CU4060 - Introduction to Drawing and Animation (2024/25)
Module specification | Module approved to run in 2024/25 | ||||||||||||
Module title | Introduction to Drawing and Animation | ||||||||||||
Module level | Certificate (04) | ||||||||||||
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) |
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Module summary
This module introduces concepts, production methods, and techniques from the animation industry and related areas. It provides an historical perspective, examining traditional animation craft skills as well as contemporary industrial practice. The module introduces skills in drawing, acting for animation, cell animation, and lens-based animation (Claymation, stop motion, pixilation).
Concepts, techniques, and methods that enhance the design and production of simple animations utilising the principles of animation, are developed. Upon completion of this module students will have enhanced their presentation skills and will have a good understanding of the Principles of Animation. They will furthermore apply these to effectively represent human and animal movement.
Principles will be introduced through lectures, demonstrations and participative sessions with practical techniques explored in workshops.
Syllabus
Students will learn the foundational skills of drawing and develop an appreciation of the history and Principles of Animation. They will make use of traditional craft skills to produce a range of animation styles and techniques and develop their presentation skills. They will study:
• History of animation, and industrial practices of the traditional animation industries;
• Observational drawing, with a focus on attributes of an image (e.g., line, tone, mark making, texture);
• Anatomy and proportion, composition and expression; analysis of motion of humans, animals and objects using digital capture, sketching techniques, and acting and performance methods;
• Traditional animation techniques e.g., straight ahead, versus pose-to-pose animation, paths of action, etc; Stop Motion and digital photography techniques, including Pixilation, Animated gifs and Claymation
Balance of independent study and scheduled teaching activity
Teaching and learning will be carried out through seminars (1 hour) and workshops (2 hour). During seminars students are introduced to specific principles and techniques. These principles and techniques will be explored further through practical workshops.
In addition to this contact time students are expected to spend a significant number of hours carrying out research connected with the subject, reading bibliographic and course materials, practising their software skills and working on assignments.
Appropriate blended learning approaches and technologies, such as, the University’s VLE and online tools, will be used to facilitate and support student learning, specifically to:
• Deliver content;
• Encourage active learning;
• Provide formative and summative assessments, and prompt feedback;
• Enhance student engagement and learning experience.
Effective digital image making requires the proficient practitioner to be both self-reflective and constructively critical. The digital image maker needs to be able to apply this understanding to their own work and the work of others. The development of these skills is embedded into the module
Learning outcomes
On successful completion of this module, students will be able to:
LO1: Communicate an awareness of the history and current production practices in the animation, effects and games industries as demonstrated through projects illustrating key concepts – (as in the analysis of character and narrative, atmosphere and props. As well as historical and geographical, socio-political, legal, ethical, and professional issues, relevant to working practices), evidenced by sketches and drawings, research and oral presentation skills.
LO2- Carry out observational drawing, and research into drawing techniques, such as an investigation into the attributes of the image (e.g., line, tone, shape, texture, and colour), the capture of human and animal anatomy and motion, (including structure and proportion), the visual analysis of character, environment, atmosphere and props.
LO3 - Understand the fundamental principles of animation (e.g., squash and stretch, anticipation, staging, straight ahead action and pose to pose, follow through and overlapping action, secondary action, timing, exaggeration, etc.).