BCO608 - APPLIED COMPUTER ANIMATION II

Course Name Code Semester Theory
(hours/week)
Application
(hours/week)
Credit ECTS
APPLIED COMPUTER ANIMATION II BCO608 Any Semester/Year 3 0 3 6
PrequisitesApplied Computer Animation I
Course languageTurkish
Course typeElective 
Mode of DeliveryFace-to-Face 
Learning and teaching strategiesLecture
Discussion
Observation
Drill and Practice
Project Design/Management
 
Instructor (s)Assoc. Prof. Dr. HaÅŸmet GÃœRÇAY 
Course objectiveThe objectives of this course is the concepts animation, rigging, lighting and rendering, which are the phase of the computer animations and to make applications with using Autodesk Maya in laboratory environment. 
Learning outcomes
  1. At the end of this course a student,
  2. ? describe the traditional animation principles
  3. ? explain basic concept of animation such as keyframing and in-betweening.
  4. ? apply using Autodesk Maya the techniques of keyframe interpolation, model animation, camera animation, light animation and hierarchical animation
  5. ? explain basic rigging techniques using Autodesk Maya
  6. ? use techniques are used to simulate complex or realistic motion of objects and characters
  7. ? define and describe and explain the main techniques used for shading three-dimensional surface by calculating the effect of light on the object in the scene
  8. ? use the basic concept and techniques required to output computer-generated images in a variety of media.
Course ContentTraditional animation principles
Basic animation techniques with Autodesk Maya
Camera animation with Autodesk Maya
Rigging with Autodesk Maya
Lighting with mental ray
Shading techniques with mental ray, Rendering
 
References? The Art of 3-D : Computer Animation and Imaging, 3rd Edition by Isaac Victor Kerlow, published by John Wiley & Sons, ISBN: 0471430366 .
? The Illusion of Life: Disney Animation by Ollie Johnston , Frank Thomas; Disney Editions; ISBN: 0786860707
? Mastering Autodesk Maya 2012: T. Palamer, E. Keller; Sybex, ISNB: 978-0-470-91977
? Tradigital Maya, Lee Montgomery; Focal Press 2012, ISBN: 978-0-12-385222-9
? Other related lecture notes.
 

Course outline weekly

WeeksTopics
Week 1Traditional animation principles
Week 2Arcs in object motion, introducing maya graph editor.
Week 3Motion path
Week 4Camera animation, camera rigging, dept of field, motion blur
Week 5Joints and constraints, IK, Keyframe animation
Week 6Rigging, FK, IK
Week 7Rigging, FK, IK
Week 8Midterm Exam
Week 9Other animations techniques
Week 10Advanced Modeling Techniques
Week 11Advanced Modeling Techniques
Week 12Source of lighting, Lighting with mental ray
Week 13Indirect lighting, Indirect illumination, Light shaders
Week 14Shading techniques with mental ray
Week 15Rendering
Week 16Final exam

Assesment methods

Course activitiesNumberPercentage
Attendance05
Laboratory00
Application00
Field activities00
Specific practical training00
Assignments230
Presentation210
Project00
Seminar00
Midterms125
Final exam130
Total100
Percentage of semester activities contributing grade succes070
Percentage of final exam contributing grade succes030
Total100

WORKLOAD AND ECTS CALCULATION

Activities Number Duration (hour) Total Work Load
Course Duration (x14) 14 3 42
Laboratory 0 0 0
Application000
Specific practical training000
Field activities000
Study Hours Out of Class (Preliminary work, reinforcement, ect)14456
Presentation / Seminar Preparation236
Project000
Homework assignment21020
Midterms (Study duration)11212
Final Exam (Study duration) 11414
Total Workload3446150

Matrix Of The Course Learning Outcomes Versus Program Outcomes

D.9. Key Learning OutcomesContrubition level*
12345
1. Students can utilize current techniques, skills, and tools necessary for computer animation and game technologies.   X 
2. Understands the interdisciplinary interactions associated with the field.    X
3. Students can analyze the local or global impact of individuals, organizations, and communities on computer animation and game technologies.  X  
4. Students can effectively establish connections with a specific user base X   
5. Students possess understanding and responsibility in professional, ethical, legal, security, and social matters.  X  
6. Students have the ability to effectively participate in a team created to achieve a common goal.  X  
7. Students have the ability to use, acquire, and develop certain software tools, processes, components, or systems according to specified requirements.   X 
8. Students analyze and define a problem within their field and identify appropriate solution processes required for suitable solutions.  X  
9. Students have the ability to apply the computer and mathematical knowledge required by the discipline. X   
10. Students have the ability to apply artistic culture and aesthetic subjects related to their discipline. X   

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest