3D Computer Animation Course Development

Total Page:16

File Type:pdf, Size:1020Kb

3D Computer Animation Course Development 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 Exaggeration . _____________________________________________________________________________________________________ .41 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 1020 __________________________________________________________ 52 PresentationlReports ANI 1020 ___________________________________________________________ 53 Example of a Three Act Structure _______________________________________________________ 54 Model of a Storyboard ._________________________________________________________________________ 55 Course ANI 1030: Modeling 1 ________________________________________________________________________ .63 Portfolio Assessment ANI 1030 __________________________________________________________ 69 Examples of Objects in 3D Space _______________________________________________________ 70 Course ANI 1040: Animation Concepts _________________________________________________________
Recommended publications
  • Unit 31: Computer Animation
    Unit 31: Computer Animation Unit code: D/601/7658 QCF Level 3: BTEC National Credit value: 10 Guided learning hours: 60 Aim and purpose The aim of this unit is to ensure learners understand types of animation and their uses and develop the knowledge and skills required to use software techniques to design and implement different types of animation. Unit introduction Computer animation is the art of creating moving images through the use of computers. It brings together computer graphics and animation techniques. Animation does not require computers, however the increasing ability of computers to create and manipulate sets of images has allowed basic animation to reach new levels of sophistication and realism. To create the illusion of movement, a sequence of images is displayed over time and the human eye perceives this sequence as continual movement. The technique is at the heart of all existing technologies such as television and motion pictures. It is increasingly created by means of 3D computer graphics, although 2D computer graphics are still widely used for low bandwidth and faster real-time needs. Only 2D graphics are required in this unit. Animation has become a prominent feature of the worldwide web and is used to create interest and attract attention. In this area, however, there are other factors that need to be taken into account when designing and building applications, such as the nature of the display device and the bandwidth of the connection. As with all computer applications learners must first identify the need, specific requirements and constraints before building the solution. Learners will start by looking at different types of animation and their uses and formats.
    [Show full text]
  • Animation: Types
    Animation: Animation is a dynamic medium in which images or objects are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today most animations are made with computer generated (CGI). Commonly the effect of animation is achieved by a rapid succession of sequential images that minimally differ from each other. Apart from short films, feature films, animated gifs and other media dedicated to the display moving images, animation is also heavily used for video games, motion graphics and special effects. The history of animation started long before the development of cinematography. Humans have probably attempted to depict motion as far back as the Paleolithic period. Shadow play and the magic lantern offered popular shows with moving images as the result of manipulation by hand and/or some minor mechanics Computer animation has become popular since toy story (1995), the first feature-length animated film completely made using this technique. Types: Traditional animation (also called cel animation or hand-drawn animation) was the process used for most animated films of the 20th century. The individual frames of a traditionally animated film are photographs of drawings, first drawn on paper. To create the illusion of movement, each drawing differs slightly from the one before it. The animators' drawings are traced or photocopied onto transparent acetate sheets called cels which are filled in with paints in assigned colors or tones on the side opposite the line drawings. The completed character cels are photographed one-by-one against a painted background by rostrum camera onto motion picture film.
    [Show full text]
  • Overview of History of Irish Animation
    Overview of History of Irish Animation i) The history of animation here and the pattern of its development, ii) ii) The contemporary scene, iii) iii) Funding and support, iv) iv) The technological advancement, which can allow filmmakers do more and do it more excitingly, v) v) The educational background. i) History and Development. The history of animation in Ireland is comparable to the history of live action film in Ireland in that in the early years it offered the promise of much to come and stopped really before it got started; indeed in the final analysis animation has even far less to show for itself than its early live action cousin. One outstanding exception is the pioneering work of James Horgan. Horgan became involved in cinema at the end of the 19th century when he acquired a Lumiere camera and established his own moving picture exhibition company for the south show to his audiences - mostly religious events. However soon his eager mind began to turn to the Munster region. As well as projecting regular international shows, Horgan shot local footage to look into cinematography in a scientific way and in fact he made some money by patenting a cog for film traction in the camera, which was widely used. He also experimented with Polaroid film. He then began to dabble in stop frame work - animation - around the year 1909 and considering that the first animation was made in 1906, this is quite significant. His most famous and most popular piece was his dancing Youghal Clock Tower - where the town's best known landmark has to hop into the frame and "manipulate" itself frame by frame into its rightful place in the main street in Youghal.
