Animation (ANI)
Courses
ANI 122 Digital Rendering for Animation* (3 Hours)
Prerequisites or corequisites: CDTP 135.
This basic digital rendering course is designed for animators and game artists. Students will study basic and advanced digital rendering elements and principles. Students will produce digitally rendered elements used in animation and gaming, including realistic and stylistic character designs, vehicles, architecture, weapons and environments. 6 hrs. integrated lecture/lab/wk.
ANI 125 Introduction to 2D Animation* (3 Hours)
Prerequisites or corequisites: CDTP 135.
In this course students will learn all aspects of traditional 2 dimensional animation, including flipbook, cell, puppet and claymation. Students will write a short story and create storyboards, an animatic and a 2-dimensional character. Students will explore the key principles of animation and learn the rules of filmmaking. Experimental animation will be integrated into the course using various artistic mediums. 6 hrs. integrated lecture/lab/wk.
ANI 130 Motion Graphics and Effects* (3 Hours)
Prerequisites or corequisites: CDTP 135.
In this course the student will create motion graphics and effects using 2D and 3D elements. Students will create render passes, create 3D elements and effects, and then composite the layers back into After Effects for further manipulation and polish. Students will also explore rotoscoping, motion tracking, motion stabilization, animating effects, text and shape animation, create and set up 2D and 3D text, lighting, materials and basic compositing. 6 hrs. integrated lecture/lab/wk.
ANI 150 Introduction to 3D Modeling and Game Art* (3 Hours)
Prerequisites or corequisites: CDTP 135.
This course provides an introduction to 3D modeling and creating game art assets for next-generation games. Students will learn industry production pipelines and create high polygon and low polygon gaming models, such as architectural, weapons, vehicles and other model assets. Students will also learn how to create photorealistic textures, light and render, create construction and texture worksheets, and export them into an existing game engine. 6 hrs. integrated lecture/lab/wk.
ANI 210 Digital Sculpting* (3 Hours)
Prerequisites: ANI 250 or.
Prerequisites or corequisites: ANI 150.
In this course the student will create basic organic-shaped models using a high-end sculpting program like ZBrush. Students will explore film and game production pipelines, basic digital sculpting techniques and alpha brush detailing. Students will also explore advanced brush techniques, polypainting and spotlight tools; rendering, lighting and materials will be covered. 6 hrs. integrated lecture/lab/wk.
ANI 220 CG Environments and Animation (3 Hours)
In this course students will create interior and exterior environments, generating various types of vegetation and terrain. The details of modeling for film and commercial environments and a range of simple to complex lighting and rendering techniques will be covered. Advanced materials and shaders will be explored. Students will also be introduced to render passes and render layers, and composite the rendered images into a polished animation product. 6 hrs. integrated lecture/lab/wk.
ANI 235 Character Modeling and Rigging* (3 Hours)
Prerequisites: ANI 250 or.
Prerequisites or corequisites: ANI 150.
In this course the student will create a character using high-end software like Maya. Students will explore character design, organic modeling, photorealistic texturing, character rigging, facial rigging, character deformation and portfolio presentation. Students will also explore advanced modeling techniques; clothing, hair and advanced materials will be covered. 6 hrs. integrated lecture/lab/wk.
ANI 245 Character Animation* (3 Hours)
Prerequisites: ANI 250 or.
Prerequisites or corequisites: ANI 150.
Students will develop and refine new skills in creating 3-dimensional character animation. The computer and cutting-edge software have become increasingly important tools in creating character animatics and 3-dimensional character animations. More principles and elements of character animation will be introduced to create more realistic, believable and engaging stories. Continued focus on the importance of plot, character development, key principles of animation and artistic skill will push students into realms of endless creativity and imagination. 6 hrs. integrated lecture/lab/wk.
ANI 255 Advanced Animation and Effects* (3 Hours)
Prerequisites or corequisites: ANI 220.
The Advanced Animation and Effects course exposes students to various particle effects, rigid and soft body dynamics, and effects like rain, snow, lightning, fire and different types of shatter. Through hands-on tutorials students will simulate and render a variety of visual effects including liquid, cloth and hair. Students will also explore rendering layers and passes, and composite these elements into stunning portfolio work. 6 hrs. integrated lecture/lab/wk.
ANI 258 Game Level Design* (3 Hours)
Prerequisites: ANI 250 or.
Prerequisites or corequisites: ANI 150.
This course provides an introduction to game level design and how to create interior and exterior levels using the same state of the art editing tools that are used in high-end video games. Students learn to build white box levels first and then populate the level with detailed original game artwork. Students will create terrain maps and textures, and interactively place static meshes into the game editor to enhance the visual aspects of the level. Students explore how to build a map that is purposeful and exciting to play. 6 hrs. integrated lecture/lab/wk.
ANI 260 Animation Capstone* (3 Hours)
Prerequisites or corequisites: ANI 255.
In this course, the student will use all the knowledge attained in previous core animation courses and develop a finished 1-2 minute independent movie following a predetermined animation production process and schedule. Students will develop a portfolio including illustrations of characters, model and texture work sheets, storyboards, props, environments, textures and final rendered scenes created for the movie. 6 hrs. integrated lecture/lab/wk.
ANI 270 Visual Effects and Compositing* (3 Hours)
Prerequisites: ANI 145 or.
Prerequisites or corequisites: ANI 220.
This course emphasizes the importance of breaking down visual effects shots for effective compositing. Advanced topics will include 2 dimensional/3 dimensional motion tracking, rotoscoping, garbage mattes, 2D/3D visual effects, blue screen or green screen removal, traveling mattes, image correction, lighting and shading. An introduction to the production pipeline used in professional film and TV work will also be covered. 6 hrs. integrated lecture/lab/wk.
ANI 275 Animation Career Preparation* (3 Hours)
Prerequisites or corequisites: ANI 255.
This course will provide animation majors instruction in the presentation of his or her work in a digital portfolio format of professional quality. A website, resume and cover letter will be produced. Self-promotion, networking, job searches and interview skills will also be covered. 6 hrs. integrated lecture/lab/wk.
ANI 122
- Title: Digital Rendering for Animation*
- Number: ANI 122
- Effective Term: 2016-17
- Credit Hours: 3
- Contact Hours: 6
- Lecture Hours:
- Other Hours: 6
Requirements:
Prerequisites or corequisites: CDTP 135.
Description:
This basic digital rendering course is designed for animators and game artists. Students will study basic and advanced digital rendering elements and principles. Students will produce digitally rendered elements used in animation and gaming, including realistic and stylistic character designs, vehicles, architecture, weapons and environments. 6 hrs. integrated lecture/lab/wk.
Textbooks:
http://bookstore.jccc.edu/Supplies:
Refer to the instructor's course syllabus for details about any supplies that may be required.Objectives
Upon successful completion of this course, the student should be able to:
- Discuss digital rendering and design.
- Identify and discuss techniques of digital rendering.
- Define the digital production process.
- Discuss perspective form in digital renders.
- Demonstrate vehicle digital renders.
- Discuss and demonstrate environmental digital render design.
- Define and demonstrate low-tech architecture.
- Discuss character development.
- Define and demonstrate character design.
- Define line of action.
- Discuss creature design.
- Examine the use of color in picture making.
- Discuss character lighting.
- Examine components and principles of a storyboard integrating techniques.
