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ONE-YEAR
3D ANIMATION PROGRAM
39 College Credits
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2008 TUITION: $ 17,000 (USD) PER SEMESTER
€ 10,683 (EURO) PER SEMESTER |
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| ONE-YEAR 3D ANIMATION PROGRAM |
| Our One-Year 3D Animation Program is a comprehensive training in 3D using Autodesks’ Oscar Winning software, Maya, the industry standard for animation. Students in the Academy’s One-Year 3D Animation Program will get the opportunity to learn the technical and artistic tools they need to master 3D animation. After the program, they may choose to become independent animators or to pursue a career in the film, gaming, interactivity or commercial industries. |
| PREPARATION |
| No previous 3D or animation experience is required. However, studio art or computer experience will be helpful. Basic familiarity with a computer graphic program such as Adobe Illustrator or Adobe Photoshop is recommended. The Maya Personal Learning Edition is available for free download at Autodesk.com. Students are encouraged to familiarize themselves with this software. |
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SEMESTER ONE OVERVIEW
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Over the course of the first semester, students learn Maya intensively through instruction and extensive lab hours. Students will be instructed in all basic and primary techniques in animation production.
Each week, classic and contemporary animated films will be screened and critiqued with the instructor. This will inform the students’ own work and will help them as they write and storyboard projects for production during the semester. Each student will create two animated movies. |
| ANIMATION GOALS |
- Visual Development
- Writing and Storyboarding
- 3D Modeling
- Texturing
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- Rigging
- Animation
- Lighting
- Rendering
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Students will complete two short animated projects. The first project takes place during the first month and is designed to familiarize the student with the animation work flow from inception to completion. The second project is completed during the remainder of the first semester and expands upon the principles, skills and, knowledge used for the first project.
Maya is extraordinarily powerful 3D animation software. Animated films such as A.I., Harry Potter, The Lord of The Rings Trilogy, The Matrix Trilogy, Shrek Trilogy, Spiderman Trilogy and Star Wars: Episode I, II & III are made using Maya. In addition, most of the popular computer games are made with Maya, including Madden Football, SOCOM: US Navy Seals, F.E.A.R., Lineage, Gears of War, Armies of Exigo and Forza Motorsport. In our One-Year 3D Animation Program, students will get the unprecedented opportunity to get the technical tools they need to do whatever they want to do in 3D.
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The following topics will be covered in depth: |
| SCRIPTWRITING |
STORYBOARD |
| Students learn how to write a story. |
Students learn how to take their script and translate it into a visual medium |
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SHADERS |
Introduction to
• Polygonal modeling
• Subdivision modeling
• Nurbs modeling
Advanced • Polygonal modeling |
Introduction to shaders and textures
• Using the hypershade
• Applying textures to models and characters
• Photoshop, Shaders, Bump mapping
• Making animated textures in AfterEffects.
Intermediate shaders and textures
• Import movies as textures
• Shading networks
• Hypershade in-depth
• Tiling textures
• Advanced bump maps
• Displacement mapping
• Introduction to utility nodes |
| MEL SCRIPTING |
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| An introduction to Maya embedded language |
Introduction to UV’s
• UV’s
• Planar maps
Advanced UV's
Tools
• Automatic maps
• Spherical maps
• Cylindrical maps
• Unfold
• Relax
• Moving and sewing UV’s
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| LIGHTING |
RIGGING |
Introduction to
• Basic 3-point lighting
• Directional light
• Ambient light
• Spot light
• Depth map shadows
Intermediate
• Point light
• Volume light
• Area light
• Ray tracing
• Ray trace shadows |
Introduction to rigging
• Building the skeleton – understanding joints
• Forward and inverse kinematics
• Constraints - they make a characters eye follow an object, a hand pick up a glass
• Skinning - Binding a character to the rig.