    [Show full text]
  • Latest Strata Design 3D Cx 7 2017 and Torrent Techxilus
    1 / 4 Latest Strata Design 3d Cx 7 2017 - And Torrent Jan 10, 2017 — Strata Design 3D CX 8.1 is just under $600.USD, and at that price packs one of the bigger punches in the industry. When we last reviewed .... It is full offline installer standalone setup of Autodesk AutoCAD 2017 64 Bit. ... Strata Design 3d Cx 7 Mac Keygen Software ->>->>->> http://bit.ly/37TE1Cr .... drastic ds emulator free download full version apk downloads asi qartulad 4 serial number voxengo curve eq keygen idm ... strata live 3d cx 2$ serial number.. nod32 antivirus 7 crack download Adobe After Effects Cs6, Adobe Premiere Pro, Download Video ... Strata design 3d cx 6.2017 pc iso | gorszyrra.. Strata is a 3D/VR/AR Developer and Studio that creates powerful 3D modeling software and solutions. Start a free trial and bring your project to life! sutureless anastomoses tozzi torrent audi a6 repair the habits of happiness study der ... 2017 Mazda Cx 5 Touring Workshop Part Repair Service Manual User .... Apr 10, 2021 — Last searches super duper strata 3d strata design cx 6 ultraedit Type your search here: Lots of cracks, keygens and serial numbers for Mac .... CX"7.5 .buggy "torrentdownloads" .,extension"iphone official"Strata. Design,3D ,CX," .7.5 "torrent index, last full".,Strata,".Design 3D CX, 7.5"dell, new.. Aug 22, 2017 — Serial number keygen for all versions.strata design 3d eases the ... new strata 3d cx features, the upgrade also includes six new plug .... [Ohys-Raws] Cestvs The Roman Fighter - 07 (CX 1280x720 x264 AAC).mp4 ... booktracker.org 167 MB 2021-07-05 1 0.
    [Show full text]
  • Stop Motion: Craft Skills for Model Animation Susannah Shaw
    Stop Motion Focal Press Visual Effects and Animation Debra Kaufman, Series Editor A Guide to Computer Animation: for tv, games, multimedia and web Marcia Kuperberg Animation in the Home Digital Studio Steven Subotnick Digital Compositing for Film and Video Steve Wright Essential CG Lighting Techniques Darren Brooker Producing Animation Catherine Winder and Zahra Dowlatabadi Producing Independent 2D Character Animation: Making & Selling a Short Film Mark Simon Stop Motion: Craft skills for model animation Susannah Shaw The Animator’s Guide to 2D Computer Animation Hedley Griffin Stop Motion Craft skills for model animation Susannah Shaw Modelmaking and animation sequences created and photographed by Cat Russ and Gary Jackson, ScaryCat Studio Illustrations Tony Guy and Susannah Shaw Focal Press An imprint of Elsevier Linacre House, Jordan Hill, Oxford OX2 8DP 200 Wheeler Road, Burlington MA 01803 First published 2004 Copyright # 2004, Susannah Shaw. All rights reserved The right of Susannah Shaw to be identified as the author of this work has been asserted in accordance with the Copyright, Designs and Patents Act 1988 No part of this publication may be reproduced in any material form (including photocopying or storing in any medium by electronic means and whether or not transiently or incidentally to some other use of this publication) without the written permission of the copyright holder except in accordance with the provisions of the Copyright, Designs and Patents Act 1988 or under the terms of a licence issued by the Copyright Licensing Agency Ltd, 90 Tottenham Court Road, London, England W1T 4LP. Applications for the copyright holder’s written permission to reproduce any part of this publication should be addressed to the publisher Permissions may be sought directly from Elsevier’s Science and Technology Rights Department in Oxford, UK: phone: (þ44) (0) 1865 843830; fax: (þ44) (0) 1865 853333; e-mail: [email protected].
    [Show full text]
  • The Uses of Animation 1
    The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator.
    [Show full text]
  • Multimedia Systems DCAP303
    Multimedia Systems DCAP303 MULTIMEDIA SYSTEMS Copyright © 2013 Rajneesh Agrawal All rights reserved Produced & Printed by EXCEL BOOKS PRIVATE LIMITED A-45, Naraina, Phase-I, New Delhi-110028 for Lovely Professional University Phagwara CONTENTS Unit 1: Multimedia 1 Unit 2: Text 15 Unit 3: Sound 38 Unit 4: Image 60 Unit 5: Video 102 Unit 6: Hardware 130 Unit 7: Multimedia Software Tools 165 Unit 8: Fundamental of Animations 178 Unit 9: Working with Animation 197 Unit 10: 3D Modelling and Animation Tools 213 Unit 11: Compression 233 Unit 12: Image Format 247 Unit 13: Multimedia Tools for WWW 266 Unit 14: Designing for World Wide Web 279 SYLLABUS Multimedia Systems Objectives: To impart the skills needed to develop multimedia applications. Students will learn: z how to combine different media on a web application, z various audio and video formats, z multimedia software tools that helps in developing multimedia application. Sr. No. Topics 1. Multimedia: Meaning and its usage, Stages of a Multimedia Project & Multimedia Skills required in a team 2. Text: Fonts & Faces, Using Text in Multimedia, Font Editing & Design Tools, Hypermedia & Hypertext. 3. Sound: Multimedia System Sounds, Digital Audio, MIDI Audio, Audio File Formats, MIDI vs Digital Audio, Audio CD Playback. Audio Recording. Voice Recognition & Response. 4. Images: Still Images – Bitmaps, Vector Drawing, 3D Drawing & rendering, Natural Light & Colors, Computerized Colors, Color Palletes, Image File Formats, Macintosh & Windows Formats, Cross – Platform format. 5. Animation: Principle of Animations. Animation Techniques, Animation File Formats. 6. Video: How Video Works, Broadcast Video Standards: NTSC, PAL, SECAM, ATSC DTV, Analog Video, Digital Video, Digital Video Standards – ATSC, DVB, ISDB, Video recording & Shooting Videos, Video Editing, Optimizing Video files for CD-ROM, Digital display standards.