Content Outline and Competencies:
I. Digital Rendering and Design
A. Define the digital creative environment.
B. Discuss the development of the technology.
C. Identify visual milestones.
D. Define and use key terms.
II. Techniques of Digital Rendering
A. Explain digital rendering tools.
B. List the principles of perspective design.
C. Discuss the importance of rendering strategies.
D. Discuss the character design process and create model sheets.
E. Define character history and develop characters.
F. List digitally rendered file formats.
III. Digital Production Process
A. Discuss production strategies.
B. Identify components of the digital rendering art studio.
C. Participate in creative and production teams.
D. Define the digital rendering art process.
E. Assemble a rendered portfolio.
IV. Perspective Form in Digital Renders
A. Create 1-point perspective.
B. Create 2-point perspective.
C. Create 3-point perspective.
D. Draw ellipses.
E. Define foreshortening.
F. Produce freehand drawing techniques.
G. Compose a perspective view.
H. Generate section drawing.
I. Draw symmetrical forms.
J. Define and demonstrate clarity, realism, dynamism and continuity in basic perspective drawing.
V. Vehicle Digital Renders
A. Define car render strategies.
B. Establish your view.
C. Render digital basic proportions.
D. Characterize section renders.
E. Create complex form building.
F. Produce renders from your imagination.
G. Generate section renders.
H. Discuss methods of perspective construction.
I. Define freehand render techniques.
J. Build car forms of personal design.
VI. Environmental Digital Render Design
A. Define thumbnail renders.
B. Discuss composition.
C. Identify mood.
D. Create atmosphere.
E. Define creative process.
F. Define design strategy.
G. Produce sketchbooks.
H. Generate marker render.
I. Construct final line render.
J. Create a tighter line render.
K. Define layering strategy.
L. Discuss value planning.
M. Formulate a color palette.
N. Create dramatic lighting.
O. Create a focal point.
P. Establish depth.
Q. Add detail.
VII. Low-Tech Architecture
A. Define the 2D digital workspace.
B. Generate shot composition.
C. Produce sketches with line and tone.
D. Direct the eye.
E. Establish a mood.
F. Create theatrical lighting.
G. Tell the story.
H. Illustrate effects.
VIII. Character Development
A. Define body proportion.
B. Identify stance.
C. Discuss circular and rounded forms.
D. Generate skeleton foundation.
E. Define construction of the head.
F. Discuss advanced head construction techniques.
G. Create facial expressions.
H. Produce hands.
I. Add muscles.
J. Draw different body types.
K. Generate clothing.
L. Create model sheets.
M. Create backgrounds.
IX. Character Design
A. Define general physical characteristics.
B. Define body type.
C. Discuss proportions.
D. Define gender.
E. Define surface.
F. Define color.
G. Define facial structure.
H. Discuss the character's movement.
X. Line of Action
A. Build the line of action.
B. Create balance.
C. Produce foreshortening.
D. Identify realism versus exaggeration.
E. Render a figure in action.
XI. Creature Design
A. Render abstract shapes.
B. Develop character traits.
C. Discuss how personality dictates design.
D. Employ color pencil sketching.
E. Resolve the design.
XII. Use of Color in Picture Making
A. Discuss the four primary characteristics of color.
B. Define secondary color characteristics.
C. Discuss how color acts and reacts.
D. Define using colors effectively.
E. Discuss quality, distance and weight.
F. Define hue, value, chroma and temperature.
G. Discuss color contrast.
XIII. Character Lighting
A. Discuss the main types of lighting.
B. Define light positioning.
C. Discuss light color.
D. Define shadows.
XIV. Components and Principles of a Storyboard
A. Discuss rule of thirds.
B. Define foreground, middle ground and background.
C. Develop visual skills.
D. Define shot angles.
E. Build the storyboard.
F. Discuss classic film.
G. Draw humans in action.
H. Define light and shadow.
I. Discuss design and composition.
J. Define light sources.
K. Discuss depth of field.
L. Define montage.
M. Discuss editing.
N. Define dynamic design.
O. Define sequencing.
P. Discuss editing.
Q. Define special effects.
R. Create a real-world animatic.
Method of Evaluation and Competencies:
20-30% Exercises, papers or exams
40-60% Minimum of two projects
20-30% Final project
Total: 100%
Grade Criteria:
90 – 100% = A80 – 89% = B
70 – 79% = C
60 – 69% = D
0 – 59% = F
Caveats:
Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.
Student Responsibilities:
Disabilities:
JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).
ANI 125
- Title: Introduction to 2D Animation*
- Number: ANI 125
- Effective Term: 2016-17
- Credit Hours: 3
- Contact Hours: 6
- Lecture Hours:
- Other Hours: 6
Requirements:
Prerequisites or corequisites: CDTP 135.
Description:
In this course students will learn all aspects of traditional 2 dimensional animation, including flipbook, cell, puppet and claymation. Students will write a short story and create storyboards, an animatic and a 2-dimensional character. Students will explore the key principles of animation and learn the rules of filmmaking. Experimental animation will be integrated into the course using various artistic mediums. 6 hrs. integrated lecture/lab/wk.
Textbooks:
http://bookstore.jccc.edu/Supplies:
Refer to the instructor's course syllabus for details about any supplies that may be required.Objectives
Upon successful completion of this course, the student should be able to:
- Define traditional animation.
- Identify and describe the traditional animation production process.
- Discuss and illustrate character design.
- Define the business aspects of traditional animation.
- Discuss the rules of filmmaking.
- Develop a soundtrack recording for an animation.
- Demonstrate basic storyboards and animatics.
- Describe digital desktop production.
- Discuss principles of animation.
- Develop step-by-step animation.
- Describe the components of traditional animation.
- Examine how to finesse traditional animation.
- Discuss vector animation.
- Employ a basic understanding of stop motion and experimental animation.
Content Outline and Competencies:
I. Traditional Animation
A. Discuss the history and evolution of animation.
B. Illustrate timelines in traditional animation.
C. Identify principles of traditional animation.
D. Define the traditional production process.
E. Identify traditional animation terminology.
II. Traditional Animation Production Process
A. Develop an idea.
B. Discuss intellectual property and copyrights.
C. Create a storyline.
D. Explore scriptwriting.
E. Produce a script.
III. Character Design
A. Discuss the evolution of a traditional character design.
B. Illustrate animation style.
C. Create concept and environment design.
IV. Business Aspects of Traditional Animation
A. Identify animation markets.
B. Discuss scheduling and budgeting.
C. Explain investment, marketing and distribution possibilities.
D. Discuss independent short and independent film development costs.
V. Rules of Filmmaking
A. Define camera positions.
B. Identify camera lenses.
C. Explain lights and filters.
D. Illustrate camera moves.
E. Define staging.
F. Create scene-to-scene transitions.
G. Discuss screen aspect ratios.
VI. Soundtrack Recording
A. Identify talent selection.
B. Examine the voice recording process.
C. Demonstrate the non-voice recording process.
D. Define the music track recording process.
E. Create the final work track.
VII. Storyboards and Animatics
A. Explore storyboards and storyboard formats.
B. Discuss animatics.
VIII. Digital Desktop Production
A. Examine stages of traditional animation production.
B. Define production team and workflow.
C. Demonstrate project management.
IX. Principles of Traditional Animation
A. Define key poses, breakdowns and in-betweens.
B. Discuss and demonstrate the 12 key principles of animation.
C. Describe extreme poses.
D. Demonstrate holds.
E. Develop run and walk cycles.
F. Discuss dialogue and lip-syncing.
X. Step-by-Step Animation
A. Create key poses.
B. Discuss attitude and dynamics.
C. Generate in-betweens.
D. Demonstrate staging and camera moves.
E. Define drawing terminology.
XI. Traditional Animation Components
A. Define script.
B. Discuss storyboards.
C. Create a soundtrack.
D. Explain track breakdown.
E. Construct animatics.
F. Produce layouts.
G. Demonstrate pencil tests.
H. Discuss cleanup.
I. Define backgrounds.
J. Identify keys, in-betweens and timing.
K. Discuss dope sheets and production folders.
L. Define flipping and pegboards.
XII. Traditional Animation Finessing
A. Define tracebacks.
B. Identify eccentric movement and staggers.
C. Examine panning and camera moves.
D. Describe pan speed and strobing problems.
E. Illustrate shadows and effects.
XIII. Vector Animation
A. Explore the value of limited animation.
B. Describe vector film production.
C. Explain non-web vector animation.
XIV. Stop Motion and Experimental Animation
A. Demonstrate stop motion and experimental animation.
B. Discuss camera selection.
C. Analyze types of lenses needed.
D. Describe animation software/frame grabbers.
E. Explain tripods and lighting.
F. Show editing and demonstrate sound.
G. Create dope sheets and x-sheets.
H. Examine ideas, scripts, and treatments.
I. Create clay objects.
J. Differentiate modeling clays.
K. Construct a clay character.
L. Evaluate the professional model-making process.
M. Design and build a set.
N. Create a voice track.
O. Pose, light and stage a model for stop-motion animation.
Method of Evaluation and Competencies:
20-30% Exercises, papers or exams
40-60% Minimum of two projects
20-30% Final project
Total 100%
Grade Criteria:
90 – 100% = A80 – 89% = B
70 – 79% = C
60 – 69% = D
0 – 59% = F
Caveats:
-
Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.
