Monday, November 28, 2016

Final Requirements:

At this point, each of you have learned a great deal in the world of 3D! We have spent the semester learning introductory-level modeling, texturing, lighting, and now, animation techniques!

For your final, I will ask you to create a simple blog that displays the following work:

  • 5 Renders of your environment project.
  • A 30 Second Movie of your animation with a steady camera that showcases your environment.
  • Your 3-D Character animation.


Grades for Each Project will be determined by the following:

Environment Project:  (5 grades in all)

  • Modeling (grade1)
    • Craftsmanship: Use of geometry, modeling accuracy, economy of modeling and amount of polygons.
  • Lighting (grade 2)
    • Scenes constructed with quality levels of contrast, light and shadow, where we have clear use of foreground, middle ground, and background objects.
  • Texturing (grade 3)
    • Objects appear as if they were made from different materials.  Scene is fully textured, and objects appear believable with minimal visible seams.
  • Cinematography (grade 4)
    • Camera angles for movie are properly paced and clearly describe your environment’s “story”.
  • Rendering (grade 5)
    • Renders are fully produced and edited, where all of the following above is taken into consideration.


Animation Project: (one grade for scene construction, one grade for character animation, one grade for rendering)
  • All criteria for modeling and lighting,  (grade 6) in addition to:
    • Clear storytelling and body mechanics.
    • Rendered sequences where your character is clear and easy to understand in both acting, storytelling and movement.
    • General understanding of the functions of character rigs, demonstrated by creating a captivating final animation!

These are the 8 grades that will factor into your final grade! If you have any questions please don't hesitate to ask!

Monday, November 21, 2016

Homework:

Begin work on your final project!

Your goal is simple:

1. Complete your 3D environment, and render a short movie of your environment scene! Tell the story of your environment with your camera work!
  • If you are still unable to render your environment, please notify me with questions and info about the way your scene is set up!
  • I will give you feedback on your lighting and texturing on next monday. Please send me renders of the sections you have completed in the meantime!


2. Begin work on your final character animation! The story for this animation is as follows:
Story: A character walks into a room and sits down, ready to relax after a long day.

  • Instructions:
    • Block your animation by next monday! Build a simple scene with good lighting and use it to animate this scene!
    • You have the next two weeks to animate your final! This should give you enough time to make changes to your 3-D environment as well! 
    • The process of animating a character moving will take some time. As a class, you will compare notes, successes and mistakes on Monday!


PLEASE BE ADVISED: Your final animation is a project that channels everything you have learned this semester. Because of this, I am expecting you to stay ORGANIZED during your production! I will be reviewing lighting and layout, in addition to your animation storytelling!

Work hard these next two weeks! Eat lots of food this holiday! Have a great thanksgiving! =D

Wednesday, November 9, 2016

Homework for Monday:

Your homework for Monday is to create a 20-30 second movie, where you film your entire room!  Create a camera, and render an HD movie of your environment! Showcase the viewpoints you have selected in your 5 views! Take your time, and show us the most important sections of your environment! If you were absent, and have any questions,

1) Acquire notes from your classmates on the finer points of camerawork and rendering. I will post some notes for you soon.

2) Email me if you have any questions about the rendering process. Inform me of the notes you have already acquired so I know where to guide you!

Wednesday, October 5, 2016

MIDTERMS CHECKLIST AND HOMEWORK:

Place the following assignments in the midterms folder. Be advised that I am looking specifically for scene files in some projects, and project folders in others. (project folders need to have all the accompanying files inside of it.)


  • Composition Homework Assignment (p1)
    • Turn in the scene file.
  • Your 3 final basic models. (p2)
    • Turn in the scene files.
  • Your lighting project.  (p3)
    • Turn in the project folder.
  • Our outdoor exercise. (p4)
    •  turn in the scene file
  • The current version of your interior project. (p5)
    • Turn in the project folder.
    • Remember to turn in a folder of your REFERENCES for this project! Place that folder in the Assignments Folder.

In addition to this, continue to work on your scene project! I will include an example on the server of the way you need to turn in your projects!

Wednesday, September 14, 2016

Notes for Today: And homework for Monday!

Today in class we covered the basics of lighting and rendering in Maya! As a note for yourself: If you need to work from home, you will need to download and install the MENTAL RAY PLUGIN for MAYA 2016. It can be found at this link!
Basic Lighting and Rendering:

To select: Create ——> Lights ——>  (type of light)

Types of Lights:
  • Directional Light: Works like the sun. Light entire scene in one direction
    • Intensity: On all lights: Will change the intensity of the light itself and the brightness of that intensity.
  • Spotlight:  Works from a single infinite point. Lights in a cone shape, outward towards an object.
    • Drop-off will change the softness of the light itself.
  • Ambient lights: Creates a soft light that paints the entire scene in a specific blend of light and light color.
  • Point Lights: Operates like a candle. A miniature star that emanates from a single, solitary point in space.  The light gets softer as it moves through the air.
  • Area light:  A light that emits in a specific direction, marked by a box and an indicator.
  • Volume Light: A light that emits all objects inside a cage. Light will not escape outside that wire cage.

