Technical Rigging - DIGM3170

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Module delivery information

Location Term Level1 Credits (ECTS)2 Current Convenor3 2022 to 2023
Canterbury
Spring Term 4 15 (7.5) Luma Tabbaa checkmark-circle

Overview

This module introduces the stages of the workflow of 3D rigging and animation to familiarise students with what is involved in production. Weekly module workshops introduce an array of industry-standard applications and the techniques necessary for production, resulting in a practical understanding of the entire process. Indicative topics include; inverse kinematics, forward kinematics, joints system, Maya Embedded Language (MEL), scripting for rigging, skinning, mechanical rigging, humanoid mechanical rigging, character rigging, facial rigging, animal rigging, modelling for rigged bodies.

Details

Contact hours

Total contact hours: 30
Total private study hours: 120
Total module study hours: 150

Method of assessment

100% Coursework

Indicative reading

• Williams, R. E. (2009). The Animator's Survival Kit: Manual of Methods, Principles, and Formulas for Computer, Stop-motion, Games and Classical Animators. London:
Faber and Faber.
• Derakhshani, Dariush. 2015. Introducing Autodesk Maya 2016. Indianapolis, IN: John Wiley & Sons.
• Palamar, Todd. 2015. Mastering Autodesk Maya 2016. Hoboken: John Wiley & Sons
• Fridsma, Lisa and Brie Gyncild. 2020. Adobe After Effects CC classroom in a book. San Jose, California, USA: Adobe Systems Incorporated.
• Christiansen, Mark. 2014. Adobe After Effects CC: visual effects & compositing studio techniques. Peachpit.

Learning outcomes

The intended subject specific learning outcomes. On successfully completing the module students will be able to:
1. Understand the tools and pipeline involved in technical rigging and to use such a structure in their own individual work.
2. Appreciate the main constraining conditions that affect computer-based rigging and animation in an industrial pipeline situation
3. Understand the technical, aesthetic and industrial parameters guiding professional 3D rigging and animation.
4. Present work effectively in a show reel form.

The intended generic learning outcomes. On successfully completing the module students will be able to:
1. Use Information and Communication Technologies
2. Present and communicate their creative and technical work in a timely manner
3. Work in flexible, creative and independent ways and apply critical thinking, reasoning and reflection.

Notes

  1. Credit level 4. Certificate level module usually taken in the first stage of an undergraduate degree.
  2. ECTS credits are recognised throughout the EU and allow you to transfer credit easily from one university to another.
  3. The named convenor is the convenor for the current academic session.
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