Friday, September 12, 2014

week 3 notes_weds

WEEK 3
WED:
1.        Session Goal: To familiarize you all with Maya’s animation tools and basic technical concepts such as rigging

2.        Fun Fact! Every piece of geometry has two nodes: a shape node and transform node
a.        The shape node is where the geometry’s structural information is stored and manipulated, such as the number of edge loops to make up the polygons
b.        The transform node is where the geometry’s special information is stored, such as its translation, rotation, scale, etc.

3.        Intro to rigging
a.        Create a joint chain
b.        it’s good to click and drag when selecting things (help to keep you from injuring your wrist)
c.        Naming conventions
                                                               i.      Very important especially as rigs and scenes become more complicated
1.        Basic naming convention: rootName_element_TYPE
a.        Ex: maleBG_body_GEO
2.        Complex: rootName_element_subElement_subElement01_sideOrientation_relativeOrientation_TYPE_#
a.        Ex: littleDaughter_eye_lash_wavyHair02_R_top_GEO_01
3.        Types examples:
a.        _GEO = geometry
b.        _CTRL = control
c.        _MAT = material
d.        _ETC…
                                                              ii.      Search and replace names on a joint chain
1.        Select the first joint >>> modify>>>Search and replace
d.        CTRL+shift shortcut creation
                                                               i.      adds shortcut buttons to your active shelf (try to only add to your custom shelf)
                                                              ii.      We did delete history, freeze transform, center pivot, and the outliner in class

e.        Pick walking
                                                               i.      When you have an object selected, press the up and down arrows to move up and down the hierarchy

f.         Basic Parenting
                                                               i.      Select the object you want as the child>>> then select the parent object>>> press P

g.        Constraints
                                                               i.      when creating contraints, the selection sequence is the opposite of basic parenting: you select the parent first then the child. 
                                                              ii.      Constraint nodes in the outliner appear as a red !
1.        parent constraint
2.        point
3.        aim
4.        orient
5.        scale
a.        expressions = purple =
b.       muted = brown –
c.        blended = green –
d.        constrained = blue
e.        locked = blue gray
f.         connected = yellow
g.        keyed = red
h.        nonkeyable = light gray
h.        Joint Attributes
                                                               i.      Will point down the hierarchy
                                                              ii.      Joint radius can be adjusted per by changing the radius attribute
1.        Global joint radius can be adjust by going to display>>>animation>>> joint size

i.         Skinning
                                                               i.      Create a joint chain
                                                              ii.      Create a plane and scale it so it spans the joint chain
1.        NOTE: do not change your plane’s subdivisions to 0! Some of you did this in class and it caused your mesh to not deform with the joint chain)
                                                            iii.      Delete history, freeze transformations, and center pivot on the mesh ONLY
                                                             iv.      Select the first joint in the chain and type “select –hi” (without quotes) into the command line
1.        Make sure the box to the left of the command line says MEL and not Python.  If it says Python just click that text
                                                              v.      Once all the joints are selected shift + select the plane geo
                                                             vi.      Skinning
1.        Animation set menu (or hold space for the hotbox shortcuts)>>>Skin>>>smooth bind options>>>

4.        Intro to Cycles
a.        Controllers
                                                               i.      The rig has 8 controller
1.        Root_MOVER – only translates the rig (from the waist)
2.        Hips_CTRL  - only rotates the waist
3.        PVC : pole vector constraints – these move the knees
4.        IKFK switches – switches the rig from IK mode to FK mode
5.        Foot – only translates the foot
6.        Ball Roll – keeps the toe on the ground, but picks up the heel
7.        Toe_Roll – pivots the whole foot from the tip of the toes
8.        Heel_Roll – pivtots the whole foot from the heel

b.        IK vs FK
                                                               i.      Inverse kinematics vs forward kinematics
1.        IK animation is when the child node effects the movement of the parent node
a.        E.g. you move the foot control and the knee and hips will follow
2.        FK animation is when the parent node effects the child node
3.        IKFK switch will blend your animation between IK and FK animation.

