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Class 3D Animation

  • Presentation

    Presentation

    Aquire the technical possibilities of 3D animation for the arts and audiovisual scene.

    Professionalize students in the use of digital applications of three-dimensional animation, so that they can freely and creatively develop the projects of the discipline with the quality required in the audiovisual market.

    Encouraging creative and artistic exploration of the animation process.

  • Code

    Code

    ULHT613-15785
  • Syllabus

    Syllabus

    1. INTRODUCTION TO 3D ANIMATION
      1. Timing and spacing
      2. Frame rate
      3. Creating keyframes using time slider, channel box and graph editor
      4. Relation between graph editor and channel box
      5. Linear and non-linear movement
      6. Changing animation behavior through tangents
      7. Non-weighted tangents, weighted tangents and break tangents
      8. Infinite cycles
      9. Time slider navigation
    2. BALL ANIMATION I
      1. Curves and tangents
      2. Animation resolution
      3. Playblast
    3. BALL ANIMATION II
      1. Overlapping action
      2. Antecipation
      3. Parent with group and constraint
    4. MOTION PATHS
      1. Animation automation and keyframe animation
    5. DEFORMERS I
      1. Cluster
      2. Lattice
    6. DEFORMERS II
      1. Flow path object
      2. Wrap
      3. Wire
    7. PROCEDURAL ANIMATION I
      1. Blendshapes
      2. Connection editor
      3. Set driven key
    8. PROCEDURAL ANIMATION II
      1. Constraints
      2. Joints
    9. RIGGING I
      1. Joints
      2. IK handle
    10. RIGGING II
      1. Bind
      2. Spline IK
    11. DYNAMICS
      1. Active and passive rigid bodies
      2. Fields
  • Objectives

    Objectives

    Learning three-dimensional digital animation concepts and techniques in order to apply narrative content in animation projects for cinema, advertising and other multimedia aplications.

    Knowledge of the animation module of the tool used in the course (Autodesk Maya).

    Learn notions and develop skills in rhythm, time and animation style, reinforcing the creative and artistic component of the individual work developed in the discipline.

  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    Theoretical and practical classes structured with the programmatic content followed by practical exercises.


    GENERAL STRUCTURE OF THIS CLASS

    1. Brief review of the content from the previous class
    2. Knowledge to be acquired
    3. Illustration of the objectives to be achieved at the end of the class (example film)
    4. Syllabus (~1.5 hours)
    5. Practical exercise (~1.5 hours)
    6. Doubts
  • References

    References

    • Williams, R. (2012, September 25). The Animator’s Survival Kit (4th ed.). Farrar, Straus and Giroux.

    • Murdock, K. (2021, August 18). Autodesk Maya 2022 Basics Guide (1st ed.). SDC Publications.
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