    [Show full text]
  • Columbia Photographic Images and Photorealistic Computer Graphics Dataset
    Columbia Photographic Images and Photorealistic Computer Graphics Dataset Tian-Tsong Ng, Shih-Fu Chang, Jessie Hsu, Martin Pepeljugoski¤ fttng,sfchang,[email protected], [email protected] Department of Electrical Engineering Columbia University ADVENT Technical Report #205-2004-5 Feb 2005 Abstract Passive-blind image authentication is a new area of research. A suitable dataset for experimentation and comparison of new techniques is important for the progress of the new research area. In response to the need for a new dataset, the Columbia Photographic Images and Photorealistic Computer Graphics Dataset is made open for the passive-blind image authentication research community. The dataset is composed of four component image sets, i.e., the Photorealistic Com- puter Graphics Set, the Personal Photographic Image Set, the Google Image Set, and the Recaptured Computer Graphics Set. This dataset, available from http://www.ee.columbia.edu/trustfoto, will be for those who work on the photographic images versus photorealistic com- puter graphics classi¯cation problem, which is a subproblem of the passive-blind image authentication research. In this report, we de- scribe the design and the implementation of the dataset. The report will also serve as a user guide for the dataset. 1 Introduction Digital watermarking [1] has been an active area of research since a decade ago. Various fragile [2, 3, 4, 5] or semi-fragile watermarking algorithms [6, 7, 8, 9] has been proposed for the image content authentication and the detection of image tampering. In addition, authentication signature [10, ¤This work was done when Martin spent his summer in our research group 1 11, 12, 13] has also been proposed as an alternative image authentication technique.
    [Show full text]
  • Teachers Guide
    Teachers Guide Exhibit partially funded by: and 2006 Cartoon Network. All rights reserved. TEACHERS GUIDE TABLE OF CONTENTS PAGE HOW TO USE THIS GUIDE 3 EXHIBIT OVERVIEW 4 CORRELATION TO EDUCATIONAL STANDARDS 9 EDUCATIONAL STANDARDS CHARTS 11 EXHIBIT EDUCATIONAL OBJECTIVES 13 BACKGROUND INFORMATION FOR TEACHERS 15 FREQUENTLY ASKED QUESTIONS 23 CLASSROOM ACTIVITIES • BUILD YOUR OWN ZOETROPE 26 • PLAN OF ACTION 33 • SEEING SPOTS 36 • FOOLING THE BRAIN 43 ACTIVE LEARNING LOG • WITH ANSWERS 51 • WITHOUT ANSWERS 55 GLOSSARY 58 BIBLIOGRAPHY 59 This guide was developed at OMSI in conjunction with Animation, an OMSI exhibit. 2006 Oregon Museum of Science and Industry Animation was developed by the Oregon Museum of Science and Industry in collaboration with Cartoon Network and partially funded by The Paul G. Allen Family Foundation. and 2006 Cartoon Network. All rights reserved. Animation Teachers Guide 2 © OMSI 2006 HOW TO USE THIS TEACHER’S GUIDE The Teacher’s Guide to Animation has been written for teachers bringing students to see the Animation exhibit. These materials have been developed as a resource for the educator to use in the classroom before and after the museum visit, and to enhance the visit itself. There is background information, several classroom activities, and the Active Learning Log – an open-ended worksheet students can fill out while exploring the exhibit. Animation web site: The exhibit website, www.omsi.edu/visit/featured/animationsite/index.cfm, features the Animation Teacher’s Guide, online activities, and additional resources. Animation Teachers Guide 3 © OMSI 2006 EXHIBIT OVERVIEW Animation is a 6,000 square-foot, highly interactive traveling exhibition that brings together art, math, science and technology by exploring the exciting world of animation.
