There is a wide range of techniques used to create animation in computer graphics suitable for real-time applications. In this module, students will develop their knowledge and understanding of these techniques and focus on the development of their technical skills to create animation systems across 2D and 3D computer graphics applications.
The aim of this module is to enable students to implement software that can create animation that combines a range of current animation techniques.
By the end of this module the student should be able to:
1. Identify and understand current animation techniques used in computer animation and games.
2. Evaluate the use of animation techniques for real-time applications. eg computer games
3. Develop an animation system that is both data-driven and procedurally driven.
4. Investigate emerging techniques used to create animation.
1 Animation Content Pipelines
Examine how 2D and 3D animation assets are created and converted for use in computer game applications.
2 2D Animation
Explore how 2D animation techniques are implemented including sprite animation, its limitations and skeletal animation.
3 3D Animation
Explore how 3D animation techniques are implemented including skeletal animation and using morph targets.
4 Procedural Animation
Use programming techniques to create animation procedural. Including physics-based animation and inverse kinematics.
Statement on Teaching, Learning and Assessment
This module is taught through a series of lectures used to present the conceptual theory underpinning the subject material and practical lab exercises that will reinforce how the theory is applied to create animation software appropriate for use in games development. In their independent study, students will learn how the material covered is the foundation for animation systems used in a professional context. Learning is supported through contact with staff and lab assistants in the practical sessions and online.
Teaching and Learning Work Loads
|Supervised Practical Activity||24|
|Unsupervised Practical Activity||12|
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 2019/10 , and may be subject to change for future years.