[PDF] 3D COMPUTER ANIMATION COURSE DEVELOPMENT





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3D COMPUTER ANIMATION

COURSE DEVELOPMENT

By

Shaun McKenna

B.Ed., University

of Calgary, 1988

A Project

submitted to the Faculty of Education of the University of Lethbridge in Partial Fulfillment of the

Requirements for the degree

of

MASTER OF EDUCATION

Lethbridge, Alberta

April 2001

Abstract

Over the last ten years a new industry has grown and developed as the world's technology became faster, more powerful and affordable. This industry is 3D Computer Animation. Whether you watch movies or television, read magazines or newspapers, it is a rare day when you do not see 3D computer images of one type or another. While post secondary institutions have recognized the need to offer training in this industry, the public school system has almost all but ignored it. The cost of developing 3D Computer Animation programs in schools is now at an affordable level. As more schools in Alberta start offering 3D Computer Animation as part of the Career and Technology Studies program concerns become evident. One concern is that there are few teachers who are trained in this area and the other concern is that the curriculum and credits for a program of this type is almost nonexistent. This project addresses these concerns. This document outlines objectives for teachers who wish to teach 3D Computer Animation and would like to know what skills need to be taught. Four proposed introductory courses for the

Career and Technology

Studies program are presented. The author intends to approach Alberta Learning with completed courses for their consideration and acceptance as official Career and Technology

Studies courses.

III

Table of Contents

Title Page ........................................................................ ................................................. i

Signature Page

......................................... ii Abstract ........................................................................ ................................................... 111 Table of Contents ........................................................................ ................................... 1V List of Tables and Figures ........................................................................ ...................... viii

Introduction

............................................ 1

Introduction to 3D Computer Animation

.................................................................... .2 Rationale for 3D Computer Animation Course Development .................................... 5 Things to Consider When Planning a Computer Animation Course .......................... 6

Curriculum Categories and Sub-Categories

................................................................. 7

Definition

of Categories and Sub-Categories .............................................................. 8

Processes and Procedures

.......... 8

The Artistic Process

...... 8

Problem Solving/Writing

Skills ........................................................... 8

Practice

Skills with Technical Equipment .......................................... 9

Applied Technologies

............... 9 Tools and Technologies ........................................................................ 9

The Process

of Creation ....................................................................... 10 Presentation ........................................................................ ................................ 10 Presentation and Evaluation ................................................................. 11 IV The Industry ........................................................................ .................. 11

General Outcomes 12

Processes and Procedures 12

----_.---- The Artistic Process ........................................................................ ....... 12 Problem Solving/Writing Skills ........................................................... 12 Practice Skills With Technical Equipment .......................................... 13 Applied Technologies ........................................................................ ................ 14

Tools And Technologies

...................................................................... 14 The Process Of Creation ....................................................................... 15 Presentation ........................................................................ ................................ 18 Presentation And Evaluation ................................................................ 18 The Industry ........................................................................ .................. 19

CTS Courses and the Scope and Sequence .................................................................. 20

Existing Courses ........................................................................ ........................ 22 Proposed Courses ........................................................................ ....................... 23 Scope and Sequence ........................................................................ .................. 24 Themes ........................................................................ .......................... 24 Table 1 Scope and Sequence for 3D computer Animation ........................................ )5

Suggested Instructional Strategies ........................................................................

........ 26 The Sequence Of Steps To Produce A Full Animation .................................... 28

Traditional Film Camera Techniques ............................................................... 29

v Field of View . ________________________________________________________________________ ____________________________ .29 Table 2 Standard Camera Shots Using Different Length Lenses __________________ .30 Transitions ________________________________________________________________________ _________________________________ .30 Camera Angle ________________________________________________________________________ ___________________________ .31 Camera Movement . ________________________________________________________________________ ___________________ .32 Panning and Tilting ________________________________________________________________________ _____ .32 Dolly and Tracking Shots . ___________________________________________________________________ .33 Table 3 Examples of motion at different speeds . _______________________________ .33 Crane or Boom Shot ________________________________________________________________________ ____ .33 Zoom Lenses and the Vertigo Effect __________________________________________________ .34 Depth of Field Effects . ________________________________________________________________________ _ .34 Principles of Traditional Animation Applied to 3D Computer Animation . ______________ .35 Squash and Stretch . ________________________________________________________________________ __________________ .. 3 5 Timing and Motion ________________________________________________________________________ ___________________ .36 Anticipation ________________________________________________________________________ _______________________________ .3 8 Staging ________________________________________________________________________ _______________________________________ .38 Follow Through and Overlapping Action ______________________________________________________ .. 39 Straight Ahead Action and Pose-to-Pose Action ____________________________________________ .40 Slow In and Out ________________________________________________________________________ _______________________ .. 41 E . 41
xaggeration ________________________________________________________________________ _____________________________ .