-
Associated costs: refer to the instructor’s course syllabus for details about any associated costs that may be required.
Student Responsibilities:
Disabilities:
JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).
ANI 130
- Title: Motion Graphics and Effects*
- Number: ANI 130
- Effective Term: 2016-17
- Credit Hours: 3
- Contact Hours: 6
- Lecture Hours:
- Other Hours: 6
Requirements:
Prerequisites or corequisites: CDTP 135.
Description:
In this course the student will create motion graphics and effects using 2D and 3D elements. Students will create render passes, create 3D elements and effects, and then composite the layers back into After Effects for further manipulation and polish. Students will also explore rotoscoping, motion tracking, motion stabilization, animating effects, text and shape animation, create and set up 2D and 3D text, lighting, materials and basic compositing. 6 hrs. integrated lecture/lab/wk.
Textbooks:
http://bookstore.jccc.edu/Supplies:
Refer to the instructor's course syllabus for details about any supplies that may be required.Objectives
Upon successful completion of this course, the student should be able to:
- Examine the elements of visual effects and compositing.
- Identify and discuss the visual effects production pipeline.
- Define digital compositing.
- Discuss the digital representation of digital information.
- Explore basic image manipulation and compositing.
- Demonstrate matte creation and manipulation.
- Discuss time and temporal manipulation.
- Demonstrate image tracking and stabilization.
- Review interface interactions and analysis tools.
- Review formats, media, resolution and aspect ratio.
- Define and demonstrate rotoscoping and motion tracking.
- Evaluate the scene.
- Define and create elements.
- Integrate motion techniques.
- Discuss advanced topics.
- Review case studies.
Content Outline and Competencies:
I. Visual Effects and Digital Compositing
A. Define the digital creative environment.
B. Discuss the development of the technology.
C. Identify visual milestones.
D. Define and use key terms.
II. Visual Effects Production Pipeline
A. Create script.
B. Define visual development.
C. Create storyboards.
D. Define scene breakdown.
E. Discuss motion capture.
F. Demonstrate visual effects.
G. Shoot live action and/or use CG elements.
H. Illustrate rotoscope and match camera move.
I. Evaluate final render.
J. Explain compositing.
K. Discuss post-processing.
L. Construct final output files.
III. Digital Compositing
A. Define compositing.
B. Explain historical perspective.
C. Review terminology.
D. Illustrate compositing workflow.
IV. Digital Representation of Visual Information
A. Define image generation.
B. Discuss image input devices.
C. Describe digital image file format.
V. Basic Image Manipulation and Compositing
A. Show color manipulations.
B. Utilize spatial filters.
C. Define geometric transformations.
D. Illustrate a matte image.
E. Integrate matte channel.
F. Demonstrate multisource operators.
G. Utilize masks.
H. Prepare a composte with pre-multiple images.
VI. Matte Creation and Manipulation
A. Manipulate procedural matte extraction.
B. Demonstrate matting techniques.
VII. Time and Temporal Manipulation
A. Define apparent motion.
B. Discuss temporal resolution.
C. Identify temporal artifacts.
D. Practice changing the length or timing of a sequence.
E. Create key framing.
VIII. Image Tracking and Stabilization
A. Demonstrate tracking an element onto a plate.
B. Discuss human intervention.
C. Practice stabilizing a plate.
D. Illustrate tracking multiple points.
IX. Interface Interactions and Analysis Tools
A. Examine workflow.
B. Analyze online versus batch.
C. Illustrate methods of representing the compositing process.
D. Demonstrate curve editors.
E. Work with proxy images.
F. Discuss image viewers.
G. Identify flipbooks.
H. Define image statistics.
X. Formats: Media, Resolution and Aspect Ratio
A. Define aspect ratio.
B. Discuss format conversion pipeline.
C. Describe film formats.
D. Differentiate video formats.
E. Distinguish between other formats.
F. Work with non-square pixels.
G. Convert between film and video.
XI. Rotoscoping and Motion Tracking
A. Define rotoscoping.
B. Demonstrate rotoscoping techniques.
C. Discuss 2D and 3D motion tracking techniques.
D. Demonstrate 2D and 3D motion tracking.
XII. Evaluate the Scene
A. Discuss color, brightness and contrast.
B. Define a camera.
C. Explain distance and perspective.
D. Demonstrate lens flares.
E. Describe focus.
F. Illustrate motion blur.
XIII. Creating Elements
A. Demonstrate lighting.
B. Define matched cameras.
C. Discuss reference stand-in.
D. Employ clean plates.
E. Compare film stock.
F. Produce filters.
G. Choose a format.
H. Illustrate how to light and shoot a green screen or blue screen.
XIV. Integrate Motion Techniques
A. Explain scene continuity.
B. Define lighting.
C. Construct shadows.
D. Illustrate atmosphere.
E. Discuss camera mismatches.
F. Demonstrate camera movements.
G. Analyze focus.
H. Discuss motion blur.
I. Define film grain.
J. Demonstrate green-screen or blue-screen integration.
XV. Advanced Topics
A. Define black and white.
B. Discuss nonlinear color spaces.
C. Work with 3D elements.
D. Define related 2D disciplines.
XVI. Case Studies
A. Analyze other visual effects processes.
B. Critique other visual effects shots.
Method of Evaluation and Competencies:
20-30% Exercises, papers or exams
40-60% Minimum of two projects
20-30% Final project
Total: 100%
Grade Criteria:
90 – 100% = A80 – 89% = B
70 – 79% = C
60 – 69% = D
0 – 59% = F
Caveats:
Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.
Student Responsibilities:
Disabilities:
JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).
ANI 150
- Title: Introduction to 3D Modeling and Game Art*
- Number: ANI 150
- Effective Term: 2016-17
- Credit Hours: 3
- Contact Hours: 6
- Lecture Hours:
- Other Hours: 6
Requirements:
Prerequisites or corequisites: CDTP 135.
Description:
This course provides an introduction to 3D modeling and creating game art assets for next-generation games. Students will learn industry production pipelines and create high polygon and low polygon gaming models, such as architectural, weapons, vehicles and other model assets. Students will also learn how to create photorealistic textures, light and render, create construction and texture worksheets, and export them into an existing game engine. 6 hrs. integrated lecture/lab/wk.
Textbooks:
http://bookstore.jccc.edu/Supplies:
Refer to the instructor's course syllabus for details about any supplies that may be required.Objectives
Upon successful completion of this course, the student should be able to:
- Identify and describe the game art production pipeline.
- Develop and create pre-production game art assets.
- Discuss geometry and modeling.
- Explore modular asset creation.
- Demonstrate UV layout.
- Define realistic texture.
- Explore game engine setup and render.
- Define asset management.
- Develop and produce post-production assets.
- Produce a portfolio.
