SM5F51 - 3D Modelling and Animation (2024/25)
Module specification | Module approved to run in 2024/25 | ||||||||||||||||
Module title | 3D Modelling and Animation | ||||||||||||||||
Module level | Intermediate (05) | ||||||||||||||||
Credit rating for module | 15 | ||||||||||||||||
School | School of Computing and Digital Media | ||||||||||||||||
Total study hours | 150 | ||||||||||||||||
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Assessment components |
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Running in 2024/25(Please note that module timeslots are subject to change) | No instances running in the year |
Module summary
This module covers the concepts and practice of 3D modelling and animation. 3D animation is explored in a recent historical context, with reference to developments in the film and games industries. Students will use industry standard 3d production software. You will be encouraged to explore how 3D techniques might integrate into other aspects of your Digital Media practice
Prior learning requirements
none
Module aims
This module aims to
1. develop an understanding of the principles and practical applications of 3D modelling and animation
2. enable students to visualise and design in a virtual 3 dimensional space
3. review the work of 3D computer artists
Syllabus
An indicative programme of study covers the following:
3D modelling
• pre-production paper design
• modelling primitives, polygons and nurbs
• surfaces, colouring, textures, maps and effects
• lighting, shadows, composition
3D animation
• key frames and animation paths
• cameras, environments, particles
• rigging, bones, character animation
• rendering, output
• Analysis of technical developments
• 3D games
• virtual realities
• movies and special effects
Learning and teaching
The teaching and learning methods will take the form of weekly theory sessions, followed by practical workshops. In addition, tutorial support can be built in to help students over areas of difficulty with theoretical comprehension and practical application.Examples of real-world practice will be used regularly to help the students gauge the level, aesthetic appeal and functional application, expected in the industry. Guest slots by, and visits to, industry practitioners will be incorporated into the teaching, where practical.
Learning outcomes
knowledge and understanding:
1. analyze creative and technical developments in 3D animation
cognitive intellectual skills:
2. visualize, design and construct 3D models and scenes
3. apply established testing methodolgies to evaluate results
transferable skills including those of employability and professional practice:
4. Communicate ideas for 3d models and animated sequences
subject-specific practical skills:
5. develop and produce 3D animations
Bibliography
Beane, A. (2012) 3D Animation Essentials (Essentials (John Wiley)) John Wiley & Sons
Kerlow, I. (2004) The Art of 3D Computer Animation and Effects; John Wiley & Sons
Pilling, J. (2012) Animating the Unconscious; Columbia University Press
Selby, A. (2011) Animation in Process; Laurence King
Starr, R. and C. (1977) Experimental Animation: An Illustrated Anthology; Van Nostrand Reinhold Co
Vaughan, W (2011) Digital Modeling; New Riders
Walter, S. (2007) Motion Blur 2: Multidimensional Moving Imagemakers: v. 2; Laurence King