|ANIM 149||3-D Character Rigging||^ Ability to create simple Mel scripts using expressions, to automatize controls on the rig ^ Ability to plan and design IK solutions for various types of structures based on the needs of animation. ^ Demonstrate ability to evaluate a mesh, and design appropriate rigging techniques to make it animatable. ^ Demonstrate ability to skin and paint weights on organic deformable meshes, and hard non-deformable meshees ^ The ability to design control systems that are user friendly, and intuitive to the end user, the animator.|
|ANIM 146||Advanced 3-D Animation||^ Animate 3D rigged characters in walk cycles using inverse kinematics. ^ Apply motion analysis to key framed character animations. ^ Create key poses for animation using rigged characters. ^ Create portfolios. ^ Create run cycles with character rigs. ^ Refine 3D character's walk cycle animation using the graph editor. ^ Students will be able animate a 3D rigged character, in a walk cycle, using inverse kinematics.
96% of students passed this SLO assessments. ^ Students will be able to refine the character's walk cycle animation using the graph editor.
96% of students passed this SLO assessments.|
|ANIM 145||Advanced 3-D Modeling||^ Control character movement. ^ Create facial setups for animation using blend shape animation. ^ Identify what characters are expected to do, using locking attributes, expressions and constraints ^ Inspect animation models for character set-up. ^ Model the human figure from character references using polygon modeling techniques. ^ Plan models for animation. ^ Students will be able model a low polygon 3D game character.
85% of students passed this SLO assessment ^ Students will be able to texture map a low polygon 3D game character using a UV texture map layout.
85% of students pass this SLO assessment|
|ANIM 136||Animation Environment Layout||^ Students will be able create a low polygon 3D urban environment. ^ Students will be able to map 2D textures to 3D surfaces using UV texture map layout.
100% of students passed this SLO assessment.|
|ANIM 148||Demo-Reel||^ Apply principles of composition and animation in objective and subjective analysis of work appropriate for demo reel. ^ Create demo-reel of appropriate art work, cover letter and resume that will assist in entering animation field or baccalaureate institution. ^ Discuss, analyze and evaluate work with appropriate terminology for content, technique and style. ^ Evaluate how animation and images work together in a demo reel as a strategic tool for entering animation fields. ^ Identify and solve demo reel problems by applying animation concepts and techniques. ^ Identify area of focus within animation fields based on interest, skill and strength. ^ Outcome/Objective
Students will be able to identify an area of focus within the 3D animation field.
Students will create a demo-reel of appropriate artwork based on the research produced in the class.
|ANIM 130||Introduction to 3-D Modeling||^ Create a complete scene from photographic reference using all acquired 3D modeling techniques. ^ Create UV maps and apply simple textures and materials on hard-surface objects. ^ Critique polygonal modeling projects based on learned skills and concepts. ^ Plan, organize, and execute large scale modeling projects that include over 200 independent objects. ^ Students will be able to animate a bouncing ball in 3D Computer Graphics, using squash and stretch deformers, create movements to convey gravity and weight of a bouncing ball. ^ Students will be able to refine the ball?s squash and stretch animation with the Graph Editor. ^ Use appropriate tools and techniques to produce polygonal objects of varying complexity (hard-surface based and organic based) that can be used in games and animation media.|
|ANIM 132||Modeling, Texture Mapping and Lighting||^ Create and fully texture a low-polygon model for use in a game engine. ^ MO1: Demonstrate ability to create organic looking 3D objects. ^ MO2: Demonstrate ability to design UV layout, and texture 3D objects. ^ MO3: Demonstrate ability to design an appropriate setup, and light a 3D scene. ^ MO4: Demonstrate ability to render a 3D scene following professional methods for maximum realism of the scene. ^ Students will be able to create a seamless texture map to apply to a 3D surface. ^ Students will be able to light a 3D object using three-point lighting.|