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3D Animation

3D Animation Module Descriptions

Full-time (Day): 2 terms | Part-time (Night): 4 terms

Learn the skills necessary to become a 3D artist and animator with the 3D Animation + Interactive Media Certificate. This cross-curriculum program integrates multiple aspects of 2D and 3D art, interactive media and animation with professional experiences and employer expectations. You’ll get hands-on training in modeling, design, texturing, animation, lighting and rendering for 3D design. Using Autodesk Maya, the leading 3D software tool for professionals, and web applications such as Adobe Flash, you’ll work on a variety of projects from product illustration and architectural visualization to character animation and web media presentation. When you finish the program, you’ll leave with a portfolio and demo reel complete with 3D models, textures and animations to showcase your new skills.

Modules

CG101 Foundation for Computer Graphics

Students will develop a basic understanding of the computer graphics pipeline. Through implementation and application oriented exercises. We will explore the work-flow and compare multiple software packages that can be used separately to create digital images or together to produce multimedia work.

CG102 Introduction to Maya

This module plunges into the fundamental principles of three-dimensional art and animation. Concepts, theory and history of CGI (Computer Generated Imagery) will be discussed and explored as well as both the technically and conceptually practice of Autodesk Maya’s user interface. Lecture topics include objects, hierarchy, materials, navigation, work-flow, lighting, sculpting and shading.

CG103 Modeling: Industrial I

Students will learn how to model mechanical objects for industrial design and prototyping projects. Using blueprints and reference images students will get their first peek at how to effectively and efficiently create 3D meshes that properly represent 2d concepts. Product design and 3D development will be discussed through a series of lectures and exercises with an emphasis on product modeling.

CG104 Modeling: Industrial II

Building on the skills from the previous session, students will learn how to model a 3D car. Vehicles present unique challenges because of there arrow dynamic nature and curved features. This module will also focus on modeling for motion, as the 3D geometry will have to be built for accuracy and animation.

CG105 Texturing I: Intro to Lighting, Rendering, and Shaders

The models are built; now it is time to add the color, texture, and shine some light on the result. This module deals with the importance of proper lighting and the technical skills to obtain the highest quality result out of your work in a time efficient manner. Emphasis is put on 3 point lighting systems and the study of how light effects surfaces. Students will learn how to set up and adjust lighting properties to create desired effects, generate realistic shadows to simulate different types of light reflections.

CG106 Modeling: Environmental

Whether designing the next great golf course or a video game dungeon, this module focuses on the challenges and obstacles for creating geometry and lighting to represent exterior environments. Sight planning and navigation will be implemented into the technical pipeline, as well as the placement of both natural and man-made elements such as terrain, foliage,vegetation, buildings, signs and roads. The many reasons and methods for creating virtual environments will be discussed, as well as their implications.

CG107 Animation: Basic Principles

This module teaches the basic principles of animation. Students will learn the different methods of animating the motion of synthetic objects through structured exercises including key framing and curve editing. From there students are exposed to semi-automated methods for generating motion through various procedural techniques such as creating and implementing expressions and set driven keys. Students will create animations that blend different techniques and principles for animation to their 3D models.

CG108 Intro to Editing and Post-production

Understanding the techniques and tools of post-production software can save a lot of time and effort. In this module students piece together their rendered shots and experience the effect that good editing, compositing and composition can have on the overall product. A series of demonstrations and exercises will allow the students to achieve and implement the basic theories and practices of postproduction and finalizing the 3D animation pipeline.

CG201 Character Animation I

This module will delve into the practice of bringing 3D puppets to life. Lectures will focus on the physics of animation and the tools necessary for capturing life in 3D space. Utilizing the proper principles of animation students will explore the tools Maya has to offer for bringing life to both 2D and 3D objects.

CG202 Character Rigging I

Before animation can begin, a model must be properly prepared. This module introduces the concepts of character rigging and the importance it plays in sharing animation data to create motion. Students will learn how to ready a model for animation by creating an internal skeletal structure and how to apply that to their 3D mesh. Students will also learn how to apply bone weighting, behavioral expressions and setup morph targets in preparation for animation.

CG203 Character Animation II: Intro to Body Motion

In this module students run through a series of exercises to develop a better understand and sense of timing, action, balance, body language for character animation. Topics such as line of action, emotion, exaggeration and realistic movement will be discussed. Students will create a series of short animations such as a walk cycles, run cycles, and pose to pose actions that demonstrate clean and clear character motion.

CG204 Character Animation III: Acting for Animators

With a good grasp on the principles of animation, physics, Maya’s animation tools and the rigging system, students are now ready to focus on performance. Not only do these 3D meshes have to move properly but they also have to act. Lecture topics such as ‘Acting for Animators’ and ‘Building Believability Through Performance’ will be explored.

CG205 Character Rigging II: Bipedal Rigging

In this module students get a more in-depth and advanced lesson into the Technical Directors role in creating a rig and controls for 3D animated characters. Emphasis is placed on creating functional rigs for animators, consisting of complex deformation with a simple control setup to pose and apply motion to 3D models.

CG206 Modeling: Interior Modeling and Set Creation

This module concentrates on set design and interior architecture. Students will use reference materials to create models for an interior space and the elements within it to scale. Hands-on demonstrations, exercises and lectures on modeling techniques such as nurbs and subDs with emphasis on clean geometry will help the students gain a greater understanding of the set creation process. The student’s models will later be used to produce realistic lighting and texturing simulations.