Content Outline and Competencies:
I. Game Art Production Pipeline
A. Define the type of production.
B. Discuss technical complexity and delivery media.
C. Identify production workflow and shots.
D. Define creative goals.
E. Define teams.
F. Discuss budget, schedule, and resources.
G. Discuss genre.
II. Game Art Pre-Production
A. Develop ideas: brainstorming.
B. Develop prop history.
C. Create model and texture reference worksheets.
D. Develop architectural, weapon and vehicle design sheets.
E. Define game asset visual development.
1. Visual direction and style
2. Modular structures
3. Weapons and props
4. Overall styling
5. Atmosphere and visual look
6. Color schemes
III. Geometry
A. Define polygon structure and components.
B. Discuss polygon primitives.
C. Review polygon modeling tools.
D. Demonstrate low poly modeling.
E. Discuss curve and surface tools.
F. Define high polygon modeling.
G. Demonstrate hard surface modeling techniques.
H. Explore low polygon geometry cleanup.
IV. Modular Asset and Creation
A. Explore asset style and modular construction.
B. Discuss modular asset complexity.
C. Refine modular details.
D. Define modular asset cleanup.
V. UV layout
A. Select UV seams.
B. Define texture borders.
C. Explore automatic, planar, cylindrical and spherical mapping.
D. Define UV distortion.
E. Move and sew UV edges.
F. Discuss UV packing.
G. Generate a UV snapshot.
VI. Realistic Textures
A. Photograph, Paint and or Scan Textures.
B. Create base textures and color maps.
C. Generate tiling textures.
D. Create advanced tiling.
E. Manipulate digital photo reference images.
F. Create hand-painted textures.
G. Generate diffuse, specular, transparency and normal maps.
VII. Game Engine Setup and Render
A. Define scene integration.
B. Assign texture maps.
C. Define lights and manipulate light attributes.
D. Create and refine camera attributes.
E. Render static images and turntable animation.
VIII. Asset Management.
A. Define object management.
B. Discuss environment and level management.
C. Discuss weapon and vehicle management.
IX. Game Art Post-Production
A. Discuss final rendering: define lights, cameras and materials.
B. Export game art models.
C. Define and review quality control: test reviews, previews, fixes and changes.
D. Create final output: CD, DVD website.
E. Edit the animation: audio, color correction, video transitions and f/x.
F. Test the game: testing game art assets in game.
X. Portfolio
A. Showcase models, textures lighting, and animation in a game engine.
B. Showcase high and low polygon wireframe and solid shaded models.
C. Demonstrate the use of UV textures.
D. Produce final rendered images that demonstrate an advanced skill level in modeling.
E. Output to a digital media format and or website.
Method of Evaluation and Competencies:
20-30% Exercises, papers or exams
40-60% Minimum of two projects
20-30% Final project
Total: 100%
Grade Criteria:
90 – 100% = A80 – 89% = B
70 – 79% = C
60 – 69% = D
0 – 59% = F
Caveats:
-
Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.
Student Responsibilities:
Disabilities:
JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).
ANI 210
- Title: Digital Sculpting*
- Number: ANI 210
- Effective Term: 2016-17
- Credit Hours: 3
- Contact Hours: 6
- Lecture Hours:
- Other Hours: 6
Requirements:
Prerequisites: ANI 250 or.
Prerequisites or corequisites: ANI 150.
Description:
In this course the student will create basic organic-shaped models using a high-end sculpting program like ZBrush. Students will explore film and game production pipelines, basic digital sculpting techniques and alpha brush detailing. Students will also explore advanced brush techniques, polypainting and spotlight tools; rendering, lighting and materials will be covered. 6 hrs. integrated lecture/lab/wk.
Textbooks:
http://bookstore.jccc.edu/Supplies:
Refer to the instructor's course syllabus for details about any supplies that may be required.Objectives
Upon successful completion of this course, the student should be able to:
- Examine digital art basics.
- Identify and explore the program interface.
- Introduce basic digital sculpting.
- Demonstrate how to use subtools, zspheres, and zsketching.
- Demonstrate how to use shadowbox and clip brushes.
- Demonstrate how to use remesh and projection.
- Discuss and explore advanced brush techniques.
- Demonstrate polypainting and spotlight.
- Demonstrate rendering, lighting, and materials.
- Define and explore morph targets, layers, and zbrush timeline.
Content Outline and Competencies:
I. Digital Art Basics
A. Explore the software interface.
B. Discuss digital images.
C. Identify resolution.
D. Define and explore 3D space.
II. Program Interface
A. Define and explore software interface and tools.
B. Define and explore trays and palettes.
C. Explore the title bar.
III. Basic Digital Sculpting
A. Define digital clay.
B. Explain standard, smooth and move brushes.
C. Explore subdivide tool.
D. Explore the symmetry tool.
E. Sculpt organic shapes.
F. Define and explore masking.
G. Explore polygroups.
H. Explore the transpose tool.
IV. Subtools, ZSpheres and ZSketching
A. Append subtools.
B. Sculpt subtools.
C. Explore zspheres.
D. Define zsketching with zspheres.
V. Shadowbox and Clip Brushes
A. Define shadowbox.
B. Explore match maker brush.
C. Discuss and explore clip brushes.
VI. Remesh and Projection
A. Remesh a surface.
B. Define and explore projection.
C. Demonstrate the use of mannequins.
VII. Advanced Brush Techniques
A. Define brush customization.
B. Design a brush.
C. Explore alpha textures.
D. Define brush effects.
E. Explore hard surface detailed brushes.
F. Discuss and explore stencils.
VIII. Polygon Painting and Spotlight
A. Define and explore polypainting.
B. Discuss polypainting techniques.
C. Explore image editing with spotlight.
D. Define and explore spotlight projection.
IX. 3D Rendering, Lighting and Materials
A. Define and explore rendering basics.
B. Discuss render using BPR.
C. Define and explore render using best mode.
D. Export a render.
E. Create internal software lights.
F. Define and explore materials.
G. Define and explore the shader mixer.
H. Define and explore the render subsurface scattering effects.
I. Explore the fiber material.
X. Morph Targets, Layers and Zbrush Timeline
A. Define and explore morph targets.
B. Explore 3D layers.
C. Define and explore polypaint layers.
D. Explore the Zbrush timeline.
Method of Evaluation and Competencies:
20-30% Exercises, papers or exams
40-60% Minimum of two projects
20-30% Final project
Total: 100%
Grade Criteria:
90 – 100% = A80 – 89% = B
70 – 79% = C
60 – 69% = D
0 – 59% = F
Caveats:
Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.
Student Responsibilities:
Disabilities:
JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).
ANI 220
- Title: CG Environments and Animation
- Number: ANI 220
- Effective Term: 2016-17
- Credit Hours: 3
- Contact Hours: 6
- Lecture Hours:
- Other Hours: 6
Description:
In this course students will create interior and exterior environments, generating various types of vegetation and terrain. The details of modeling for film and commercial environments and a range of simple to complex lighting and rendering techniques will be covered. Advanced materials and shaders will be explored. Students will also be introduced to render passes and render layers, and composite the rendered images into a polished animation product. 6 hrs. integrated lecture/lab/wk.
Textbooks:
http://bookstore.jccc.edu/Supplies:
Refer to the instructor's course syllabus for details about any supplies that may be required.Objectives
Upon successful completion of this course, the student should be able to:
- Identify animation, visual effects and technology.
- Define the basic concepts of animation.
- Describe the digital production process.
- Demonstrate basic 3D modeling.
- Discuss and create materials.
- Demonstrate lighting techniques and mental ray attributes.
- Explore 3D rendering.
- Discuss animation and effects.
- Define and demonstrate post-processing.
Content Outline and Competencies:
I. Animation, Visual Effects and Technology
A. Define the digital creative environment.
B. Discuss the development of the technology.
C. Identify visual milestones.
D. Define and use key terms.
II. Basic Concepts of Animation
A. List the types of animation.
B. List the principles of animation.
C. Discuss the importance of storytelling.
D. Discuss the storyboarding process and create storyboards.
E. List animation file formats.
III. Digital Production Process
A. Discuss production strategies.
B. Identify components of the digital computer animation studio.
C. Participate in creative and production teams.
D. Define the computer animation process.
E. Assemble a demo reel.
IV. 3D Modeling
A. Define intermediate modeling techniques.
B. Demonstrate intermediate modeling concepts.
C. Define NURBS components.
D. Explore NURBS modeling.
E. Demonstrate NURBS conversion to polygons.
F. Define and explore paint effects.
G. Demonstrate paint effects conversion to polygons.
H. Demonstrate foliage modeling and texturing.
V. Materials
A. Explore basic material workflow.
B. Define a material and shader networks.
C. Create materials and shader networks.
D. Explore layered materials.
E. Explore mental ray materials.
F. Demonstrate sub surface scattering using the MILA material.
VI. Lighting and Mental Ray Attributes
A. Define and explore lights and light attributes.
B. Demonstrate basic three-point lighting technique.
C. Define basic mental ray attributes.
D. Demonstrate image-based lighting.
E. Define high dynamic-range imaging.
F. Explore interior and exterior lighting techniques.
G. Explore studio-based lighting.
H. Discuss and explore photorealistic lighting techniques.
VII. 3D Rendering
A. Discuss basic rendering concepts.
B. Define render attributes.
C. Define the camera.
D. Discuss lighting.
E. Explore shading and surface characteristics.
F. Define quality settings.
VIII. Animation and Effects
A. Discuss basic computer animation techniques.
B. Define basic visual effects techniques.
C. Explore compositing multiple layers.
IX. Post-Processing
A. Demonstrate retouching, compositing and color correcting.
B. Manipulate image resolution and output.
C. Define polishing the project.
Method of Evaluation and Competencies:
20-30% Exercises, papers or exams
40-60% Minimum of two projects
20-30% Final project
Total: 100%
Grade Criteria:
90 – 100% = A80 – 89% = B
70 – 79% = C
60 – 69% = D
0 – 59% = F
Caveats:
Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.