• Local rotation axis
• Controllers
• Set driven key
• Blend shapes
Intermediate rigging
• Reverse foot
• Spline IK
• FK IK switch
• Advanced blend shapes |
| CAMERAS |
ANIMATION |
• Creating cameras
• Angle of view
• Focal length
• Depth of field
• Aperture
• Film aspect ratio
• Pixel aspect ratio
• Clip planes
• Z depth
• Motion Blur |
Introduction to animation
• Key frames
• Squash and stretch
• Bouncing a ball
• Walk cycle
• Acting for animators
• Creating animation reference materials
• The graph editor
Intermediate Animation
• Bouncing ball 2
• Animating a flour sack (the classic Disney animation teaching technique).
• Posing a character.
• Keys, extremes and in-betweens
• The graph editor in depth |
| FILM STUDY |
ACTING FOR ANIMATORS |
| Students will learn a basic history of film and the techniques of specific movements and genres. |
Students will learn the basic acting techniques they will require in order to make their animated character come to life. |
| EDITING & COMPOSITING |
LIFE DRAWING |
• AfterEffects
• Final-Cut
• Final-Cut: Sound design |
A series of life drawing classes in which the student learns classical drawing techniques and anatomy in front of a live model. |
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RENDERING |
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• Render - Creating finished images - a sequence of completed frames of your scene to be composited to make the movie for outputting to your editing program:
• Using the Maya software renderer
• Scan line renders
• Raytrace renders
• Introduction to Render Settings |
CLASSES |
SCREENWRITING
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This class is designed to help students develop their scripts for their animation. It focuses on the fundamentals of visual storytelling and provides students with constructive analysis and support as they take a story from initial idea, treatment, step outline to a rough draft, storyboard and animatic. The intersection of story structure, theme, character, tension, and conflict is examined through detailed scene analysis. |
MODELING
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These classes cover the geometry of the model and how to use various techniques to create the best topology. We look at how the workflow between nurbs, polygonal and subdivision modeling is used in the industry.
Creative techniques in organic modeling will be the primary focus of this class.
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UV MAPPING
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In this series of classes we look at creating the correct and appropriate UV maps for a model, which results in placing seamless and smooth textures on the model. |
MATERIALS AND TEXTURES
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Students learn how observation and an understanding of the original object’s surface qualities are the skills necessary to create photo realistic textures. Extensive Photoshop work creates realistic and viable textures for models.
Specularity, reflection and the diffuse qualities of surfaces are investigated to produce the correct surface properties.
Procedural shaders using advanced networks are utilized to create believable and economical renders.
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RIGGING
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Creating joints and controllers is the focus of these rigging classes. Everything one needs to know about creating skeletons which will behave predictably in Maya. Forward and inverse kinematics are discussed. These lectures thoroughly discuss joint placement and orientation and the importance of local rotation axis. |
LIGHTING
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All the basic lighting concepts are explained in this series of lectures. The various properties of the many lights within Maya are fully explained within the context of 3 point and advanced lighting. The importance of shadows and how to use them to create realism in a scene are explored. |
ANIMATION
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This series of lectures introduce the students to character animation. We will see how in applying the basic principals of animation to many different objects we can create characters that have both dynamic movement and weight. We use the graph editor and time line to set key frames and manipulate them in time and space, while developing an understanding of how to adjust the tangents and other tools in the graph editor in order to create exciting animations. |
ACTING FOR ANIMATION
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In this series of classes we take full advantage of the wonderful and richly talented skills of the acting staff here at the academy. We learn the fundamentals of acting essential to the enhancement of the animators skills, developing the relationship between the idiosyncrasies of a character and their behavior in movement and speech. |
CAMERAS
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Cameras and their setup are extremely important in a scene. In this class we study real world cameras and their relationship to those used in animation.
Film resolution and aspect ratios are discussed in depth allowing the student a firm grasp of how to create animations which can be seamlessly integrated with real world footage.
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MEL SCRIPTING
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This is a Mel scripting primer introducing the student to the world of scripting, giving them the basic understanding of programming concepts such as loops, global procedures and variables. |
SEMESTER TWO OVERVIEW |
At the beginning of the second semester students will present proposals for their final projects. The student is encouraged to focus on a specific area of the animation pipeline during this project for inclusion in their animated reels.
Students may work individually or collaboratively with others under the supervision of the animation staff. The goal is for each student to complete a professional quality body of work by the end of the semester.
