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Presentation
Presentation
This course unit's main objective is to equip students with the knowledge and techniques needed to create looping character animations using MOCAP motion capture. The programme covers everything from 3D modelling of the character (optimised for a real-time engine) to the creation of animation systems (HumanIK) and texturing processes. Throughout the course, students will develop a 3D project intended for the subsequent creation of an executable preview in Unity, in order to present a looping character animation of a single action.
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Class from course
Class from course
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Degree | Semesters | ECTS
Degree | Semesters | ECTS
Bachelor | Semestral | 6
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Year | Nature | Language
Year | Nature | Language
2 | Optional | Português
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Code
Code
ULHT1075-25117
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Prerequisites and corequisites
Prerequisites and corequisites
Not applicable
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Professional Internship
Professional Internship
Não
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Syllabus
Syllabus
Fundamental principles and concepts of motion capture and its application in digital animation. Planning and preparation of a motion capture session: technical setup and choice of movements. Planning the design of an articulated character. 3D modelling of an articulated character in biped, hard-surface format, for animation. UV layout for characters with a single unique layout. Texturing process: development and application of PBR (Physically Based Rendering) textures on articulated 3D models. Creation of a biped rig using the Maya HumanIK character animation tool. Skin process. Application of the retargeting animation process (HumanIK) using motion-capture-recorded animations. Refinement of animations using Animation Layers. Creation of loop animations. Export and implementation of assets (models, animations and materials) in a game engine. Recording of a preview of the work done in the game engine.
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Objectives
Objectives
Enable students to understand the fundamental principles of motion capture and its application in digital animation. Introduce the technical possibilities of real-time motion data acquisition and its mapping onto three-dimensional character skeletons, for animating them in computer games. Develop skills in planning motion capture sessions, from technical preparation through to the application of the captured data. Equip students with the principles of 3D modelling for articulated characters. Enable students to use digital character animation applications, so that they may freely and creatively develop a project meeting the quality standards required by the audiovisual market. Encourage creative and artistic exploration of the 3D animation process. Qualify students to create skeleton systems for animation.
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Teaching methodologies
Teaching methodologies
Tutorials on the subject matter taught are provided. Use of the Discord platform for project guidance and follow-up, as well as for clarifying questions outside of class time.
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References
References
DELBRIDGE, M. (2015). Motion Capture in Performance: An Introduction. New York: Palgrave MacMillan. KINES, M. (2000). Planning and Directing Motion Capture for Games. Gamasutra. LIVERMAN, M. (2004). The Animator's Motion Capture Guide: Organizing, Managing and Editing. Hingham (Massachusetts), Charles River Media MENARD, M. (2012). Game development with unity. Boston: Cengage Learning. O'NEILL, R. (2015). Digital Character Development: Theory and Practice. Boca Raton: CRC Press. PALAMAR, T. (2016). Mastering Autodesk Maya 2016. Autodesk Official Training Guide. Indianapolis: John Wiley & Sons. WILLIAMS, R. (2001). The Animator's Survival Kit. London - New York: Fabber and Fabber
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Assessment
Assessment
Descrição
Data limite
Ponderação
Character Concept Sheet 10%
3D Character (Modeling; UV; Textures) 20%
Criação de um sistema de animação RIG (Human IK) para personagens e implementação do processo de skin 20%
Criação de animação 3D de uma ação em loop através de uma captura MOCAP 30% Preview Final (Unity) + Prancha de apresentação 20% É obrigatório a criação de um relatório escrito do projeto (PDF). A avaliação é individual. A não apresentação de uma fase de avaliação, resulta na exclusão do aluno da avaliação final. Não se aceitam atrasos.
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Mobility
Mobility
No





