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New York Film Academy 3D Animation Course

Published on April 21, 2009

What to expect in the first month of the New York Film Academy one-year 3D Animation program and how to plan for it.

The first month of our one-year animation program here at the NYFA will be one of the most intensive learning experiences of your life. During this time you will write a short story, create a storyboard, act out some of the scenes and create videos for reference.

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The whole purpose of creating this animation is to familiarize you with the animation pipeline and some of the major components that are required in the production of any animated movie. It’s essential that from the beginning of the course you have a practical understanding of these processes, and with that in mind we learn how to create an organic character, usually a bipedal one made from polygons (polygonal modeling is a major modeling technique used in games and movies), and we will also create some basic props to support the story.

Then we learn how to apply textures to the models, how to rig them (put bones in the character to move it), how to animate it and how to output the final animation in into a movie format such as Quicktime or AVI.

During this first month you will receive allot of support from faculty and teaching assistants in getting you through this extreme learning curve. In order for you to succeed you will need to put in a significant effort and extra hours to achieve the results we expect of you during your course. Please check out earlier blogs for more important information about coming to the NYFA one year animation intensive.

As far as required reading goes a major source of information and inspiration will be found in “The animator’s Survival Kit” by Richard Williams. Williams was the animation director for “Who Framed Roger Rabbit?”, and almost every animator has at some point used this book as a reference and animation bible.

Please refer to my earlier blog posts for more important information on attending the school.

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Robert Appleton, New York Film Academy 3D Animation Instructor

 

3D Animation Course: Subtools in ZBrush

Published on February 24, 2009

3D Animation School ZBrush Design Subtools are a way of breaking up a model in ZBrush into it’s components. There are a number of advantages to using this work flow, a major plus being that I can work on an individual piece of geometry (a boot maybe) while the other parts of the model are hidden in their subtool layer.

Another advantage is that it allows me to work with the many millions of polygons necessary for a high definition model. With parts of a character on separate layers within the subtool pallet, working on one layer means that I can work on my characters hair for instance and bring the count up to two million polygons which is about the limit for me as I have only 2 gigs of ram on my system.

With the hair on one subtool layer and with others for the head, torso, clothes, swords and other weapons, I can have for instance a total of about 12 million polygons making up the character, which I could never manage on my system if they were all together and not assigned as subtools.

The image is by Sung-Hun (Ryan) Lim, which is one among many great sculpts that can be found on ZbrushCentral.



By Robert Appleton, New York Film Academy 3D Animation Instructor