University of Technology Sydney

82321 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: Design, Architecture and Building: Design
Credit points: 6 cp
Result type: Grade and marks

Requisite(s): 82221 Context: Introduction to 3D and 2D Hybrid Animation
These requisites may not apply to students in certain courses.
There are course requisites for this subject. See access conditions.

Description

This studio introduces students to the core technical complexities and creative possibilities of 3D computer modelling and rigging. Students are exposed to a series of in-depth, practical lab-based assignments, designed to help them build fully functioning characters for 3D animation.

As much importance is attached to the use of imaginative creative approaches as to demonstrating technical competence. The subject approaches the learning of technical disciplines with the same exploratory, open-ended attitude as conceptual projects.

The outcomes for this subject feed directly into Spring session studio projects, and therefore a character design brief is introduced during the session. Outcomes for this subject do not include 3D animation.

Subject learning objectives (SLOs)

On successful completion of this subject, students should be able to:

1. Research and design an original character in response to a set brief
2. Demonstrate an understanding of the process of modelling and rigging a 3D character
3. Create a fully functioning character with all associated controls
4. Demonstrate a capacity to absorb complex technical information and use it creatively
5. Practice multiple iterations of design and ideas
6. Demonstrate a capacity to manage workload and time to meet deadlines

Course intended learning outcomes (CILOs)

This subject also contributes to the following Course Intended Learning Outcomes:

  • Ability to take autonomous decisions and responsibility (A.1)
  • Ability to understand and challenge disciplinary conventions and practices (I.1)
  • Ability to understand and apply fundamental animation principles (P.1)
  • Ability to demonstrate a high level of craft and production values across all methods of animation process (P.2)
  • Ability to undertake primary and secondary research, exploring a wide range of visual and textual materials, and connect research process to final outcomes (R.1)

Contribution to the development of graduate attributes

The term CAPRI is used for the five Design, Architecture and Building faculty graduate attribute categories where:

C = communication and groupwork

A = attitudes and values

P = practical and professional

R = research and critique

I = innovation and creativity.

Course intended learning outcomes (CILOs) are linked to these categories using codes (e.g. C-1, A-3, P-4, etc.).

Teaching and learning strategies

Weekly sessions of one hour lectures and three hours of Lab based workshops and tutorials. These Lab projects are focused on a combination of Instructional Technical Teaching and Problem Based Learning. Lectures and tutorials concentrate on case studies, demonstrations and setting tasks and assignments. Students are encouraged to take initiative in finding their own solutions through self-initiated study, research and iteration. Students will be participating in individual tutorials and presentations throughout the semester with informal feedback offered by studio leaders.

This subject includes active learning experiences, where ongoing summative feedback is provided on a weekly basis at all on-campus sessions and labs. It is therefore imperative that students attend all on-campus engagements.

Content (topics)

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

Activities will include specialist demonstrations and lectures by staff, presentations of ideas and assignments to class by students.

Please refer to the weekly program for a detailed breakdown of the activities.

Assessment

Assessment task 1: Modelling & Rigging for simple character

Intent:

The student will submit one Maya scene file for a simple character, monopod. This assignment focuses on modelling and organisational skills.

Objective(s):

This task addresses the following subject learning objectives:

1, 2, 4, 5 and 6

This task also addresses the following course intended learning outcomes that are linked with a code to indicate one of the five CAPRI graduate attribute categories (e.g. C.1, A.3, P.4, etc.):

A.1, I.1, P.1, P.2 and R.1

Type: Project
Groupwork: Individual
Weight: 40%
Criteria:

Assessment criteria will consider the performative capabilities of the face, eyes, mouth, hands and body poses. Keep the number of polys to less than 1500 and demonstrate good edge flow. This assessment also focuses on modelling and organisational skills.

Criteria linkages:
Criteria Weight (%) SLOs CILOs
Originality in Character Design 10 1 R.1
Understanding character joint loocations 10 2 I.1
Demonstrate iterative development 20 5 P.2
Demonstrate skills in modelling and rigging 40 4 P.1
Manage workflow 20 6 A.1
SLOs: subject learning objectives
CILOs: course intended learning outcomes

Assessment task 2: Modelling & Rigging for bipedal character

Intent:

This assignment is focused upon the student’s complete skill set. This assignment presumes that the modelling is good and focuses upon rigging complexity.

