This module is designed to equip students with technical and practical skills in order to be able to design, produce and articulate digital characters and/or vehicles through the evaluation of creative and technical art problems across a range of disciplines.
The aim of this Module is to provide the student with an understanding of technical art practice and the ability to artistically and technically solve issues relating to the production of computer generated media
By the end of this module the student should be able to:
1. Identify, interpret and employ best practice workflow and production pipelines appropriate to the chosen field of specialisation.
2. Utilise real world research and creative process in the conception and preparation of 3D assets for animation purposes
3. Demonstrate an understanding of design decisions and workflow upon movement capabilities and articulation requirements
4. Utilise technical ability and creative problem solving in the production of stylistically and practically appropriate outcomes in relation to the project brief.
1 1. Life and Observational Drawing:
Explore anatomy and/or construction, movement and articulation in the organic and where appropriate, non-organic form and understand its application to three dimensional asset construction
2 2. Anatomical and Construction Studies:
Review anatomy and construction of both real and fantasy character, creature and/or vehicle designs to inform creative process and practical outcomes.
3 3. Design processes and artist workflow:
Research professional workflows and practices to inform and underpin the creative design and development process of artefacts for the project brief.
4 4. 3D Modelling for Articulation:
Interpret and apply appropriate modelling techniques to facilitate movement required by the chosen design.
5 5. Digital Skeletal Structures and the Needs of the Animator:
Research and develop a skeletal structure which will facilitate an appropriate range of motion to suit the design of the character/creature/vehicle and to meet the needs of the animator.
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Develop an understanding of control hierarchies and apply these to create a user friendly control system. Understand the use of scripting to automate and support repetitive tasks in 3D software.
7 7. IK VS. FK for Animation purposes:
Explore the application of kinematics systems and their impact upon the usability of a rig.
8 8. Automation and Driven Joint Articulation techniques
Examine the potential for automation within the rig to enhance usability. Apply appropriate techniques to meet the needs of the chosen design.
9 9. Vertex Driven Articulation Techniques
Examine the potential for vertex driven animation within the rig to enhance usability. Apply appropriate techniques to meet the needs of the chosen design.
10 10. Weight Painting and Deformation
Undertake weight painting and explore deformation techniques to create convincing deformation of geometry to meet the needs of the chosen design.
Statement on Teaching, Learning and Assessment
Students will attend 3 hours of class per week. At the beginning of the semester, classes will be made up of practical workshops and drawing studio sessions. As students develop their digital asset, ready for articulation, classes will take the form of lectures exploring key concepts and techniques behind articulation and practical lab sessions where technical development of a character rig will be undertaken. Students will undertake and review practical activity each week. The students will present a 3D model, ready for articulation, for formative feedback in the middle of the semester. The final submission will be a portfolio of work and a final articulated asset
Teaching and Learning Work Loads
|Supervised Practical Activity||28|
|Unsupervised Practical Activity||0|
Credit Value – The total value of SCQF credits for the module. 20 credits are the equivalent of 10 ECTS credits. A full-time student should normally register for 60 SCQF credits per semester.
We make every effort to ensure that the information on our website is accurate but it is possible that some changes may occur prior to the academic year of entry. The modules listed in this catalogue are offered subject to availability during academic year 2017/18 , and may be subject to change for future years.