Degree in Audiovisual Engineering

Degree in Audiovisual Systems Engineering

Receive training with a University Degree and become a qualified Engineer in Audio visual Engineering, specialised in Audio and Image

Character Animation

Description
The syllabus begins expanding students' knowledge in animation techniques learned during the course of Animation, explaining deeply the principles of digital animation. Afterwards, there are several sessions in the laboratory Medialab, where students will learn how to integrate real people motion capture (Motion Capture) with animation software and put it all into practice allowing students to perform a real case motion capture at the laboratory MediaLab editing this animation and implementing all the knowledge learned during the course. They will also work with several automated Riggins formats. Finally, students will have to produce a small animation about a character and export it to a video game engine.
Type Subject
Optativa
Semester
First
Credits
4.00

Titular Professors

Previous Knowledge
Objectives

The aim of the course is to continue learning the digital world of computer animation, especially character animation.
Moreover there are many other objectives, as detailed below:
1. Have a solid understanding of the digital image creation theory.
2. Have a solid understanding of the tools for 3D creating.
4. Ability to apply principles in anthropomorphic animated digital character animation.
5. Ability to create an audiovisual production by computer.
6. Ability to transfer theoretical knowledge into practice.

Contents

BASIC CONCEPTS IN ANIMATION
Theory and principles of animation
Timing and curves editor

CHARACTER ANIMATION
Nom assignatura Curs 2020-2021
Subject name 2020-2021 Academic year
Nombre asignatura Curs 2020-2021
Configuration and animation of biped skeleton Character Studio
Biped character animation with Mixer
Edition and production of animations with biped MoCap
Skinning
Setting CAT skeleton animation and props CATMotion

MOTION CAPTURE
Motion capture with Vicon optical system in MediaLab
Post-processed data capture
Editing and production of animations MotionBuilder
MotionBuilder facial MoCap Edition

Methodology

The subject is taught three hours per week. During the classes all content related to the program is taught, always, with the help of several examples and appropriate exercises that are part of the continuous assessment. In addition, two practices are held throughout the year where students will implement all knowledge learned along the course.

Evaluation

You are expected to submit 12 exercises (continuous assessments) and 2 mandatory practices about several topics. There will not be intermediate evaluation checkpoints or retrievals. Students opting to July retrieval will have a maximum score of 7.5 out of 10.

Evaluation Criteria

CONTINUOUS ASSESSMENT 50%
- Assistance in the classroom and in the laboratory (10%)
- Proposed activities (40%)

TWO MANDATORY PRACTICES 50%
- Practice 1 (25%)
- Practice 2 (25%)

• To pass the course students must:
- Pass two mandatory practices with a minimum score of 5 out of 10.
- Have continuous assessments evaluation + Two mandatory practices greater than or equal to 5

Basic Bibliography

WILLIAMS Richard, The Animator's Survival Kit by Richard Williams; Faber & Faber (2002)
JOHNSTON Ollie, THOMAS Frank. The Illusion of Life: Disney Animation by Ollie Johnston, Frank Thomas; Disney Editions; Rev Sub edition (1995)
PRESTON BLAIR. "Animation cartoon". Editorial Icaria (1994)
SAENZ VALIENTE, Rodolfo. Arte y técnica de la animación: clásica, corpórea, computada para juegos o interactiva. Editorial: Ediciones de la flor (2006)

Additional Material

TOBON Ricardo. The Mocap Book: A Practical Guide to the Art of Motion Capture. Editorial: Foris Force (2010)
KITAGAWA Midori. MoCap for Artists: Workflow and Techniques for Motion Capture. Editorial: Focal Press (2008)
STEED Paul. Modeling a Character in 3dsmax.Wordware Publishing (2002)
BIRN Jeremy. Digital Lighting & Rendering. New Riders (2000)
DANIELE TODD, Poly-Modeling with 3ds Max: Thinking Outside of the Box (2015)
LEGASPI Chris, Anatomy for 3D Artists: The Essential Guide for CG Professionals (2015)
BIRN Jeremy, Digital Lighting & Rendering. New Riders (2000)