CG207 Rendering Interior: Texturing and Mental Ray Rendering

Setting up a realistic lighting system for interiors is made easier by Maya’s Mental Ray rendering system. Students will explore different methods and techniques for creating light properties through mental ray, such as Global Illumination, Final Gather and Caustics. Students will also work with the built-in Mental Ray materials to create elements such as glass and metal. Render quality, presentation and optimization will be discussed and practiced.

CG301 Modeling: Character Modeling I

This module introduces the concepts needed to design and model 3D characters. Students will learn about Anatomy, Topology and 3D Sculpting techniques, concentrating on the form and structure of the human face. Students will learn how Anatomy plays an important role in modeling the 3D form. Character development will also be discussed through lectures and exercises. Students will create character designs and prepare their concepts for 3D modeling.

CG302 Modeling: Character Modeling II

Building on the model and material from Character Modeling I, students will learn about more advanced aspects of human anatomy, character development and modeling for animation. Students will continue the process of character modeling through the development of the character’s body, clothing and other details that add to the characters appeal and quality.

CG303 Advanced Character Modeling: ZBrush

Students will take their modeling skills to the next level by learning advanced techniques with Pixologic’s Zbrush high resolution modeling software. With this hands-on application, used in film and video game production, students will digitally sculpt their models, taking them from a simple concept sketch to a fully rendered 3D mesh.

CG304 Texturing II: UV Mapping

This module shows how to prepare the character model for color and texture mapping. We will explore Maya’s built-in UV tools as well as some third party tools for separating and unfolding the mesh. Students will then export the UV map for texture painting and learn how to generate displacement maps for a higher level of detail.

CG305 Texturing III: Painting Techniques

Students will practice applying and adjusting textures to a model to make two dimensional painting conform to 3D meshes. Through a combination of traditional painting exercises and lectures, students work with the concepts of adding texture, color and detail to their models with 2D paint programs such as Photoshop and advanced three dimensional painting techniques.

CG306 Rigging: Advanced Techniques I

In this module students learn more advances character rigging techniques. Students will build unique character rigs that fit their characters concept and design movements. Advanced skeletal systems, Automated rigging and other techniques such as stretchy joints and quadruped structures will be practiced and discussed. Iconic representation and controls will be explored further as well as naming and node management.

CG307 Rigging: Advanced Techniques II

This module continues with setting up your advanced character rig system. The skeleton system will bond to the character model and techniques for testing the characters deformation and animation controls will be explored. Advanced Facial Rigging, Corrective Blendshapes and secondary motion controls will be executed, through the creation of custom face UI and advanced mel scripting. The students will also get into character as audio will be recorded for a future animation.

CG308 Advanced Animation I: Creating Personality

Now that each student’s unique characters have been modeled, textured and rigged, it’s time to bring them to life. Students will dig deeper into the animation process and apply lessons from the previous modules to create personality and believable performances. We will explore more animation tools and techniques, such as Maya’s animation layers and the trax editor.

CG309 Advanced Animation II: Facial Animation

This module picks up where Character Animation I left off, moving from body motion to the character’s head and face. Various tools, with an emphasis on morph argets, will be used to allow the character to talk and show emotion. Students will become acquainted with methods of facial animation and lip-syncing, and apply what they have learned about imparting personality to characters.

CG401 Introduction to Digital Visual Effects

Students will get their feet wet with an introduction to Visual Effects. Lectures and demonstrations on different effects tools and techniques such as Maya dynamics, particles, Live tools and After Effects compositing and layering will be discussed.

CG402 3D Animation Final Project

Utilizing the skills from the previous sessions students will prepare for their final project in this multi week module. The final project will be geared to each student’s goals and interests relating to the course objectives. Students will choose and present their project goals for approval and begin production. Focus areas include: Modeling, Texturing, technical direction, effects, multimedia and animation. A course instructor will oversee the progress and completion of each project. The final projects will be presented to the 3D department faculty at the end of the module.

CG403 3D Animation Portfolio I: The Business of Animation

Now that the students have the skills and know the techniques to create unique 3D art and animation, the other side of the industry, the business side, will be discussed. Through lectures and exercises students will learn how to write contracts, interview, network and market themselves. Students will explore different career paths and discover some of the ins and outs of the industry.

CG405 3D Animation Portfolio II: Marketing and Portfolio

Using the projects and exercises from the course, students will learn how to put together a professional package of their best work, consisting of a demo reel, resume, website and other essential elements needed to obtain a career in the 3D industry.

CG990 Directed Study

This module allows students the time to focus on an independent project under the approval and guidance of a faculty member. Students will work from proposal to a completed project that pursues in greater depth topics previously studied. Final deliverables can include enhancing portfolio or a special project that aligns with each students’ interests and career goals. Alternatively, directed study students can apply this time to Practicum to allow more focus on longer term client deliverables.

CG999 Practicum

Practicum gives students who have completed the certificate program practical experience in working on a real-world project. Under the direction of a faculty member students will produce a media project for a nonprofit organization and learn to manage the constraints of a fixed timeframe and well-defined client deliverables. Students will gain confidence and better understand the professional expectations of the position they hold on a project. Practicum allows students to gain professional experience while refining their new skills in a real production environment.