50%


CLASS SCHEDULE

WEEK

TOPIC 

ASSIGNMENT

1

Introduction to the illusion of animationView examples of SIGGRAPH  and student animation.  2D and 3D computer animation.  Review modeling methods.
3D Studio MAX interface
.  3DS modeling  

Review Bousquet Chapters 1-3: 3DS BasicsIntroduction to 3D Studio Max

 2

3D Max animation basics.  Keyframe animation. Basic Keyframing.  Bouncing Ball. Bousquet Chapter 6:  Keyframe Animation
Exercises 6.1-2 

3

Keyframe animation, continued.  Edit ranges.  Curve editor and tangent types.  Function curves.   Key info dialogue box.  Making objects stand still with cloned keys.  Visibility track.  Out-of-range types.  Looping Exercises 6.3-5
Read "3D Max Help Menu On-Line Reference:  Bezier Controllers" dialog box. Create a ball and bounce it on a table surface.  Retain ball volume by using "non uniform squash" transform in the scale menu (bottom selection in menu).  Adjust pivot point to bottom surface of ball.  Ball should slightly elongate as is falls to surface then squash quickly on surface and then elongate again as it travels above surface.  Use bracketing keys to make it squash quickly as it hits surface.  (I.e.., place copy of elongated key 5 or 6 frames prior to ball hitting table then place squash key at frame where ball hits table.)  Repeat this sequence in reverse for upward movement.  Set Bezier Position Controller and Scale keys to fast curves as ball falls and slow as it rises. 
Ball bounce and roll with squash and stretch Instructions
BallBounceRoll.max

Using Key Info Dialogue Box

4

Key frame animation, continued. Linking:  Parents and children. Pivot points.
Discuss animation project One.
Exercise 6.6-8
Assignment
: Linked character animation using Character Studio software

5

Rendering methods for photo realistic images.
Computer animation production phases and animation:  
Outline, script, storyboard, technical design, modeling, cameras and lenses, materials, lighting, motion and render checks, post production.  Scheduling.  Creating broadcast quality renders a frame at a time.  Production stills. 
Bosquet Chapter 7:  Rendering 
Final Project Story Idea due Tuesday of next week
Editing Exercise

6

Using special effects: Topics covered include:  Space warps and particle systems.
Video Post 
Scripting. Camera framing and movement.  Human traits in computer animation (timing).  
Story session for final project.
Bousquet Chapter 8:  Special Effects
Complete chapter tutorials 8.1-6Assignment:  Create an AVI of your linked character Animation.

7

Special effects, continued. 
Video Post effects, fire, volume lighting.
Film Terminology:  Shot-Scene-Sequence demonstration
Discuss treatment for Animation Project Two
Intro to Bones animation
Complete chapter tutorials 8.7-10
Bones Tutorial Bones
3ds file

8

Advanced modeling:  Edit Mesh modifier.  Box modeling.  Deformation modifier.  Modifier sack:  Instanced modifier

Bousquet Chapter 9:  Advanced Modeling 
Exercises 9.1-3 
Treatment for final project due.

9

Advanced lofting.
How to Produce CG Animation
Chapter 9, continued
Exercises 9.4-5 storyboard for final project due.

10

Using dummy objects.  Skin modifiers.  Assigning animation controllers.
Human character traits in computer animation. 
360 degree rule when placing cameras.
John Lasseter on timing. 
Bosuquet Chapter 10:  Advanced Animation
" Principles of Traditional Animation Applied to 3D Computer Animation " by John Lasseter
Screen Luxo Jr., Opening to Toy Story
Using dummy object to switch controllers

11

Advanced box modeling.  
 

Modeling Alien with "box modeling" Exercise

12

Video Post Part Two

Work on models for final project.

13

Render Check 3D models for final project. 

Simple Material Tricks
Making a Decal Exercise
AVI test animations due one week before last scheduled class..
Final projects must be completed by last scheduled class.

Final Exam Week

 There will be NO Final Exam 

Review videotapes of completed animations

ASSIGNMENTS
1Linked character animation using Character Studio.  Follow the linked character with a camera as it moves about objects a room. Use your room assignment from Introduction to Computer Graphics as a background . Running time should be about 45 seconds.

2. Create a perpetual motion animation with action that flows from one confrontation or sight gag to the next.  Animation should conclude with confrontation between object and a puppet character. Submit a short treatment and storyboard for this project.  Running time should be about one minute.

LABORATORY HOURS
It is essential that you devote as much time to your animation tutorials and projects as possible. The computer graphics laboratory will be open during the day, evenings, and Saturdays. Check the laboratory schedule for specific hours. All laboratory rules will be strictly enforced--no food or drink , students working on Advertising Art and Communication class-related assignments have priority. Flagrant or continual violation of these rules may result in suspension of laboratory use.

CLASS ATTENDANCE
Regular class attendance is essential to properly complete this course Assignments and tutorials will be discussed and explained in class, not during lab sessions.

INCOMPLETES
Students may only take an incomplete for medical or other circumstances beyond their control. Incompletes must be made up promptly the following semester. See University Bulletin for additional information.

PLAGIARISM
Cheating and plagiarism in any form will not be tolerated.  Plagiarism of  tutorials or projects will result in a failure for that assignment or for the course at the discretion of the instructor.

ALWAYS BACK-UP YOUR PROJECTS TO C:\STUDENT PROJETS OR ON A USB MEMORY STICK!!!