c.        Start the walk cycle
                                                               i.      The first and last frames must be exactly alike
                                                              ii.      Start with the contact poses, then move onto the in-betweens, then the finer interpolations

                                                                                                                                                                                                                                

Wednesday, September 10, 2014

Moving to facebook I think

Hey everyone!  Could you all send me an email with your name as the subject?  I think I'm going to switch this blog to be a facebook group.  It's just easier to get updates that way and I won't accidentally delete the syllabus again.  I'll give you guys a link to the group either this week or next Monday.   Also, please don't hesitate to ask me any questions about this week's assignment!  I'll be posting notes later tonight on the blog.

UPDATE: facebook group link: facebook.com/groups/pratt3Danim

Saturday, September 6, 2014

Syllabus

Pratt Institute
DDA-310-01 – 3D Computer Animation
Fall 2014 4W8 | Mondays and Wednesdays, 2-4:20pm

Instructor:  Mike Bourbeau | Contact:  mb@mikebourbeau.com

Syllabus

Description:
In this course students will develop a firm understanding of the principles of animation through the lens of a contemporary 3D production pipeline, i.e., learn 3D animation!  Additionally students will explore animation as an art form by examining both contemporary and historical time-based visual media.  Weekly assignments, slide lectures, class discussions, and critiques will aim to challenge students both technically and conceptually.

Objectives:
As the semester progresses, students will begin to cultivate a personal vision, evidenced in their work’s ability to visually communicate a story, character, and emotion.  Students will also be expected to develop an understanding of the principles of animation, scene building, pacing, mise-en-cine, cinematography within a digital environment, and delivery of a finished product

Grading:
·         Professionalism (Attendance + Participation): 20%
o   Participation: I’d like this class to be conversational, and not strictly lecture based, as communication is a HUGE part of 3D productions and art in general.  The uninhibited exchange of ideas and perspectives allows for rapid gains in terms of individual growth and development as artists.  Critiques will only improve your work, so I ask that everyone please take and give critiques in a civil manner, and please do not hesitate to express your opinions! 
o   Attendance: Students are required to attend class and be on time. 3 absences will yield a failing grade.  Coming late to class 5 TIMES will result in a drop in letter grade, e.g., an A would become an A-.  Arriving any time past 2pm is considered late.

·         Assignments: 30%
o    Deadlines are extremely important.  The most asked question in 3D production is “How long will it take?” Learning how to plan and manage your time accordingly is a very valuable skill in and of itself.  With that said, NO LATE work will be accepted and you will receive a ZERO.  A zero CANNOT be improved upon.  However, partially completed assignments will receive partial credit.  Any partial grades can be improved upon by completing the assignment before the end of the semester- but please try to finish all assignments on time.

·         Midterm: 20%
o   Quiz on the 12 principles of animation and assignment crit

·         Final: 30%
o   10 Second animation


Suggested Texts:
The Animator’s Survival Kit by Richard Williams

Outline:
Week 1: Aug 25 + 27
Mon:
·         Introductions and syllabus overview. 
·         Pre-production, production, and post production.
o   TIP! Planning your approach: Always take the long shortcuts when you can!
·         Maya interface overview

Wed:
·         Maya interface overview cont.
·         Bouncing ball demonstration

Week 2: Sept 1 + 3
Mon:
·         NO CLASS

Wed:
·         Makeup class TBD


Week 3: Sept 8 + 10
Mon:
·         Introduction to the 12 Basic Principles of Animation
o   1-Squash and stretch
o   2-Anticipation
o   3-Staging
o   4-Straight ahead action and pose to pose
o   5-Follow through and overlapping action
o   6-Slow in and slow out
o   7-Arcs
o   8-Secondary action
o   9-Timing
o   10-Exaggeration
o   11-Solid drawing
o   12-Appeal
·         3D Animation workflow and smart practices
o    TIP! Start with big ideas then move onto smaller details
·         Animation styles: suspension of disbelief spectrum
·         Arcs, weight, line of action
·         Animation with a motion path

Wed:
·         Intro to rigging:basic terms and concepts
o   Joints, constraints, controls, IK vs FK, and skinning
·         Animation: Legs
o   Simple walk cycle with the legs only
·         Assignment (Due Mon): explore the rig, study the reference walk cycle, and attempt to finish the walk cycle started in class.