THESE LIGHTS OPERATE AND CONTROL THE WAY LIGHTS AND SHADOWS EMIT.
NEXT, WE CONTROL THE WAY LIGHT BOUNCES OFF THE OBJECTS USING….
  • Material Choice
  • Renderer Choice

Materials:
  • Blinn: Used to generate basic highlights and reflections
  • Lambert: Used for a matted look.
  • mia_material: The most commonly used shader for Mental Ray Rendering. Used to achieve a variety of effects — like glossiness, reflections, specularity — as well as textures (rubber, concrete, gold, metal, etc.)

Renders:
  • Maya Software: Basic render that calculates lighting based on the software controls in Maya.
  • Maya Hardware: Basic render that calculates lighting based on the hardware of the computer.
  • Maya Hardware 2.0: New(ish) renderer that produces a much more realistic image much faster.
  • Mental Ray: Lighting engine commonly used to achieve realistic lighting settings by taking advantage of a number of controls that effect the way light interacts with objects and cameras.
  • Arnold: New render to maya that is also used for advanced lighting; used in other applications, comes as part of Maya as of this year.

RAYTRACING SHADOW ATTRIBUTES:
  • Light angle: Adjusts the softness of the light.
  • Shadow rays: Adjusts quality of the light.
  • Ray Depth Limit:  The number of times light bounces off of objects before is dissipates into shadow.
----------------------------------------------------------------------------------------

Homework for Monday: 
#1 Get reference of an interior scene.
 *photograph it from different angles*
#2 Build that scene using basic models.
#3 Light that scene as close to your reference as possible.

#4 Pick 2 objects in that scene. Model them with more detail.

Wednesday, September 7, 2016

Homework for Monday:

Continue working on your models! In addition to the two that you made last week, you are to create one new object of increased challenge and complexity. This model should be your best work, where your modeling craftsmanship is efficient (consisting of only the number of edge loops necessary), made up of an optimized number of pieces, and with no mistakes on the model!

In addition, revise the models you brought to class, increasing the level of quality and detail in your work!

Below is some additional notes on additional skills to use when you are modeling your objects. If you were absent, please speak with your classmates for additional notes.

-----

Modeling Techniques Part 2:

I. Modeling Modifiers:
  • Fill Hole : Mesh —> Fill Hole  (Fills a hole created by selecting edges.)
  • Bridge: Build a bridge with X number of polygons from one edge to another.
  • Deleting Edges
  • Rebuilding Edges
  • To EDGE LOOP and DELETE : 
    • Command + Right Click ->>>> Edge Loop Utilities —> To Edge Loop and Delete
II. Additional Modeling Principles
  • Modeling from the Origin:  
    • DUPLICATE SPECIAL!!! (Edit —> Duplicate Special)
      • Selecting specific numbers along the TRANSLATE, ROTATE, and SCALE settings will allow you to make multiple copies of a single object
  • Connect and the Modeling Toolkit
    • Connect: Splits Polygons in half, thirds, fourths, etc.
III. Editing pivot points:

  • D key: Edit Pivot Point
  • X key: Snap to Grid

Wednesday, August 24, 2016

Homework For Monday!

Using the knowledge you have gained from class, create a small scene from a number of primitive objects! I'm not looking for excess detail or excess simplicity, but I am looking for a resolved scene that further pushes your skills beyond what we learned in class!

Here is an example:


  • Give yourself no more than 5 hours on this project!  Below are notes from our first class. Use them at your discretion!
  • If you and another student are having trouble, offer to work together to share notes and ideas! This may help you better navigate this exercise!
  • ORGANIZE YOUR SCENE AND NAME EVERYTHING! I WILL CHECK FOR THIS!

Monday, August 22, 2016

Getting Started: THE INTERFACE, YO!


To Create a new Project: Go to File ---> Project Window.

  • Click "NEW"
  • Type a name for your project folder, select the destination (Documents, Maya, Projects)
  • Hit Accept!

Basic Tools (things in red we are not using yet):
W- move
E- rotate
R- scale
G- repeat last command
q - exit tool
b- soft selection
shift + . - grow selection
alt + b - change background color
f - fit to selection/frame window
a - show all objects on screen
ctrl + a - open attribute editor/channel box
ctrl + delete - deletes an edge loop( 2014 version and up only)
command + G - Group Objects Together!
1 - standard mode
2 - subdivision mode with cage
3 - subdivision mode
4 - wireframe view
5 - shaded mode
6 - texture mode

The UV texture Editor helps an artist assign custom textures to models!  We can create a PSD network that specializes in refined mapping of different types of surfaces and materials onto a model!