Secondary Action

______________________ .41 VI

Appeal 42

Suggested Assessment Strategies ________________________________________________________________________

_________ 43 Recommended Software . ________________________________________________________________________ _______________________ 45 Proposed CTS Courses For 3D Computer Animation ________________________________________________ A6 Course ANI 1020: Story Development/Storyboards 1 ___________________________________ .47 Portfolio Assessment ANI 1 020 __________________________________________________________ 52 PresentationlReports ANI 1 020 ___________________________________________________________ 53 Example of a Three Act Structure _______________________________________________________ 54 Model of a Storyboard . ________________________________________________________________________ _ 55 Course ANI 1030: Modeling 1 ________________________________________________________________________ .63 Portfolio Assessment ANI 1 030 __________________________________________________________ 69

Examples

of Objects in 3D Space _______________________________________________________ 70 Course ANI 1040: Animation Concepts _________________________________________________________ .75 Portfolio Assessment ANI 1 040 __________________________________________________________ 81 Presentation/Reports ANI 1 040 ____________________________________________________________ 82

Examples

of the Principles of Animation ___________________________________________ 83

Course ANI 1060: Studio Lighting _________________________________________________________________ .93

Portfolio Assessment ANI 1 060 __________________________________________________________ 99

Lighting Exemplars

______ 100 References ________________________________________________________________________ ______________________________________________ 109 Vll

Table List

of Tables and Figures List of Tables

1. Scope and Sequence for 3D computer Animation ................................... )2

2. Standard Camera Shots Using Different Length Lenses ......................... )6

3. Examples of motion at different speeds ..................................................... 30

Figures

Course ANI

1020: Story Development/Storyboards 1

1. An Example of the Three-Act Structure ................................................... .47

Model of a Storyboard

1. Label Shots ........................................................................

.......................... .48

2. Write in Sound Effects ........................................................................

....... .48

3. Explain Action ........................................................................

.................... .48

4. Use Arrows ........................................................................

.......................... 49

5. Use arrows with shot names .......................................................................

50

6. Indicate Zoom Areas ........................................................................

........... 51

7. Examples of Action ........................................................................

............. 52

8. Examples of Camera Shots ........................................................................

. 53

9. Vary Camera Angle ........................................................................

............ 54

10. Examples of Close Ups ........................................................................

....... 55 V111

Examples of Objects in 3D Space

1. A box in World Space .... __________ .... _______________________________________________________________ 63

2. A Box with Segments and a Box without Segments ________________________________ 63

3. The Faces that make a Sphere ____________________________________________________________________ 63

4. The Faces that make up a Box .. __________________________________________________________________ 63

5. Vertexes of a Box ________________________________________________________________________

________________ 64

6. Vertexes of a Sphere ________________________________________________________________________

___________ 64

7. Selected Edges on a Box . ________________________________________________________________________

____ 64

8. Selected Edges on a Sphere ________________________________________________________________________

64

9. Extruding Faces to Create Fingers _____________________________________________________________ 65

10. Extruding and Shaping the Thumb ____________________________________________________________ 65

11. Editing the hand by moving vertexes . ________________________________________________________ 66

12. Apply the Modifier Smooth to object ________________________________________________________ 66

13. The Finished Hand ________________________________________________________________________

______________ 67

Examples of the Principles of Animation

1. Ball at rest ________________________________________________________________________ ____________________________ 76

2. Ball squashed ready to jump . _____________________________________________________________________ .76

3. Ball stretched as it jumps ________________________________________________________________________

___ .76

4. Ball squashes as it reaches the top of the jump ________________________________________ .76

5. The ball is at rest ________________________________________________________________________ ________________ .77

6. Ball is stretched one direction ____________________________________________________________________ 77

7. The ball is released and shoots off ____________________________________________________________ .77

IX

8. An example of Staging ........................................................................

...... .78

9. An example of even movement ................................................................. .79

10. An example of Slow In and Out ................................................................ .79

11. An example of Secondary Action .............................................................. 80

12. An example of Timing and Motion ............................................................ 81

13. An example of Exaggeration ......................................................... _____ ..... __ .82

14. An example of Appeal __ ............... _____ ............... ___ ....................... _ ................ 83

15. An example of Follow Through and Overlapping Action ...................... _.84

16. Key Frame one .... __ .. _. ___ .................... __ .. _._ ................... _____ .. ____ ...................... 85

17. Key Frame two ........... __ .. _._ ............... __ ...... __ ... _____ ..................... _ .... ______ .... __ ... 85

18. Key Frame three _ ....... ____ ...... _ ..................... __ ..... ____ ...... ____ ............................. 85

19. Key Frame four ..... _ ........ _ ........................... _ ........ _._ ...... ___ ..... _______ ... _____ .. __ .. __ 85

20. Key Frame five ........................................................................

.................... 85

21. Key Frame six .. _ ....................................................... _ ....................... _ .... __ .. __ 85

Lighting Exemplars

1. Example of a Spot Light ... _._ .. ___ ............................ __ .... __ ........................ _ .... _93

2. An Example of Spot Light Cones ................... __ ......................................... 93

3. An Example of Directional Light .... ___ .................. ________ .............................. 94

4. An Example of Directional Light Attributes ............. _ ........ __ ._ ...... __ . ___ .... ___ 94

5. An Example of a Point/Omni light ........ ____ .............. _. ______ .......................... 95

6. An Example of PointiOmni Attributes ............ __ ._ .................................. __ .. 95

7. An Example of Ambient Light ...... ___ ....................................................... _._96

x

8. An Example of a Front Light ............................ _ ......................................... 96

9. An Example of a Side Light .......................................................................

97

10. An Example ofa Back Light ....................................... __ ............... ___ ........... 97

11. An Example of a Fill Light .............................. _ .......................................... 98

12. An Example of Kickers ....................................................... _ .......... __ ........... 98

13. An Example of Bounce Light ..................................................................... 99

14. An Example of Motivated Light ............................ _ .............. _ ............. _ ...... 99

15. A Non Rendered Example of Motivated Lighting ........... __ ......... _._ ........... 100

16. An Example of KeylFill Lighting ............... _ ........................... ___ ............ _ .. .100

17. An Example of Three Point Lighting ............... ___ ............ _____ ......... ___ ......... .1 01

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