Week 4: Sept 15 + 17
Mon:
·         Animation crits
·         Leg Cycle part 2

Wed:
·         Advanced Skeleton Intro
·         Assignment (Due Mon): explore your rigs.  Make sure to have a master save file in case it breaks!  Never work within your master files!


Week 5: Sept 22 + 24
Mon:
·         Rig troubleshooting and adjustments
·         Advanced Skeleton: face rig system

Wed:
·         Rig troubleshooting
·         Additional rig features
·         Assignment (Due Mon): Finish rigs


Week 6: Sept 29 + Oct 1
Mon:
·         Final rig crits, troubleshoots, and adjustments
·         Poses, staging and exaggeration

Wed:
·         Intro to After Effects
·         Creating animator friendly video references
·         Studying motion
o   Muybridge and Animator Survival Kit
·         Assignment (Due Mon): 1) Record and set up a basic walk cycle reference video. 2) explore the rig and all the animation options


Week 7: Oct 6 + 8
Mon:
·         Crit references
·         Pose to pose vs straight ahead animation, interpolation, introduction to MEL scripting
o   Quick select set scripts
Wed:
·         Anticipation, slow in/out, and quick in/out, timing, secondary action, follow through
·         The full walk cycle
o   Create key poses, in-betweens, then polish
·         Assignment (Due Wed): Improve and polish your walk cycles


Week 8: Oct 13 + 15
Mon:
·         NO CLASS
Wed:
·         Midterm Quiz on the 12 Basic Principles of Animation
·         Walk cycle crits
·         Run cycle
·         Assignment (Due Mon): Animate a run cycle

Make up class this week?

Week 9: Oct 20 + 22
Mon:
·         Run cycle crit
·         Moving your character through space: Games vs film

Wed:
·         Jumping
·         Assignment (Due Mon): Animate a jump


Week 10: Oct 27 + 29
Mon:
·         Jump crit

Wed:
·         The heavy push
·         Assignment (Due Mon): Animate a heavy push


Week 11: Nov 3 +5
Mon:
·         Push crit

Wed:
·         Pick up and put down
·         Assignment (Due Mon)Animate a pick up and put down


Week 12: Nov 10 + 12
Mon:
·         Pick up and put down crit

Wed:
·     Storytelling basics: Structure, controlling idea/log line, and character.
·         Storyboarding, visual storytelling, and camera basics


·         Assignment (Due Mon): Come up with 10 log lines from your favorite stories (movies, books, plays, games, etc.)

   
Week 13: Nov 17 + 19
Mon:
·         Log line crit
·         Cinematography
·         Principles of editing
·         Intro to premiere

Wed:
·         Intro to lighting and rendering for animation
o   Animating lights and textures
·         Intro to lighting and rendering cont.
o   Lighting a moving character
·         Assignment (Due Wed): Light and render any previous animation that you've completed. Use premiere to edit the rendered scene plus previous playblasts into a reel.


-Thanksgiving break-


Week 14: Dec 1 + 3
Mon:
·         Reel crits


Wed:
·         Lighting and rendering techniques
·         Assignment (Due Mon): Continue blocking in previs animation


Week 15: Dec 8 + 10
Mon:
-Previs crit
-Assignment (Due Mon): Have your previs shot timing and character block ins locked down
-In class trouble shooting
Wed:


Week 16: Dec 15 + 17
Mon:
·         Final Crits: Reel
o    10 Second animation, lighting and rendering assignment, all assignments
Wed:
·         Final Crits: Reel
o    10 Second animation, lighting and rendering assignment, all assignments