DGM 2210 Syllabus
Course Name : 3D Modeling Animation Essentials DGM-2210
Course: Description
Addresses the basics of 3D animation rigging modeling and texturing; and how to utilize them in a production process. Directs in the basic techniques and theories used in a 3D animation pipeline.
Course: Objectives
Animate
Use traditional animation techniques to create believable motion. Learn about pose-to-pose (extremes and breakdowns), timing and spacing, and anticipation action and reaction.
Model
Plan and create correct geometrical edge flow, points of articulation, construct low-resolution “real-time ”. Study how to keep complex models simple.
Surfacing
Create readable UV maps for each model. Learn to optimize space on a UV grid. Understand UV islands and placement. Create low-resolution “real-time” textures. Learn the use of materials and channels. Understand use of color and various painting techniques.
Rig
Plan and create deformations for low-resolution and high-resolution models. Learn the use of joints, constraints, and controls.
Lighting and Rendering
Learn how to light characters and sets, the basics of compositing, camera, and edit.
Course: Materials
1. Sketchbook — 9 x 12 100 pages. 50 lb. +
2. Notepad
3. Pencils
4. External drive
5. CD-R or DVD-R Discs for back up
6. Dropbox.com account for assignments
7. Blogger account
Course: Resources
Title : The Animator's Survival Kit
Author : Richard Williams
Publisher : Faber & Faber
ISBN-13: 978-0571202287
Type : Required resource
Title : 2210 Essentials DVD available at the Bookstore
Type : Required resource
Policies: Back-up
Be sure to always back-up your files on a regular basis. Unfinished or lost projects due to data loss, or mismanagement will not be accepted.
Policies: Extra Credit
There is no extra credit offered in this course.
Policies: Feedback
The work you do will be assets prior to grading using feedback.
1. Self evaluation
2. Peer evaluation
3. Instructor evaluation
Once feedback has been given students my revise their work prior to grading. After grading no further feedback will be given.
Policies: Attendance
3 unexcused absences will result in a failing grade.
Policies: Assessment
Students will meet with instructor to discuss work and grades one on one at midterm, and 2 week prior to final. This is the only time grades will be discussed, unless requested by the student.
Policies: Grading criteria
Objective : Measurable advancement, without bias or opinion: 50% of grade
1. Technical aspects and concepts
2. Understanding of the toolset or software
Subjective : Based on the industry and instructor knowledge and opinions: 50% of grade
3. Design aspects and Concepts
4. Project Aesthetics, and overall polish
Projects are to be finished on time; late projects will be reduced 10% for each day late.
Policies: Assignments*
Students will be given two assignments for the class, a midterm and final. Both will be graded with the student demonstrating:
Design: 100 points
Modeling: 100 points
Texturing: 100 points
UV mapping: 100 points
Rigging: 100 points
Animating: 100 points
Level Design:100 points
Scripting: 100 points
Development: 100 points
Technical and Artistic Merit: 100 points
All work must be submitted on time. Each project will be graded using the stated grading criteria.
Policies: Final Assignment*
The Final Assignment will be an 8-week project. It must demonstrate all the course objectives, and be subjectively strong after feedback. The final project will be integrated animation in the Unity3D game Engine.
Policies: Grade Scale
A = 95-100 Exceptional
A- = 90-94
B+ = 86-89
B = 83-85 Meets Expectations
B- = 80-82
C+ = 76-79
C = 73-75 Average
C- = 70-72
D+ = 66-69
D = 63-65 Bellow Average
D- = 60-62
E = 59 Needs Improvement
Course: Description
Addresses the basics of 3D animation rigging modeling and texturing; and how to utilize them in a production process. Directs in the basic techniques and theories used in a 3D animation pipeline.
Course: Objectives
Animate
Use traditional animation techniques to create believable motion. Learn about pose-to-pose (extremes and breakdowns), timing and spacing, and anticipation action and reaction.
Model
Plan and create correct geometrical edge flow, points of articulation, construct low-resolution “real-time ”. Study how to keep complex models simple.
Surfacing
Create readable UV maps for each model. Learn to optimize space on a UV grid. Understand UV islands and placement. Create low-resolution “real-time” textures. Learn the use of materials and channels. Understand use of color and various painting techniques.
Rig
Plan and create deformations for low-resolution and high-resolution models. Learn the use of joints, constraints, and controls.
Lighting and Rendering
Learn how to light characters and sets, the basics of compositing, camera, and edit.
Course: Materials
1. Sketchbook — 9 x 12 100 pages. 50 lb. +
2. Notepad
3. Pencils
4. External drive
5. CD-R or DVD-R Discs for back up
6. Dropbox.com account for assignments
7. Blogger account
Course: Resources
Title : The Animator's Survival Kit
Author : Richard Williams
Publisher : Faber & Faber
ISBN-13: 978-0571202287
Type : Required resource
Title : 2210 Essentials DVD available at the Bookstore
Type : Required resource
Policies: Back-up
Be sure to always back-up your files on a regular basis. Unfinished or lost projects due to data loss, or mismanagement will not be accepted.
Policies: Extra Credit
There is no extra credit offered in this course.
Policies: Feedback
The work you do will be assets prior to grading using feedback.
1. Self evaluation
2. Peer evaluation
3. Instructor evaluation
Once feedback has been given students my revise their work prior to grading. After grading no further feedback will be given.
Policies: Attendance
3 unexcused absences will result in a failing grade.
Policies: Assessment
Students will meet with instructor to discuss work and grades one on one at midterm, and 2 week prior to final. This is the only time grades will be discussed, unless requested by the student.
Policies: Grading criteria
Objective : Measurable advancement, without bias or opinion: 50% of grade
1. Technical aspects and concepts
2. Understanding of the toolset or software
Subjective : Based on the industry and instructor knowledge and opinions: 50% of grade
3. Design aspects and Concepts
4. Project Aesthetics, and overall polish
Projects are to be finished on time; late projects will be reduced 10% for each day late.
Policies: Assignments*
Students will be given two assignments for the class, a midterm and final. Both will be graded with the student demonstrating:
Design: 100 points
Modeling: 100 points
Texturing: 100 points
UV mapping: 100 points
Rigging: 100 points
Animating: 100 points
Level Design:100 points
Scripting: 100 points
Development: 100 points
Technical and Artistic Merit: 100 points
All work must be submitted on time. Each project will be graded using the stated grading criteria.
Policies: Final Assignment*
The Final Assignment will be an 8-week project. It must demonstrate all the course objectives, and be subjectively strong after feedback. The final project will be integrated animation in the Unity3D game Engine.
Policies: Grade Scale
A = 95-100 Exceptional
A- = 90-94
B+ = 86-89
B = 83-85 Meets Expectations
B- = 80-82
C+ = 76-79
C = 73-75 Average
C- = 70-72
D+ = 66-69
D = 63-65 Bellow Average
D- = 60-62
E = 59 Needs Improvement