Student Responsibilities:
Disabilities:
JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).
ANI 235
- Title: Character Modeling and Rigging*
- Number: ANI 235
- Effective Term: 2016-17
- Credit Hours: 3
- Contact Hours: 6
- Lecture Hours:
- Other Hours: 6
Requirements:
Prerequisites: ANI 250 or.
Prerequisites or corequisites: ANI 150.
Description:
In this course the student will create a character using high-end software like Maya. Students will explore character design, organic modeling, photorealistic texturing, character rigging, facial rigging, character deformation and portfolio presentation. Students will also explore advanced modeling techniques; clothing, hair and advanced materials will be covered. 6 hrs. integrated lecture/lab/wk.
Textbooks:
http://bookstore.jccc.edu/Supplies:
Refer to the instructor's course syllabus for details about any supplies that may be required.Objectives
Upon successful completion of this course, the student should be able to:
- Explore character design.
- Demonstrate character modeling.
- Discuss model refinement.
- Demonstrate adding modeling details.
- Define model optimization.
- Discuss how to test deformation on character mesh.
- Explore texture preparation.
- Demonstrate texture painting.
- Discuss level of detail.
- Discuss and demonstrate skeletal creation.
- Examine character rigging.
- Explore and demonstrate facial rigging.
Content Outline and Competencies:
I. Character Design
A. Discuss character appeal.
B. Define three steps of concept art.
C. Research other designs.
D. Define character history.
E. Create model sheets.
II. Character Model
A. Define and explore modeling tools.
B. Define character preparation.
C. Define software preferences.
D. Define character proportions.
E. Demonstrate limb creation.
F. Model the right side of the character.
G. Model the character in small sections.
H. Refine modeling and clean up.
I. Discuss a character morgue.
III. Model Refinement
A. Refine, head, neck, back, arms, stomach, pelvis and legs.
B. Refine hands and fingers.
C. Refine feet or foot ware.
IV. Model Details
A. Demonstrate creating hair.
B. Modify and refine hair.
C. Define dynamics and hair flow.
D. Define the ear and eyes.
E. Demonstrate modeling the inside of the mouth, teeth and tongue.
F. Demonstrate modeling the clothes and accessories.
V. Model Optimization
A. Refine character mesh.
B. Define poly count.
C. Optimize character mesh.
VI. Deformation
A. Refine and test arm and leg deformation.
B. Demonstrate skeleton binding.
C. Demonstrate paint weights.
VII. Texture Preparation
A. Define mapping methods.
B. Define the areas to map.
C. Demonstrate mapping UV’s.
D. Demonstrate exporting UV’s.
VIII. Texture Painting
A. Define image preparation.
B. Discuss base colors.
C. Explore texture alignment.
D. Define texture details.
E. Review color, specular, normal, ambient occlusion, and transparency maps.
IX. Level Of Detail (LOD)
A. Define level of detail.
B. Demonstrate LOD.
C. Define and explore LOD.
D. Testing LOD in a game engine.
X. Skeleton Creation
A. Demonstrate basic skeleton creation.
B. Explore options for joint creation.
C. Demonstrate joint cleanup.
XI. Character Rigging
A. Define forward and inverse kinematics.
B. Explore inverse kinematics.
C. Define and explore IK solvers.
D. Define and explore controllers.
XII. Character Presentation
A. Explore and define a strong pose.
B. Review construction and texture sheets.
C. Define and demonstrate turntables.
D. Revise and polish rendered images.
Method of Evaluation and Competencies:
20-30% Exercises, papers or exams
40-60% Minimum of two projects
20-30% Final project
Total: 100%
Grade Criteria:
90 – 100% = A80 – 89% = B
70 – 79% = C
60 – 69% = D
0 – 59% = F
Caveats:
Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.
Student Responsibilities:
Disabilities:
JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).
ANI 245
- Title: Character Animation*
- Number: ANI 245
- Effective Term: 2016-17
- Credit Hours: 3
- Contact Hours: 6
- Lecture Hours:
- Other Hours: 6
Requirements:
Prerequisites: ANI 250 or.
Prerequisites or corequisites: ANI 150.
Description:
Students will develop and refine new skills in creating 3-dimensional character animation. The computer and cutting-edge software have become increasingly important tools in creating character animatics and 3-dimensional character animations. More principles and elements of character animation will be introduced to create more realistic, believable and engaging stories. Continued focus on the importance of plot, character development, key principles of animation and artistic skill will push students into realms of endless creativity and imagination. 6 hrs. integrated lecture/lab/wk.
Textbooks:
http://bookstore.jccc.edu/Supplies:
Refer to the instructor's course syllabus for details about any supplies that may be required.Objectives
Upon successful completion of this course, the student should be able to:
- Define character animation.
- Discuss the digital production process.
- Identify key principles of animation.
- Explore cartoon animation.
- Discuss character polygon modeling.
- Define character UV (two-dimensional coordinate system) layout and surface mapping.
- Demonstrate facial expression creation.
- Discuss how you bind a character.
- Demonstrate character setup.
- Discuss an advanced character setup.
- Define non-linear animation.
- Explore the trax editor.
- Discuss render utility and mapping techniques.
- Develop character animation.
- Demonstrate character lip sync and expression fundamentals.
Content Outline and Competencies:
I. Introduction to Character Animation
A. Define animation terminology.
B. Identify visual milestones.
II. Digital Production Process Production Strategies
A. Identify character animation tools.
B. Discuss character animation process.
III. Key Principles of Animation
A. Compare straight-ahead action vs. pose-to-pose action.
B. Explain slow-in and slow-out.
C. Describe squash and stretch.
D. Identify arcs.
E. Define anticipation.
F. Explain staging.
G. Describe secondary actions.
H. Define timing.
I. Discuss follow-through and overlapping action.
IV. Cartoon Animation
A. Identify cartoon form.
B. Discuss exposure sheet.
C. Define line of action.
D. Illustrate line of action in animation.
E. Establish rhythm and design.
F. Discuss movement of body masses.
G. Identify movements of the two-legged figure.
H. Explain movements of the four legged figure.
V. Character Polygon Modeling
A. Define character pre-production, character design, and polygon modeling tools.
B. Discuss character anatomy.
VI. Character UV Layout and Surface Mapping
A. Define polygon mapping.
B. Assign shader to each projection.
C. Create UVs.
D. Edit UVs.
E. Identify planner mapping.
F. Discuss automatic mapping.
G. Define layout UVs.
H Describe the UV texture editor.
