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Nov 22, 2024
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GRD 485 - Animation 1 Credits: 3 Lecture Hours: 2 Lab Hours: 2 Practicum Hours: 0 Work Experience: 0 Course Type: Voc/Tech Students will explore the History of Animation, examine the Animator’s various responsibilities in production, and evaluate common production terms. Students will learn and demonstrate an understanding of the Principles of Animation through 2d and 3d animation studies and exercises. Prerequisite: GRD 483 Competencies
- Appraise the History of Animation
- Categorize Ancient History and Sequential Art
- Examine Contemporary History
- Contrast works of current and past animators
- Explain Disney?s ?Nine Old Men? and The Illusion of Life
- Discuss The Golden Age
- Describe the Influence of Early Cinema
- Compare past and present trends in animation
- Examine international animation styles and trends
- Discuss various animation resources
- Evaluate Common Animation Terms, Definitions and Roles
- Categorize different Film Terms and Definitions
- Differentiate between Storyboard Symbols
- Compare Production Roles
- Contrast Animator Responsibilities - Film
- Outline Animator Responsibilities - Games
- Distinguish Animator Responsibilities ? Other
- Critique Traditional Animation Tools and Techniques
- Create Drawings for Animation and Construction Techniques
- Model Sheets: Creation, Use and Purpose
- Employ Thumbnailing ideas
- Examine Gesture Drawing; Drawing from Life
- Identify Generating Keyframes, Breakdowns and In-betweens
- Outline Composing a Scene
- Contrast Tracing vs Constructing
- Explain an Understanding of Timing Charts
- Compare Motion Reference Collection and Creation
- Examine 2d Animation Styles, Hand Drawn, Stop Motion, Clay, Paper Cutouts
- Contrast Various 3d Animation Styles
- Apply the use of Traditional Animation Techniques to 3d Software
- Compare the Animation Production Process and Related Pipelines
- Plan a Production Schedule
- Design Assets (Characters, Props, Scenery, etc.)
- Examine Assets (Draw, Model, Texture, Rig, etc.)
- Diagram Collecting, Creating and Using Motion Reference
- Explain Animation Layout
- Compare Animation Motion Blocking and Timing
- Employ Animation Refinements
- Participate in Presentation and Critique Sessions to Refine Animation
- Demonstrate Animation Polishing
- Illustrate Rendering (or) Frame-by-frame capture
- Modify Final Edit and Presentation
- Evalute the Principles of Animation
- Demonstrate the use of Squash and Stretch to show weight/force
- Examine the use of Anticipation to enhance an action
- Employ proper Staging and Scene Layout
- Compare Straight-Ahead and Pose-To-Pose Animation Methods
- Demonstrate the use of Follow-Through and Overlapping Action
- Contrast the use of Slow In/Slow Out, Ease In/Ease Out
- Illustrate the proper use of Arcs and Motion Trajectories
- Summarize an understanding of Timing
- Demonstrate the use of Exaggeration to enhance an action
- Produce Solid Drawing, Maintaining Form and Volume
- Explain an Understanding of Appeal
- Employ various techniques to enhance animation
- Appraise in Detail 3d Software as it relates to Animation
- Explain an understanding of the Curve Editor
- Manipulate Joint and Pivot Placement
- Produce an FK Hierarchy
- Employ an IK Hierarchy
- Draw a Basic Rig
- Outline a Rig?s Controls for Efficient Animation Production
- Demonstrate the Process of Skinning a Low Poly Character
- Illustrate the Process of Skinning a High Poly Character
- Modify a Rig for Animation
- Discover additional animation tools within the 3d software
- Judge Object and Character Animation
- Adjust Out-of-Range Curves to Create Cycles
- Examine weight and personality through timing
- Explain visual storytelling
- Demonstrate the use of staging, pacing, editing to tell story
- Interpret the creation of dynamic poses
- Interpret the creation of dynamic poses
- Analyze a basic understanding of body mechanics
- Draw Object animation along a path/spline
- Explain Camera Animation
- Examine Effects and Particles
- Evalute Information Received from Animation Presentation
- Present animation to individuals and groups for feedback
- Employ feedback to (improve, assist in developing) animation
- Express feedback in a professional and descriptive manner
- Distinguish feedback by Filtering, prioritizing, and addressing feedback
- Compare the Use of Motion Reference
- Relate feeling in action by experiencing it
- Contrast Action vs Emotion
- Analyze acting for animation
- Examine capturing of motion reference to assist with animation production
- Calculate / Breakdown of a motion before animation
- Illustrate using reference to assist in understanding of a motion
- Import reference into 3d software
- Edit multiple motion reference
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