Objective(s):

This task addresses the following subject learning objectives:

1, 3, 4, 5 and 6

This task also addresses the following course intended learning outcomes that are linked with a code to indicate one of the five CAPRI graduate attribute categories (e.g. C.1, A.3, P.4, etc.):

A.1, I.1, P.1, P.2 and R.1

Type: Project
Groupwork: Individual
Weight: 60%
Criteria:

Innovation in the design of the bipedal character. Demonstrated success of the rig in a 200 - 300 frame animation (play-blast 1280x720 at 24 fps) that exercises the character and shows good deformation and weighting. The character needs to meet the FULL range of motion requirements. Shading and texturing can be simple.

Criteria linkages:
Criteria Weight (%) SLOs CILOs
Originality in character Design 20 1 R.1
Functionning character with controls 20 3 I.1
Demonstrate iterative development 20 5 P.2
Demonstrate skills in modelling and rigging 20 4 P.1
Manage workflow 20 6 A.1
SLOs: subject learning objectives
CILOs: course intended learning outcomes

Minimum requirements

To pass this subject 80% attendance in all activities (lectures, tutorials) is expected. The listed assessment tasks should be submitted on the due date/time. The combined assessment grades should equal a pass grade or above. Assessment criteria relate to the learning objectives listed in this document. See briefs for specific details of assessment criteria for each project. To pass an assessment, work submitted should show satisfactory achievement in all learning objectives.


The DAB attendance policy requires students to attend no less than 80% of formal teaching sessions (lectures and tutorials) for each class they are enrolled in to remain eligible for assessment.

Required texts

The Autodesk Maya documentation and user manual are considered to be important reading for this course. Access to this is normally through the software help interface. It is expected that students become familiar with this primary source of information.

Recommended texts

3D Reference Books (available from the library) ** Maya is a slowly evolving platform and so information specifically addressing past versions is still relevant and workth reading. You may well find later editions to these resources in the library too.

Palmer, T 2012, Mastering Autodesk Maya 2012, Wiley Pub ( Available online through the library)

Burlington, MA 2010 Computer Animation Complete: Maya winning techniques, Morgan Kaufmann Pub

Derakhshani, D 2011, Introducing Maya 2011, Sybex

Lanier, L 2008, Advanced Maya Texturing and Lighting Wiley Technology (Available online through the library)

Guindon, M 2009, Autodesk Maya: the modelling and animation handbook, Autodesk

Flaxman, T, 2008, Maya 2008 character modelling and animation principles and practices, (Available online through the library)

Beane, A, 2012 3D Animation Essentials, Wiley Pub

Chopine, A 3D Art Essentials: the fundamentals of 3D modelling, texturing, and animation, Burlington MA

Ritchie, K 2005, The art of rigging: a definitive guide to character technical direction with Maya, CG Toolkit

Allen, EM 2008, Body language advanced 3D character rigging, Wiley Technology

Cabrera, C 2008, An essential introduction to Maya character rigging, Focal Press

Summers, D 2004 Texturing: Concepts and Techniques, Charles River Media ( available online through library)

Note: this book has some good principles of design that you should apply to textures.

Osipa, J 2010 Stop Staring: Facial Modeling and Animation Done Right, Wiley Pub. (Very important reference material)

O'Hailey, T 2013 Rig it Right Focal Press. Very current and readable.

Other resources

Look into UTSONLINE for selected Lynda tutorials that your coordinator has identified as being useful.

The Maya Documentation - this is THE primary source of information and it is expected that all students download the offline version for their home computer and become familiar with the documentation and tutorials made freely available from Autodesk.

http://help.autodesk.com/view/MAYAUL/2016/ENU/

Pixar and Renderman - ditto.

http://renderman.pixar.com/view/renderman-university

Maya Character Animation - Sophisticated Guide to Modelling, Rigging and Animation Techniques by Jae-jin Choi

-Stop Staring - Facial Modelling and Animation Done Right by Jason Osipa

The Artists Guide to Facial Expressions by by Gary Faigin (Book)

Rig it Right! Maya Animation Rigging Concepts (Computers and People) Feb 28, 2013 by Tina O'Hailey

Hybrid Animation: Integrating 2D and 3D Assets Nov 26, 2014 by Tina O'Hailey