EL831 - ANIMATION SET UP
EL832 - ANIMATION PRINCIPLES
EL833 - VISUAL TRAINING
OverviewOverall techniques and methodology, modern solution to the problems, examples from productions.
Analysing and creating action - examples of extracting key and timing information from live action.
Biped locomotion 1 - walks and runs. Basic mechanics laid out, walks and runs analysed and discussed.
Biped locomotion 2 - sneaks, scrambles, stairs, climbs, trips, falls, collapses, halts, moving holds.
Quadruped locomotion 1 - walks, trots, runs or gallops.
Quadruped locomotion 2 - scrambles, turns, stumbles, falls, halts, moving holds.
Avian locomotion - flight, flaps, glides, take-offs, landing, falls, walks on ground.
Using clips in the Trax Editor, creating transitions.
Using path animation with cycles.
Creating crowd and herd shots - composition, hero animation, collisions and customisation. Detailed examples with multiple working versions.
The total number of contact hours is 57, whilst the total student workload is 150 hours.
Only available to students on programmes owned by The School of Engineering and Digital Arts
Method of assessment
All four learning outcomes are assessed by two portfolios, a final crowd scene and series of exercises
1. The analysis of physical motion and the extraction of solid animation schemes from it.
2. The creation of locomotion cycles of the major categories and the creation of transitions between them.
3. The placing of cycles on movement paths and their adaptation in an animation editor and subsequent customisations of the results.
4. The creation of large scale effects from such results under specific animation briefs.