EAE 4900 - 001 Animation for Games
Spring | 2018
CLASS
MEETING
MW / 04:35PM-05:55PM
BLDG 72, Room 250
INSTRUCTOR
Brian Salisbury, MFA
Building 72, 218
Office hours:
By appointment
Teaching Assistant
TBD
Office hours:
TBD
COURSE DESCRIPTION
Animation for Games emphasizes core animation principles, based primarily for characters, that addresses aesthetics within the constraints of game engines or real- time applications. The course will initially be geared toward character locomotion and body mechanics. Topics include cycles, positional registration, blending and the incorporation of the principles of animation with multiple actions and movements to flow seamlessly together for aesthetic and technical demands of player interaction within a 3D game environment.
Students will also learn to edit motion capture data and retarget animation between differing characters. The class will also focus on character rigging techniques and principles. Several options will be available for the depth of focus on rigging. There will be some simple MEL expressions or Python scripting. Pre-made rigs will be used for the bulk of the animation in the course.
The primary software for the course is Maya 2018, and Unreal Engine 4. Other software may be used as needed for special cases or student interest such as 2D.
No knowledge of animation or Maya is required, with the understanding that the course will move at a demanding pace, particularly for those with little experience in the field.
COURSE OBJECTIVES AND LEARNING OUTCOMES
Students will study and implement the 12 principles of animation for game characters.
Students will learn to work within the constraints of interactive environments while staying true to visual animation principles and plausible physics.
Students will learn the basics of Motion Capture, shoot planning, retargeting and editing motion capture data.
Students will learn basic to complex character rigging fundamentals, approaches and best practices for industry animation standards.
Students will learn to critique and correct animation through the use of motion function curves and physics principles.
Students will learn to create state machines and incorporate player controllable animations within a game engine.
SOFTWARE/HARDWARE
Autodesk Maya 2018 - Labs/Free downloads for educational use
https://www.autodesk.com/education/home
Epic Unreal Engine 4 - Labs/Free downloads for educational use
Natural Point Optitrack Optical Motion Capture System, Motive Capture Software
EAE Mocap Lab
RECOMMENDED TEXTBOOKS AND REFERENCES
The Animator’s Survival Kit
The Illusion of Life
Cartoon Animation
https://www.amazon.com/Cartoon-Animation-Collectors-Preston-Blair/dp/1560100842/ref=sr_1_1?s=books&ie=UTF8&qid=1514855954&sr=1-1&keywords=cartoon+animation
CLASS STRUCTURE AND GRADING
The student will demonstrate their understanding of animation and lecture content through weekly assigned exercises. Regular lab/class hours are mandatory (during regularly assign class times); whereas, optional lab times will be setup for working on projects with one-on-one time with TAs and/or instructor. Additional lab space is available in WEB L130.
GRADES
Breakdown
15% Attendance and classroom participation. (Critiques and weekly evaluations)
85% Class assignments and exercises
Grading rubrics will typically be based on the following:
Following Instructions
Participation/Class Critiques
Perceived Effort
Aesthetics
Creativity in achieving the desired visual goal
Technical Execution
Quizzes
Grading scale
Grades are based on the following scale, and may be finalized on an adaptive curve. Grades in Canvas may not necessarily reflect final course grade.
A 94 – 100
A- 90 - 93.99
B+ 87 - 89.99
B 84 - 86.99
B- 80 - 83.99
C+ 77 - 79.99
C 74 - 76.99
C- 70 - 73.99
D+ 67 - 69.99
D 64 - 66.99
D- 61 - 63.99
E 0 - 60.99
COURSE POLICIES
Attendance
There will be a large amount of theoretical and practical information provided in each class. Attendance will be necessary in order to achieve success in this class. Unexcused absences will affect the participation grade. Life happens. The instructor is very understanding and fair with proper notification of an absence due to circumstances beyond control.
Effort and Practice
Digital Content Creation can be broken down into structured approaches that a diligent student can satisfactorily learn and execute, regardless of their experience. Effort/Perceived effort will make up for the lack of experience or natural artistic skills.
Participation
Participation comprises several factors. Attendance, arriving on time, being prepared, participating in discussions, critiquing work, asking questions, offering suggestions, clarifying expectations, and challenging suppositions or ideas. Make your positive presence known.
Canvas
Check Canvas for announcements and important information. The student is responsible for all information disseminated via on Canvas.
Assignment Submissions
All homework files must be submitted in format required by Canvas. Please name your file using the following convention: Assignmentname_Studentname.(suffix) Naming conventions are extremely important in Content Creation.
Late Work/ Resubmissions
Grades on assignments may be penalized up to 10% per day at the discretion of the instructor. Resubmissions are subject to the discretion of the instructor.
Alternative Assignments
In limited cases, students with a demonstrable mastery of weekly subject matter may propose an alternate assignment. The goal of this class is to challenge the student and stretch their abilities. Alternate assignments are at the discretion of the instructor.
The purpose of the homework is to improve your skills at solving problems and demonstrating that you have absorbed the class lecture material. Collaboration with other class members is acceptable when discussing the homework problems and how to go about solving them. Unless specified, using work or data from the internet, demo content and other resources is considered plagiarism.
ASSIGNMENTS BREAKDOWN
Bouncing Ball Variations
The most basic of animation assignments is the bouncing ball. So many animation principles are covered within this exercise, and so much can be mastered or missed through the understanding of these assignments.
Body Mechanics
A series of bipedal locomotion related assignments that will help the student to express movement artistically and plausibly. Weight, forces and principles of animation will be emphasized.
Real Time Implementation
Students will implement game animations into a game engine and setup the state machines for motion to flow seamlessly and player controls. The finished product will be a player controlled animated game character. Animations will be updated and polished after having seen the behavior in a game engine.
Motion Capture Editing, Retargeting
A series of exercises to help the animator with the technical and visual aspects of game animation through the techniques of editing existing animation and motion capture and retargeting it to other characters.
Rigging
A series of exercises to help the animator with the technical aspects of game animation from basic manual creation to automated character animation rigs and controls solutions. Manually created rigs, advanced rigging techniques, use of automated rigging systems and scripts. Intended for students preparing for a career in games animation or character work.
Rigging Light
Intended for students who would rather focus on animation or related exercises. The student will attend rigging lectures, but may elect to animation projects for advanced rigging assignments.
Rigging Advanced
Advanced rigging and scripting techniques, facial animation, Mel & Python scripting. Intended for students who are capable of self-study with instructor guidance and approval who are interested in technical art careers. Advanced rigging projects may be substituted for other class exercises.
NOTE:
Syllabus is subject to change at the discretion of the Instructor at any time.
ANIMATION IMPROVE HIGHWAY CODE RULES LEARNING IN DEAF CANDIDATES
ANIMATION OF POWER ELECTRONICS AND ELECTRICAL DRIVES PETER J
ANIMATION OF TCE MOVEMENT AT WOBURN MASSACHUSETTS E SCOTT
Tags: animation for, to animation, games, animation, spring