CU2034 - 3D Character Modelling and Animation 2 (2022/23)
|Module specification||Module approved to run in 2022/23, but may be subject to modification|
|Module title||3D Character Modelling and Animation 2|
|Module level||Intermediate (05)|
|Credit rating for module||15|
|School||School of Computing and Digital Media|
|Running in 2022/23(Please note that module timeslots are subject to change)||No instances running in the year|
3D Character Modelling and Animation 2 introduces students to advanced level of 3D character modelling and animation using high-end animation and modelling software tools. In this module students will focus on developing more advanced skills by creating much more complex variety of believable character animations and behaviours as well as apply the knowledge, skills and techniques to build 3D character animations for various applications (video clips, games, commercials, movies). This module is "pass on aggregate".
Note:It is recommended that students have sucessfully completed CU2033N - 3D Character Modelling and Animation 1 or have a good knowledge of basic 3D modelling and animation principles and techniques (preferably using Maya).
Prior learning requirements
CU2033N - 3D Character Modelling and Animation 1
The aim of the module is to develop an advanced level of knowledge and understanding of key 3D animation techniques and then apply these techniques in the creation of 3D animations. The module also aims to help students to further develop their portfolio of 3D work that demonstrates understanding of the key principles and skill in 3D animation.
. advanced 3D character modelling
. advanced 3D character animation
o animation workflow
o animation techniques (splines, editors, IKs, FKs, constraints, blocking out, timing, …)
. walk cycles
. facial animation
. cameras, lights, action (rendering animation)
Learning and teaching
Advanced 3D character modelling and animation principles and techniques will be introduced through lectures (1 hour). Practical work will be undertaken through a series of workshops (2 hours).
In addition students are expected to spend approximately 105 hours carrying out: research connected with the subject; observing real life characters, animals and etc; analysing and creating relevant design of the particular movement and behaviour patterns; visiting exhibitions, galleries and museums; reading and practising their skills.
On completion of this module, students should be able to demonstrate:
. an understanding of the 3D character advanced modelling and animation techniques; [A2]
. an advanced level of skill in producing 3D animation by combining simple/basic animations into more complex character animations, movement and behaviour including interaction with or handling inanimate objects; [A2]
. demonstrate capability and skills of animation editing techniques to make a believable animation of the modelled character; [A2]
. demonstrate competency in the use of 3D modelling and animation software. [A2]
The skills and module learning outcomes will be assessed 100% throughout the module by means of two assessment components:
. advanced character animation 40%
. character animation handling an object 60%
Assessment criteria include demonstration of:
. knowledge and understanding of advanced 3D character modelling and animation principles and techniques;
. capability to apply the knowledge and skills in practice by implementing an advanced and believable caharacter animation;
. competency in the use of 3D modelling software.
Suggested bibliography (the latest list will be provided in the module handbook): Jason Osipa, Stop Staring: Facial Modeling and Animation Done Right. Sybex; 3 edition (October 12, 2010), ISBN-10: 0470609907, ISBN-13: 978-0470609903. Supplementary reeding: Kerlow I V (2000) The Art of 3D Computer Animation and Imaging. Wiley. ISBN 0-471-36004-X O’Rourke M (1998) Principles of Three-Dimensional Computer Animation. Norton. ISBN 0-393-73024-7.