BCO649 - ADVANCED COMPUTER ANIMATION

Course Name Code Semester Theory
(hours/week)
Application
(hours/week)
Credit ECTS
ADVANCED COMPUTER ANIMATION BCO649 Any Semester/Year 3 0 3 6
PrequisitesApply Computer Animation I and II
Course languageTurkish
Course typeElective 
Mode of DeliveryFace-to-Face 
Learning and teaching strategiesLecture
Discussion
Observation
Drill and Practice
Project Design/Management
 
Instructor (s)
Course objective 
Learning outcomes
  1. At the end of this course a student,
  2. ? create animations, which are appropriate to the principles of animations
  3. ? use Maya Graph Editor and Playblast tool to give arced motion for character animation.
  4. ? use Maya Effector Pinning feature.
  5. ? use Maya Dope Sheed tool
  6. ? use Maya nCloth tool
Course ContentBasic animation principles
Organic movement/natural motion
Anticipation
Timing and Spacing
Ease In and Ease out
Staging
Follow through
Secondary Action
Pose to pose
Drawing, design and appeal
Squash and stretch
Exaggeration.
 
References? Tradigital maya, Lee Montgomery; Focal Press 2012, ISBN: 978-0-12-385222-9
? How to cheat in Maya, Eric Luhta, Kenny Roy, Focal Press
? 3-D Human Modeling and Animation, Second Edition, Wiley, Peter Ratner, 2003, ISBN-10: 0471215481
? Other related lecture notes.
 

Course outline weekly

WeeksTopics
Week 1Basic animation principles and using Maya?s Graph Editor to provide arced motions.
Week 2For anticipation using Maya?s Full Body IK control and Effector Pinning
Week 3Timing the intervals between major motions
Week 4Acceleration and deceleration of motion
Week 5Staging
Week 6Preparation of an action
Week 7Using Maya nCloth tool
Week 8Midterm Exam
Week 9Secondary action, using Maya Dope Sheed tool
Week 10Using Maya Dope Sheed tool,
Week 11Some process on poses
Week 12Squash and strech
Week 13Facial animation
Week 14Provide exaggeration character motion
Week 15
Week 16Final Exam

Assesment methods

Course activitiesNumberPercentage
Attendance05
Laboratory00
Application00
Field activities00
Specific practical training00
Assignments420
Presentation00
Project125
Seminar00
Midterms120
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 Preparation000
Project11212
Homework assignment4416
Midterms (Study duration)11010
Final Exam (Study duration) 11414
Total Workload3547150

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