Additionally, there will be a specific focus on particle dynamics, hard surface nurbs modeling, mental ray and advanced rigging during the second semester.
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GOALS |
• Lighting techniques and rendering
• Advanced rendering with mental ray
• Visual effects with particles and dynamics
• Advanced rigging techniques
• Advanced modeling with Maya and Zbrush
• Compositing in Shake
• Creating a dynamic reel for your portfolio
In the second semester, students concentrate on a specific 3-D discipline with the approval and the supervision of the instructor. The intention is to attain mastery in one of the crucial elements of 3-D production. Students have the option to complete a final animated short of their own. |
PRE-PRODUCTION |
At the beginning of the second semester,
students will present and critique ideas and
storyboards for individual or team projects.
Production approaches will be discussed and
chosen. Each project will be fully scripted and
planned out on a week by week basis using
charts to delineate the production schedule and
then critiqued before going into production.
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PRODUCTION |
Students will spend most of the second semester, creating work in their chosen area of specialization. |
POST-PRODUCTION |
After the production period, students begin compositing and editing their films. Compositing is done in Shake and After Effects. Students can choose to edit digitally on a Final-Cut Pro station. They screen rough-cuts of their projects for the instructor and classmates and receive feedback before presenting their finished films to an invited audience at the end of the course. Throughout the post-production period, the animation and editing staff is available for consultation.
Students finish their films with a digital sound mix on the computer. Some students may choose to do more elaborate sound work and take their projects to a professional sound mix. The goal is for each student to complete a professional quality animation by the end of the semester.
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SEMESTER TWO CLASSES
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| NURBS MODELING |
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• Nurbs curves and surfaces
• Nurbs components
• Parameterization
• Nurbs continuity
• Nurbs tools
• Organic nurbs modeling
• Hard surface nurbs modeling |
• mental ray integration
• Command line rendering
• The frame buffer
• mental ray cameras
• mental ray lights
• Raytrace acceleration
• Raytrace shadows
• Area lights
• mental ray shaders and shader trees
• Indirect illumination
• mental ray textures and projections
• Final Gather |
| ADVANCED RIGGING |
PARTICLE DYNAMICS & VISUAL EFFECTS |
• Alternate reverse foot rigs
• Stretchy spine
• IK FK arm rig
• Advanced controllers |
• Particles
• Emitters
• Fields
• Expressions
• Soft bodies
• Ridged bodies
• Constraints |
| APPLE SHAKE | PUTTING TOGETHER YOUR REEL |
• Color correction
• Keylight
• Primatte
• Rotoshape
• Tracking | • What your potential employer wants to see in your reel
• What your potential employer does not want to see in your reel |
| ZBrush | |
• Human anatomy
• Preparing Maya Models for ZBrush
• ZBrush interface
• ZSpheres
• Alphas
• ZBrush tools set
• Exporting and importing
• Bump maps
• Displacement Maps | |
SECOND SEMESTER CLASSES |
MENTAL RAY
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In order to create photorealistic images
many commercial animation companies use
mental ray. In this series of classes taught
by industry specialist and author Boaz Livny,
students accumulate the tools they need for
entry into the industry.
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NURBS MODELING
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Nurtbs modeling is still used extensively in
the film industry for organic modeling and in
commercial houses for hard surface product
design. In this class we learn the basics of this
demanding subject. |
ADVANCED RIGGING
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This class is a continuation of the first
semester rigging classes. |
PARTICLE DYNAMICS AND VISUAL
EFECTS
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Used for creating visual effects like smoke, fire,
explosions, flowing cloth or bouncing objects
particle dynamics are an important part of an
animation students bag of tricks. |
APPLE SHAKE
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In this class this poweful compositing tool is used
to integrate render passes from Maya, allowing greater control over the final image. |
ZBrush
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An introduction to the Maya and ZBrush modeling pipeline.
This class will look at the basics of the ZBrush toolset, such as creating alphas, modeling with ZSpheres and focusing on creating the correct topology of a model in Maya for export into ZBrush for detailed modeling and the importation of normal, and displacement maps back into Maya.
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