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
| 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. |
Tutorial Projects |
25% |
Midterm Project |
25% |
Semester Project: storyboard, Animation |
50% |
WEEK |
TOPIC |
ASSIGNMENT |
1 |
Introduction to the illusion of animation. View 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 Basics, Introduction
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 |
Final Exam Week |
There will be NO Final Exam |
Review videotapes of completed animations |
ASSIGNMENTS 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 CLASS ATTENDANCE INCOMPLETES PLAGIARISM |
ALWAYS BACK-UP YOUR PROJECTS TO C:\STUDENT PROJETS OR ON A USB MEMORY STICK!!!