I. Define UV snapshot.
VII. Facial Expressions
A. Use skeletons.
B. Model blended shapes.
VIII. Process of Binding a Character
A. Create a rigid bind.
B. Create a smooth bind.
IX. Character Setup
A. Define and discuss forward kinematics and inverse kinematics.
B. Explain switching forward and inverse kinematics.
X. Advanced Character Setup
A. Utilize extra joint.
B. Discuss leg and arm control.
C. Utilize IK spline handle.
D. Incorporate constraint and cluster.
E. Set up facial expressions.
XI. Nonlinear Animation
A. Create character and subcharacter sets.
B. Discuss the attribute editor.
XII. Trax Editor
A. Create the clip.
B. Manipulate the clip.
C. Edit clip attributes.
D. Cut, copy and paste clips.
XIII. Render Utility and Mapping Techniques
A. Define node and shading networks.
B. Describe hyper shade.
C. Explain shader attributes.
D. Define bump 2D and bump 3D.
XIV. Character Animation
A. Demonstrate knowledge of character animation fundamentals
1. Define animation principles
2. Explain the use of keyframes
3. Discuss timing and spacing
4. Identify graph editor
5. Define key tangents, breakdown keys, offset keys and hidden keys
6. Cut, copy and paste keys
7. Apply weight to objects
8. Create run, walk and jump animations
B. Animate Bipeds
1. Give the definition of cycles
2. Adjust weight on f-curves
3. Discuss the use of layering
4. Copy and paste keys
5. Describe the use of breakdown keys
6. Apply weight to movement
C. Animate your first scene
1. Focus on story
2. Set up poses
3. Hide keys
4. Move holds
5. Contact positions
6. Adjust timing and spacing
7. Overlap action and weight
8. Use the graph editor
9. Describe f-curve tangent weights
XV. Character Lip Sync and Expressions
A. Describe dialogue expressions.
B. Dialogue character acting.
C. Define vowels.
D. Define consonants.
E. Explain lip sync.
Method of Evaluation and Competencies:
20-30% Exercises, papers or exams
40-60% Minimum of two projects
20-30% Final project
Total = 100%
Grade Criteria:
90 – 100% = A80 – 89% = B
70 – 79% = C
60 – 69% = D
0 – 59% = F
Caveats:
Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.
Student Responsibilities:
Disabilities:
JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).
ANI 255
- Title: Advanced Animation and Effects*
- Number: ANI 255
- Effective Term: 2016-17
- Credit Hours: 3
- Contact Hours: 6
- Lecture Hours:
- Other Hours: 6
Requirements:
Prerequisites or corequisites: ANI 220.
Description:
The Advanced Animation and Effects course exposes students to various particle effects, rigid and soft body dynamics, and effects like rain, snow, lightning, fire and different types of shatter. Through hands-on tutorials students will simulate and render a variety of visual effects including liquid, cloth and hair. Students will also explore rendering layers and passes, and composite these elements into stunning portfolio work. 6 hrs. integrated lecture/lab/wk.
Textbooks:
http://bookstore.jccc.edu/Supplies:
Refer to the instructor's course syllabus for details about any supplies that may be required.Objectives
Upon successful completion of this course, the student should be able to:
- Identify visual effects.
- Define digital production process.
- Explore dynamics.
- Demonstrate fluid effects.
- Discuss fluid modification.
- Discuss object interaction with fluid dynamics.
- Explore cloth attributes and simulation.
- Develop hair and fur simulations.
- Demonstrate artisan brush tools.
- Explore digital compositing.
- Define composite plug-ins.
- Demonstrate compositing techniques.
Content Outline and Competencies:
I. Introduction to Visual Effects
A. Define visual effects terminology.
B. Discuss visual effects technology/development.
C. Establish visual milestones.
D. Define compositing and integrating visual effects.
II. Digital Production Process
A. Define production strategies.
B. Discuss visual effects tools.
C. Establish creative and production teams.
D. Identify visual effects process.
E. Discuss visual effects/animation integration.
III. Dynamics
A. Define particle tool and create emitter.
B. Define and discuss vertex, point and curve emission.
C. Define surface emission.
D. Define rigid bodies.
E. Define fields.
F. Define goals and add attribute.
G. Discuss instancing and duplicate group.
H. Create soft bodies.
I. Create skeletons, lattices and curves.
J. Create softbody effects and define animated textures.
K. Create spring effects.
L. Define and discuss sprite rendering.
M. Define and discuss advanced sprites.
IV. Fluid Effects
A. Define fluids.
B. Discuss basic fluid concepts.
C. Discuss methods for defining the contents of a fluid container.
D. Create fluid examples.
E. Discuss dynamic fluid effects.
F. Define non-dynamic fluid effects.
G. Define fluid containers.
H. Define fluid properties.
V. Modify Fluids
A. Change the size of a fluid container.
B. Change the resolution of a fluid.
C. Change dynamic fluid behavior.
D. Change fluid behavior at the container boundaries.
E. Convert fluids to polygons.
F. Modify fluid attributes.
G. Use fluid attribute presets.
VI. Make objects interact with dynamic fluids
A. Make fluids collide with geometry.
B. Move geometry with the force of a fluid.
C. Move cloth with the force of a fluid.
D. Move particles with the force of a fluid.
E. Modify geometry with the force of a fluid.
VII. Cloth Simulation
A. Load cloth.
B. Create a garment.
C. Model the character.
D. Pose the character.
E. Build a pattern for the garment.
F. Create panels.
G. Seam the garment.
H. Tailor with darts.
I. Adjust the garment.
J. Move the garment.
K. Set resolution.
L. Adjust the seams.
M. Model parts of a garment.
N. Set display options.
O. Create cloth objects.
P. Create cloth collision objects.
Q. Adjust the collision object.
R. Simulate cloth.
VIII. Fur/Hair
A. Define and discuss fur.
B. Load fur.
C. Lay out UV coordinates.
D. Create fur.
E. Attach and detach fur.
F. Select which UV set to use.
G. Preview fur using fur feedback.
H. Reverse fur normals.
I. Offset the direction fur grows.
J. Change fur attributes.
IX. Artisan Brush Tools
A. Define paint strokes.
B. Define flood paint.
C. Define paint reflected.
D. Restrict an area for painting.
E. Define map attributes.
F. Set stylus pressure.
G. Change the brush outline color.
H. Create an artisan tool shelf.
I. Define artisan hotkeys.
J. Use artisan marking menus.
X. Intro to Digital Compositing
A. Define visual information.
B. Discuss basic image manipulation.
C. Define basic image compositing.
D. Define matte creation and manipulation.
E. Define time and temporal manipulations.
F. Define image tracking and stabilization.
G. Define formats: media, resolution and aspect ratios.
H. Define quality and efficiency.
I. Create elements.
J. Discuss integration techniques.
K. Discuss case studies.
XI. Compositing Plug-in
A. Setting up shots.
B. Discuss shot strategy.
C. Define tracking.
D. Define solving.
XII. Compositing
A. Define basics.
B. Discuss the brief.
C. Define preferences.
D. Discuss importing.
E. Create masks.
F. Define nesting.
G. Define animation.
H. Define timing.
I. Define keying.
J. Define effects.
K. Define tracking.
L. Define parenting.
M. Define expressions.
N. Define 3D.
O. Define type.
Method of Evaluation and Competencies:
20-30% Exercises, papers or exams
40-60% Minimum of two projects
20-30% Final project
Total: 100%
Grade Criteria:
90 – 100% = A80 – 89% = B
70 – 79% = C
60 – 69% = D
0 – 59% = F
Caveats:
-
Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.
-
Associated costs: refer to the instructor’s course syllabus for details about any supplies that may be required.
Student Responsibilities:
Disabilities:
JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).
ANI 258
- Title: Game Level Design*
- Number: ANI 258
- Effective Term: 2016-17
- Credit Hours: 3
- Contact Hours: 6
- Lecture Hours:
- Other Hours: 6
Requirements:
Prerequisites: ANI 250 or.
Prerequisites or corequisites: ANI 150.
Description:
This course provides an introduction to game level design and how to create interior and exterior levels using the same state of the art editing tools that are used in high-end video games. Students learn to build white box levels first and then populate the level with detailed original game artwork. Students will create terrain maps and textures, and interactively place static meshes into the game editor to enhance the visual aspects of the level. Students explore how to build a map that is purposeful and exciting to play. 6 hrs. integrated lecture/lab/wk.
Textbooks:
http://bookstore.jccc.edu/Supplies:
Refer to the instructor's course syllabus for details about any supplies that may be required.Objectives
Upon successful completion of this course, the student should be able to:
- Define the level design production pipeline.
- Discuss the game level pre-production process.
- Explore how to use game cover in the game level.
- Demonstrate how to use weapons effectively.
- Demonstrate how to use vehicles effectively.
- Demonstrate how to use health items effectively.
- Discuss asset management in UDK (Unreal Development Kit).
- Explore design production in the game level.
- Discuss post-production for the game level.
