University of Technology Sydney

54407 Context: Animation Character

Warning: The information on this page is indicative. The subject outline for a particular session, location and mode of offering is the authoritative source of all information about the subject for that offering. Required texts, recommended texts and references in particular are likely to change. Students will be provided with a subject outline once they enrol in the subject.

Subject handbook information prior to 2025 is available in the Archives.

UTS: Communication: MAP and Sound and Music Design
Credit points: 6 cp
Result type: Grade and marks

Requisite(s): (54409 Context: Introduction to Hybrid Animation OR 82221 Context: Introduction to 3D and 2D Hybrid Animation) AND (54406 Context: 2D Animation Introduction OR 82121 Context: 2D Animation Introduction)
These requisites may not apply to students in certain courses.
There are course requisites for this subject. See access conditions.
Anti-requisite(s): 82321 Context: Animation Character

Description

This studio introduces students to the core technical complexities and creative possibilities of 3D computer modelling and rigging. Students engage in a series of in-depth, practical lab-based assignments, designed to help them build fully functioning character assets for 3D animation. Students balance their use of imaginative creative approaches with demonstrating technical competence. The subject approaches the learning of technical disciplines with the same exploratory, open-ended attitude as conceptual projects. To support subsequent studio project, students are introduced to a character design brief.

Subject learning objectives (SLOs)

a. Research and design an original character in response to a set brief
b. Demonstrate an understanding of the process of modelling and rigging a 3D character
c. Create a fully functioning character with all performance controls operational
d. Demonstrate a capacity to absorb complex technical information and use it creatively
e. Practise multiple iterations of design and ideas
f. Manage workload and time to meet deadlines

Course intended learning outcomes (CILOs)

This subject engages with the following Course Intended Learning Outcomes (CILOs), which are tailored to the Graduate Attributes set for all graduates of the Faculty of Arts and Social Sciences:

  • Apply fundamental and higher-level animation and cinematic principles with understanding and professional proficiency. (1.1)
  • Demonstrate reflexive critical thinking as creative practitioners who are intellectually curious, imaginative, and innovative, with an ability to evaluate their own and others' work with candour. (2.2)
  • Act with transparency and exhibit personal and professional ethical integrity and broad social responsibility. (5.1)

Teaching and learning strategies

Weekly sessions of lectures and lab-based workshops and tutorials. These Lab projects are focused on a combination of Instructional Technical Teaching and Problem Based Learning. Tutorial sessions are designed to be flexible in response to whole-class progression across semester. Content is concentrated into modules of learning that introduce new concepts through case studies, demonstrations and discussion that challenge the student’s adoption and application of new skills and concepts to their assignment tasks. Students are encouraged to take initiative to seek their own solutions through self-initiated study, research, and iteration, offering their progress to their peers in class for reflection. Students participate in tutorials and presentations throughout the semester and as individual desktop engagements with the studio leader or demonstrator.

This subject includes active learning experiences, where ongoing feedback is provided on a weekly basis during all on-campus sessions.

Content (topics)

This subject addresses, at an introductory level, the fundamental principles, history, techniques and practice of 3D computer modelling and rigging. Students explore topics such as proportion and balance, scale and symmetry, physiognomy, topology, and texturing.

Assessment

Assessment task 1: Modelling an Organic Character

Objective(s):

a, b, d, e and f

Weight: 40%
Length:

One clean and labelled Maya scene file containing the final version of the student’s character asset.

Criteria linkages:
Criteria Weight (%) SLOs CILOs
Originality in Character Design 10 a 2.2
Application of understanding of character joint locations 10 d 1.1
Development through iteration and versioning. 20 e 2.2
Proficiency in modelling skills 40 b 1.1
Efficiency of workflow management 20 f 5.1
SLOs: subject learning objectives
CILOs: course intended learning outcomes

Assessment task 2: Modelling & Rigging a Bipedal Character

Objective(s):

a, b, c, e and f

Weight: 60%
Length:

A 300 - 500 frame animated movie file (h264 codec from a play-blast or render at 1280x720 pixels and 24/25 fps)

One cleaned and meaningfully named Maya ascii scene file for the performance. (.ma)

Criteria linkages:
Criteria Weight (%) SLOs CILOs
Originality in Character Design 20 a 2.2
Appropriateness of functioning character with controls for performance 20 c 1.1
Evidence of iterative development through critique 20 e 2.2
Understanding of high order functionality, nomenclature and industry practice in character modelling-rigging through naming convention and asset integrity. 20 b 1.1
Professionalism of workflow and standards 20 f 5.1
SLOs: subject learning objectives
CILOs: course intended learning outcomes

Minimum requirements

Attendance Requirement

Attendance at classes is essential in this subject. Classes are based on a collaborative approach that involves essential workshopping and interchange of ideas with other students and the tutor to build capacities towards meeting the subject learning objectives. A roll will be taken at each class (whether on campus or online). Students who have more than two absences from class will be refused marking of their final assessment (see Rule 3.8)

References

Berger, J. (1972) Ways of Seeing, Penguin.

Blair, P. (1994) Cartoon Animation, Walter Forster Publishing,

Briggs, C. (2021). An Essential Introduction to Maya Character Rigging. CRC Press. https://doi.org/10.1201/9781315771403

Maestri, G. (2020). Maya: Facial Rigging. linkedin.com.

Maestri, G. (2015). Rigging a Cartoon Character in Maya. lynda.com.

Parr, P. (2016). Sketching for animation?: developing ideas, characters and layouts in your sketchbook ([First edition].). Fairchild Books, an imprint of Bloomsbury Publishing Plc.

Liu, Y. (2018). 3D Cinematic Aesthetics and Storytelling. Springer International Publishing AG.

Hans Bacher. (2012). Dream Worlds: Production Design for Animation. CRC Press. https://doi.org/10.4324/9780080926926

Brine, K. G. (2020). The art of cinematic storytelling?: a visual guide to planning shots, cuts and transitions . Oxford University Press.

O’Hailey, T. (2019). Rig it right!?: Maya animation rigging concepts (2nd edition.). CRC Press, Taylor & Francis Group.