    [Show full text]
  • By Marlo Steed [email protected] Faculty Of
    by Marlo Steed [email protected] Faculty of Education, University of Lethbridge, 4401 University Dr., (403) 329-2189 Paper presented at the ATACC conference, Mission Possible: Surpassing Our Past Success, March 15 - 17, 2001, Jasper Park Lodge, Jasper, Alberta 1. Introduction This paper suggests that 3D tools may have a place as a learning and teaching tool for students and instructors in a variety of disciplines. Visual-spatial forms of expression require new skills, critical perspectives, and may foster fresh insight and understanding. 3D images and animations have long been the purview of professionals who had expensive equipment and sophisticated software. Recent advances in technology make super- computer architecture available at affordable prices for educators. 3D software requires considerable computing power and hefty memory requirements to model and render complex scenes. Current computers now have that kind of memory and power. Another advance has been a recent announcement by Strata Inc., making available a free version of a sophisticated 3D modeling and rendering application, Strata 3D. It is a watered down version of a professional package (Strata 3D pro) but still has incredible possibilities. This now makes it feasible for students to do sophisticated 3D modeling and rendering. However, why would such a tool have educational value? 2. Spatial learning There is value in seeing a process rather than hearing or reading about it. Video and pictures have been a traditional way to address this. This article introduces a new set of tools that can be used to portray concepts through 3D visualization. From a constructivist perspective, students build their knowledge.
    [Show full text]
  • Jack's Poser Pro Manual Last Update: 2021 09 17
    Jack's Poser Pro Manual Last Update: 2021 09 17 Note 1: This Manual has been prepared for my own use. If you find it useful, great. However, don't be surprised (or angry with me) if I have failed to update something that has changed from one version of Poser to the next and which I haven't discovered yet. Or if I have failed to understand and so incorrectly describe something. If I discover (or have pointed out to me) that something in this Manual doesn't work as I described, I'll see about updating my text. Note 2: I installed Poser 12 on 30 November 2020. I have no idea if anything in this Manual has changed in Poser 12. I will make necessary changes as I find them. I began using Poser Pro 2012 on about 2013 01 07. This file was started soon after doing a bit of experimenting and finding that I had no tutorial. So here are the results from experimenting, reading Poser Pro 2012 Reference Manual, Poser Pro 2014 Reference Manual, Poser Pro 11 Reference Manual, Smith Micro Tech Support, and internet research. I also have Practical Poser 8. The Official Guide, by Richard Schrand, even though Poser 8 would seem to be several iterations behind Poser Pro 2014, and even farther behind Poser Pro 11 which I started using in December 2015, or Poser 12 as noted above. Most of the information in this Manual is based on my experiences with Poser Pro 2012 and 2014, and probably still holds true for Poser Pro 11 or Poser 12 versions.
    [Show full text]
  • Plugs 'N Pixels
    plugs-n-pixels IMAGE CREATION, MANIPULATION & EDUCATION Learn Strata 3D CX with Chris Tyler Page 3: Strata 3D CX s t Page 4: Strata Foto 3D In this issue of Plugs ‘N Pixels we take at look at the latest n Page 5: Carrara 6 in 3D applications, as well as recent releases in the 2D post- Page 6: Quidam 2 processing arena. Strata 3D expert Chris Tyler offers training on e t Page 7: PhotoTools Pro the pro level, while fine-art photographer and master marketer Alain Briot contributes an article to help you sell your work. n Page 8: Color Efex Pro 3 Once again we display the work of our Featured Artists. Please o Page 9: GMX - PhotoPainter send an email and tell me what you’ve been up to creatively! c Page 10: Exposure 2 Page 11: Image Doctor 2 f Page 12: Adjust o Page 13: Portraiture Page 14: Alain Briot e l Page 15: Marketing Mastery b Page 16: Chris Tyler a Page 17: Laura Haskell t Page 18: Sam Gray Page 19: PhotoshopCAFE Page 20: Closing Artwork ISSUE #11 Layout created in ACD Canvas X Final PDF by Acrobat 9 Pro Text and images by Mike Bedford (except as noted) WEBSITE: www.plugsandpixels.com EMAIL: [email protected] Cover image created with Carrara 6 (background composite) and Quidam (manga girl). This page created with Terragen 2, Knoll Light Factory and onOne Photo Tools Pro (top half); Carrara 6 (bottom half). www.plugsandpixels.com/christyler.html Training by Chris Tyler •See more of Chris’ work with Strata 3D on page 16• Strata 3D CX 5.5 is a cross-platform 3D imaging application that offers tight integration with Adobe Photoshop CS3 Extended.
    [Show full text]