Content Outline and Competencies:
I. Level Design Production Pipeline
A. Create a game planner.
B. Discuss the game design document.
C. Discuss game specifications.
D. Define the job of a 2D game designer.
E. Define the job of a 3D game designer.
F. Define the job of a game programmer.
G. Define the job of a game audio designer.
II. Game Level Pre-production Process
A. Develop ideas using a game planner.
B. Summarize the game using a game design document.
C. Write game specifications.
D. Apply textures to levels.
E. Develop terrain, level and environment.
F. Create white box level and test.
III. Game Cover
A. Define risky cover.
B. Discuss safe cover.
C. Define high cover.
D. Discuss low cover.
IV. Weapons
A. Define weapon type.
B. Discuss weapon placement.
C. Demonstrate weapon creation.
V. Vehicle
A. Define vehicle type.
B. Discuss vehicle placement.
C. Demonstrate vehicle creation.
VI. Health Items
A. Define health type.
B. Discuss health placement.
C. Demonstrate health creation.
VII. Asset Management in UDK
A. Define asset prep for export.
B. Discuss asset export attributes.
C. Demonstrate asset import properties.
D. Define object materials.
VIII. Design Production
A. Build environment and terrain models.
B. Create static meshes and textures in a level editor.
C. Create foliage models.
D. Texture levels.
E. Incorporate lighting in level design.
F. Use level design editor.
IX. Post-Production
A. Test levels.
B. Finish levels.
C. Use screen capture.
D. Produce final output.
E. Edit image and sound.
F. Test the game.
G. Produce documentation.
Method of Evaluation and Competencies:
20-30% Exercises, papers or exams
40-60% Minimum of two projects
20-30% Final project
Total: 100%
Grade Criteria:
90 – 100% = A80 – 89% = B
70 – 79% = C
60 – 69% = D
0 – 59% = F
Caveats:
- Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.
- Associated costs: refer to the instructor’s course syllabus for details about any supplies that may be required.
Student Responsibilities:
Disabilities:
JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).
ANI 260
- Title: Animation Capstone*
- Number: ANI 260
- Effective Term: 2016-17
- Credit Hours: 3
- Contact Hours: 6
- Lecture Hours:
- Other Hours: 6
Requirements:
Prerequisites or corequisites: ANI 255.
Description:
In this course, the student will use all the knowledge attained in previous core animation courses and develop a finished 1-2 minute independent movie following a predetermined animation production process and schedule. Students will develop a portfolio including illustrations of characters, model and texture work sheets, storyboards, props, environments, textures and final rendered scenes created for the movie. 6 hrs. integrated lecture/lab/wk.
Textbooks:
http://bookstore.jccc.edu/Supplies:
Refer to the instructor's course syllabus for details about any supplies that may be required.Objectives
Upon successful completion of this course, the student should be able to:
- Describe planning production strategies.
- Demonstrate the story development process.
- Define the character development process.
- Discuss modeling strategies.
- Generate realistic texture maps.
- Demonstrate blendshapes and rigging.
- Discuss animation, cameras and rendering.
- Generate visual effects.
- Define post-production strategies.
Content Outline and Competencies:
I. Planning Production Strategies
A. Define the type of production.
B. Discuss technical complexity and delivery media.
C. Identify production workflow and shots.
D. Define creative goals.
E. Discuss budget, schedule and resources.
II. Story Development
A. Develop ideas.
1. Discuss brainstorming
2. Discuss revisions/creative cycles
B. Prepare scriptwriting/story.
1. Define plot
2. Developing characters
C. Plan storyboarding.
1. Translate the script into images
2. Discuss technical breakdown of each shot
3. Define storytelling
4. Discuss general composition
5. Identify actions
6. Define camera moves
III. Character Development
A. Create character design.
1. Develop look and personality
2. Discuss cartoons, stylized or realistic
3. Develop drawings
4. Create character/model sheets
5. Generate character turnarounds
B. Define visual development.
1. Discuss visual direction and style
2. Create characters
3. Discuss types of environments and props
4. Define overall styling
5. Discuss atmosphere and visual look
6. Establish color schemes
C. Formulate breakdown of scenes and task assignments.
1. Define animatics
2. Discuss previsualization
3. Create story reels
IV. Modeling
A. Model characters.
1. Generate polygon modeling
2. Produce NURBS (Non-Uniform Rational B-Spline) modeling
3. Create subdivisional surface modeling
B. Model sets and props.
1. Create polygon modeling
2. Generate NURBS modeling
3. Produce subdivisional surface modeling
V. Texturing
A. Paint and scan textures.
1. Create base textures
2. Manipulate digital photographs
3. Create hand-painted textures
B. Write and create shaders.
1. Create 2D and 3D procedural maps
2. Generate 2D and 3D projection maps
3. Build displacement maps
4. Construct bump maps
5. Create transparency
6. Create specular maps
7. Create diffuse maps
8. Create reflection maps
9. Create color maps
10. Create ambient maps
11. Generate environment maps
12. Produce glow and incandescence maps
VI. Blendshapes and Rigging
A. Create blendshapes for characters and objects.
1. Define vowels
2. Define consonants
3. Create expressions
4. Define shapes
5. Discuss morphing
B. Build skeletons for characters and objects.
1. Create IK (inverse kinetics) controls
2. Generate FK (forward kinetics) controls
C. Skin character and object to skeleton.
1. Create rigid bind
2. Discuss paint set memberships
3. Generate lattice deformers
4. Create joint deformers
5. Create smooth bind
6. Define paint weights
VII. Animation, Cameras and Rendering
A. Animate characters and objects.
1. Discuss key frame interpolation
2. Define principles of animation
3. Model animation
4. Create camera animation
5. Generate light animation
6. Create hierarchical animation
7. Define two-and three-dimensional integration
B. Layout scene and set up camera.
1. Define scene integration
2. Create motion paths
3. Set up camera attributes
C. Generate rendering tests.
1. Define software render
2. Discuss hardware render
3. Define mental ray render
4. Discuss vector render
D. Create facial and lip sync animation.
1. Discuss timeline setup
2. Define FPS (frames per second) setup
3.Identify dialogue integration
4. Create phoneme exposure sheet
5. Generate blendshape attributes set
6. Create expression exposure sheet
VIII. Visual Effects
A. Animate special effects.
1. Define camera tracking
2. Discuss rotoscoping
3. Create blue and green screens and chroma key
4. Define set and character extensions
5. Create crowd replications
6. Generate particle simulation
7. Create fluid simulation
8. Create cloth simulation
9. Generate hair simulation
10. Define 3-dimensional morphing
11. Discuss motion control
B. Light scenes.
1. Define lighting strategies and moods
2. Discuss types of light sources
3. Define lighting the scene
4. Define positions of light sources
IX. Post-Production Strategies
A. Discuss final rendering (entire scene or layers).
1. Define lights, cameras and materials
2. Define color
3. Discuss rendering process
4. Define hidden surface removal
5. Define Z-buffer (image depth coordinates)
6. Define ray tracing
7. Discuss global illumination and radiosity
8. Define image-based rendering
9. Discuss non-photorealistic rendering
10. Discuss hardware rendering
11. Define file formats
B. Assemble compositing.
1. Discuss image manipulation
2. Define image retouching
3. Discuss image compositing and blending
4. Define image sequencing
5. Define color grading
C. Manage reviews, previews, fixes and changes.
D. Generate final output.
1. Create model and texture sheets
2. Create turntable
3. Create portfolio renders
4. Generate hard copies
E. Edit image and sound.
1. Discuss sound sweetening
2. Define image colorization
F. Manage quality control and release.
Method of Evaluation and Competencies:
20-30% Exercises, papers or exams
40-60% Minimum of two projects
20-30% Final project
100% Total
Grade Criteria:
90 – 100% = A80 – 89% = B
70 – 79% = C
60 – 69% = D
0 – 59% = F
Caveats:
Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.
Student Responsibilities:
Disabilities:
JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).
ANI 270
- Title: Visual Effects and Compositing*
- Number: ANI 270
- Effective Term: 2016-17
- Credit Hours: 3
- Contact Hours: 6
- Lecture Hours:
- Other Hours: 6
Requirements:
Prerequisites: ANI 145 or.
Prerequisites or corequisites: ANI 220.
Description:
This course emphasizes the importance of breaking down visual effects shots for effective compositing. Advanced topics will include 2 dimensional/3 dimensional motion tracking, rotoscoping, garbage mattes, 2D/3D visual effects, blue screen or green screen removal, traveling mattes, image correction, lighting and shading. An introduction to the production pipeline used in professional film and TV work will also be covered. 6 hrs. integrated lecture/lab/wk.
