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 |
Prequisites | Applied Computer Animation I | |||||
Course language | Turkish | |||||
Course type | Elective | |||||
Mode of Delivery | Face-to-Face | |||||
Learning and teaching strategies | Lecture Discussion Observation Drill and Practice Project Design/Management | |||||
Instructor (s) | Assoc. Prof. Dr. Haşmet GÜRÇAY | |||||
Course objective | The 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 |
| |||||
Course Content | Traditional 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
Weeks | Topics |
---|---|
Week 1 | Traditional animation principles |
Week 2 | Arcs in object motion, introducing maya graph editor. |
Week 3 | Motion path |
Week 4 | Camera animation, camera rigging, dept of field, motion blur |
Week 5 | Joints and constraints, IK, Keyframe animation |
Week 6 | Rigging, FK, IK |
Week 7 | Rigging, FK, IK |
Week 8 | Midterm Exam |
Week 9 | Other animations techniques |
Week 10 | Advanced Modeling Techniques |
Week 11 | Advanced Modeling Techniques |
Week 12 | Source of lighting, Lighting with mental ray |
Week 13 | Indirect lighting, Indirect illumination, Light shaders |
Week 14 | Shading techniques with mental ray |
Week 15 | Rendering |
Week 16 | Final exam |
Assesment methods
Course activities | Number | Percentage |
---|---|---|
Attendance | 0 | 5 |
Laboratory | 0 | 0 |
Application | 0 | 0 |
Field activities | 0 | 0 |
Specific practical training | 0 | 0 |
Assignments | 2 | 30 |
Presentation | 2 | 10 |
Project | 0 | 0 |
Seminar | 0 | 0 |
Midterms | 1 | 25 |
Final exam | 1 | 30 |
Total | 100 | |
Percentage of semester activities contributing grade succes | 0 | 70 |
Percentage of final exam contributing grade succes | 0 | 30 |
Total | 100 |
WORKLOAD AND ECTS CALCULATION
Activities | Number | Duration (hour) | Total Work Load |
---|---|---|---|
Course Duration (x14) | 14 | 3 | 42 |
Laboratory | 0 | 0 | 0 |
Application | 0 | 0 | 0 |
Specific practical training | 0 | 0 | 0 |
Field activities | 0 | 0 | 0 |
Study Hours Out of Class (Preliminary work, reinforcement, ect) | 14 | 4 | 56 |
Presentation / Seminar Preparation | 2 | 3 | 6 |
Project | 0 | 0 | 0 |
Homework assignment | 2 | 10 | 20 |
Midterms (Study duration) | 1 | 12 | 12 |
Final Exam (Study duration) | 1 | 14 | 14 |
Total Workload | 34 | 46 | 150 |
Matrix Of The Course Learning Outcomes Versus Program Outcomes
D.9. Key Learning Outcomes | Contrubition level* | ||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
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