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 |
Prequisites | Apply Computer Animation I and II | |||||
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) | - | |||||
Course objective | ||||||
Learning outcomes |
| |||||
Course Content | Basic 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
Weeks | Topics |
---|---|
Week 1 | Basic animation principles and using Maya?s Graph Editor to provide arced motions. |
Week 2 | For anticipation using Maya?s Full Body IK control and Effector Pinning |
Week 3 | Timing the intervals between major motions |
Week 4 | Acceleration and deceleration of motion |
Week 5 | Staging |
Week 6 | Preparation of an action |
Week 7 | Using Maya nCloth tool |
Week 8 | Midterm Exam |
Week 9 | Secondary action, using Maya Dope Sheed tool |
Week 10 | Using Maya Dope Sheed tool, |
Week 11 | Some process on poses |
Week 12 | Squash and strech |
Week 13 | Facial animation |
Week 14 | Provide exaggeration character motion |
Week 15 | |
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 | 4 | 20 |
Presentation | 0 | 0 |
Project | 1 | 25 |
Seminar | 0 | 0 |
Midterms | 1 | 20 |
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 | 0 | 0 | 0 |
Project | 1 | 12 | 12 |
Homework assignment | 4 | 4 | 16 |
Midterms (Study duration) | 1 | 10 | 10 |
Final Exam (Study duration) | 1 | 14 | 14 |
Total Workload | 35 | 47 | 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