Textbooks:
http://bookstore.jccc.edu/Supplies:
Refer to the instructor's course syllabus for details about any supplies that may be required.Objectives
Upon successful completion of this course, the student should be able to:
- Define visual effects and compositing.
- Identify and describe the visual effects production pipeline.
- Introduce digital compositing.
- Define digital representation of visual information.
- Demonstrate basic image and manipulation.
- Demonstrate basic image compositing.
- Create and manipulate mattes.
- Demonstrate time and temporal manipulation.
- Discuss Image tracking and stabilization.
- Define interface interactions.
- Review image viewing and analysis tools.
- Identify formats: media, resolution and aspect ratios for a particular project.
- Define quality and efficiency.
- Discuss learning to see the scene.
- Define creating elements.
- Discuss integrating techniques into the scene.
- Identify advanced topics.
- Review case studies.
Content Outline and Competencies:
I. Visual Effects and Digital Compositing
A. Define the digital creative environment.
B. Discuss the development of the technology.
C. Identify visual milestones.
D. Define and use key terms.
II. Visual Effects Production Pipeline
A. Create script.
B. Define visual development.
C. Create storyboards.
D. Define scene breakdown.
E. Discuss motion capture.
F. Demonstrate visual effects.
G. Shoot live action and/or use CG elements.
H. Illustrate rotoscope and match camera move.
I. Evaluate final render.
J. Explain compositing.
K. Discuss post-processing.
L. Construct final output files.
III. Introduction to Digital Compositing
A. Define compositing.
B. Explain historical perspective.
C. Review terminology.
D. Illustrate compositing workflow.
IV. Digital Representation of Visual Information
A. Define image generation.
B. Discuss image input devices.
C. Describe digital image file format.
V. Basic Image Manipulation
A. Show color manipulations.
B. Utilize spatial filters.
C. Define geometric transformations.
VI. Basic Image Compositing
A. Illustrate a matte image.
B. Integrate matte channel.
C. Demonstrate multisource operators.
D. Explore masks.
E. Prepare a composite with premultiple images.
VII. Matte Creation and Manipulation
A. Manipulate procedural matte extraction.
B. Demonstrate matting techniques.
VIII. Time and Temporal Manipulation
A. Define apparent motion.
B. Discuss temporal resolution.
C. Identify temporal artifacts.
D. Practice changing the length or timing of a sequence.
E. Create key framing.
IX. Image Tracking and Stabilization
A. Demonstrate tracking an element onto a plate.
B. Discuss human intervention.
C. Practice stabilizing a plate.
D. Illustrate tracking multiple points.
X. Interface Interactions
A. Examine workflow.
B. Analyze online versus batch.
C. Illustrate methods of representing the compositing process.
D. Demonstrate curve editors.
E. Utilize with proxy images.
XI. Image Viewing and Analysis Tools
A. Discuss image viewers.
B. Identify flipbooks.
C. Define image statistics.
XII. Formats: Media, Resolution, and Aspect Ratio
A. Define aspect ratio.
B. Discuss format conversion pipeline.
C. Describe film formats.
D. Differentiate video formats.
E. Distinguish between other formats.
F. Utilize with non-square pixels.
G. Convert between film and video.
XIII. Quality and Efficiency
A. Define quality.
B. Discuss efficiency.
XIV. Learning to See
A. Evaluate color, brightness and contrast.
B. Define a camera.
C. Explain distance and perspective.
D. Demonstrate lens flares.
E. Describe focus.
F. Illustrate motion blur.
XV. Creating Elements
A. Demonstrate lighting.
B. Define matched cameras.
C. Discuss reference stand-in.
D. Employ clean plates.
E. Compare film stock.
F. Produce filters.
G. Choose a format.
H. Illustrate how to light and shoot a green screen or blue screen.
XVI. Integrating Techniques
A. Explain scene continuity.
B. Define lighting.
C. Construct shadows.
D. Illustrate atmosphere.
E. Discuss camera mismatches.
F. Demonstrate camera movements.
G. Analyze focus.
H. Discuss motion blur.
I. Define film grain.
J. Demonstrate green screen or blue screen integration.
XVII. Advanced Topics
A. Examine black and white.
B. Discuss nonlinear color spaces.
C. Utilize 3D elements.
D. Define related 2D disciplines.
XVIII. Case Studies
A. Analyze other visual effects processes.
B. Critique other visual effects shots.
Method of Evaluation and Competencies:
20-30% Exercises, papers or exams
40-60% Minimum of two projects
20-30% Final project
Total: 100%
Grade Criteria:
90 – 100% = A80 – 89% = B
70 – 79% = C
60 – 69% = D
0 – 59% = F
Caveats:
- Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.
- Refer to the instructor’s course syllabus for details about any associated costs that may be required.
Student Responsibilities:
Disabilities:
JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).
ANI 275
- Title: Animation Career Preparation*
- Number: ANI 275
- Effective Term: 2016-17
- Credit Hours: 3
- Contact Hours: 6
- Lecture Hours:
- Other Hours: 6
Requirements:
Prerequisites or corequisites: ANI 255.
Description:
This course will provide animation majors instruction in the presentation of his or her work in a digital portfolio format of professional quality. A website, resume and cover letter will be produced. Self-promotion, networking, job searches and interview skills will also be covered. 6 hrs. integrated lecture/lab/wk.
Textbooks:
http://bookstore.jccc.edu/Supplies:
Refer to the instructor's course syllabus for details about any supplies that may be required.Objectives
Upon successful completion of this course, the student should be able to:
- Identify the types of interactive media projects appropriate for inclusion in a professional digital portfolio.
- Define the design and produce a professional resume in both digital and printed forms.
- Review professional considerations.
- Demonstrate productive attitudes and work habits.
- Define copyright laws and fair use.
- Discuss networking and how to network.
- Define network-integrated job search tactics.
- Review sales and marketing strategies.
- Identify ways to dress for job interview success.
Content Outline and Competencies:
I. Professional Digital Portfolio
A. Select appropriate level of work and determine the total number of pieces.
B. Research and select the appropriate digital media for presentation.
C. Prepare projects for the selected type of digital media.
D. Rework projects as necessary for the final portfolio.
E. Sequence the work for greatest narrative impact.
II. Professional Resume
A. Collect resume information.
B. Select an appropriate type of resume.
C. Write the resume copy.
D. Design the resume for both digital and print forms.
E. Produce the resume for both digital and print forms.
III. Professional Considerations
A. Establish personal and professional goals.
B. List professional organizations and contacts.
C. List professional publications.
D. Demonstrate interview techniques.
E. Describe how to conduct a job search.
F. Describe how to evaluate a job offer.
IV. Attitudes and Work Habit
A. Identify and develop positive attitudes toward tasks and fellow employees.
B. Identify and develop productive work habits.
C. Identify and develop collaborative/teamwork skills.
V. Copyright Laws
A. Identify copyright infringement.
B. Discuss copyright rules.
C. Define fair use and educational use.
D. Review copyright cases.
VI. Networking
A. Discuss social networks.
B. Identify professional associations.
C. Define alumni networks.
D. Identify community networks.
VII. Network-Integrated Job Search Tactics
A. Define organization and career management.
B. Discuss security and confidentiality.
C. Define job sites and resume banks.
D. Discuss multiple resumes and profiles.
VIII. Sales and Marketing Strategies
A. Define job search strategies and tactics.
B. Discuss organization and balance job search emails.
C. Define multiple submissions.
D. Discuss initiating conversations with hiring managers.
IX. Dress for Job Interview Success
A. Review respect for the position and interviewers.
B. Discuss dressing traditionally and conservatively.
C. Define dressing for the industry vs. dressing for comfort.
D. Discuss tattoos, piercings and personal hygiene.
Method of Evaluation and Competencies:
20-30% Exercises, papers or exams
40-60% Minimum of two projects
20-30% Final project
Total: 100%
Grade Criteria:
90 – 100% = A80 – 89% = B
70 – 79% = C
60 – 69% = D
0 – 59% = F
Caveats:
Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.
Student Responsibilities:
Disabilities:
JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).