Types of Modeling Tools:
Basic movement tools (move scale and rotate)
Sculpt Geometry Tool
Lattices
Advanced Selection Tools (To Vertices, To Edges)
Convert > Smooth Mesh Preview to Polygons
Subdivision Modeling: Mesh > Smooth

The Channel Box gives us NODES to adjust our models at every stage of production.
The Attribute Editor lets us adjust shaders at every given stage of production.

The Layers Tab makes it easy for us to group objects!

  • To use it go to Layer -> Create Empty Layer OR Layer -> Create Layer from Selected


Rendering a scene is done within our RENDER SETTINGS for our animation!

Welcome to AN310 - 3-D Computer Animation! =D

COURSE# AN310 | 3-D Computer Animation
Location: Mac Lab 4
Instructor: Michael Shaw
Time: Monday and Wednesday 1:00 PM – 3:30 PM
Contact: mshaw@mca.edu; 901.282.3902
Office Hours: Monday and Wednesday: 6:30 PM -  8:30 PM

Course Description:
Welcome to DM 310!  This course explores the finer workings of producing 3-D content and the processes we have at our disposal for achieving this!  The course takes advantage of the tools we have at our disposal to take creative approaches at creating environments, hires models, studio and realistic lighting, introductory animation and video renders! The computers are outfitted with all the software needed to make the work of your choosing!  While in this class, every student will be given the chance later in the semester to pick a focus for a “final 3-D assignment,” where the student will be given the opportunity to produce content within a centralized medium and theme.

Methods of Study – The Flow of Class is as follows:
Class Readings / Video Demonstrations:
Due to the nature of our content, each week, students will be given video demonstrations and reference material to cover new material discussed in class. This will serve as preparation for the next class’s content as well as permanent resources for you! For those interested in additional content, please be advised I will give a recommended reading list a few weeks into the semester, once you understand the basics. These books are optional, but may improve your understanding of the material!

In-class discussion and lessons:
Often we will reflect on the material in class via group discussion. This is an opportunity to field questions and prepare us for content creation.  Often we will consider strategies, methods, and established concepts, then innovate our own.

Interactive Demonstrations:
For our class: Demonstrations will often be given with an interactive twist. You will be asked to demonstrate a skill, which we will then add on to, piece by piece.  This will be done to help you learn, implement, and master new techniques for art making within this class!

In addition to this: You can download a copy of Maya 2015 and Mudbox from the Autodesk website for free. They will be compatible with the computers in Mac Lab 3, so you will be able to do work from home computers/laptops, granted you have the proper software updates! The goal of all class work and lessons will be to give you the tools necessary to develop into a better artist, character modeler, designer, and animator!

Projects:
Projects will be divided into two types:
In-Class projects will be shorter assignments tied to demonstrations. These are projects that will help you understand and implement new concepts.  Often they will be due at the end of class, or by the end of the following class.

Large-scale projects will be the longer assignments that work towards the body of work you will turn in at the end of the semester.  These projects include short films, models, environments, and animation tests that we will produce throughout the semester.  For some of these assignments, you will be given the choice to work together as a group, or alone. Prior to the first assignment where this is a possibility, we will have a day where we discuss group dynamics. Each project will be executed in stages including the following: Investigation; Brainstorming; Creation; Reflection; Revision.  

Reflection time will be given for the day after a project is turned in. We will take a day to review all assignments, and come back to class with our findings in an open discussion. This process gives you the tools to leave what (for many of you) is your final animation class with the ability to direct yourself into new avenues of exploration! This will help you quite a bit when we get to professional development

Class time will be divided between instruction and implementation, both often occurring at once.  You will be notified of any scheduled studio days for projects. On those days, I will be in class and serve as a guide to help with problems, critique assignments, and answer questions!

Fields of Study Include:
----------------------------------------
Basic Maya Interface: Learning how to work in 3D.
Lighting: How to create bones for a 3-D Character of your creation, and how to make the subsequent skeleton function properly within an animation. (We actually have a software granted to us by a third party to help alleviate this process! i.e. save time!)
Texturing: The meat of this class:  How to apply your 2-D animation skills in a 3D environment, and make believably moving and acting 3-D characters!
Modeling: What it is, how to do it, and how to do it faster?
Mudbox and Organic Modeling: How to integrate organic 3D modeling software into your workflow.
Cinematography: Using Cameras in 3-D Animation
Blend Shapes: Making an animated objections morph and act in space.
Basic Character Animation: Using  a pre-constructed rig to practice character animation and movement!

Course Goals:
DEPARTMENTAL OUTCOMES:
Students will demonstrate the capability to organize and present concepts verbally.
Students will demonstrate the capability to organize and present concepts audibly. 
Students will produce evidence of an understanding of the methods of audio production.
Students will be able to coherently communicate the content their audio productions.
Students will demonstrate the time management skills necessary to complete the entire sound creation process.
Students will demonstrate the capability to effectively publish their audio production via the web, and integrate it into their current body of work.

PROFESSIONAL OUTCOMES:
Students will demonstrate the ability to write an artist statement.
Students will demonstrate the ability to document their work.
Students will demonstrate basic computer/software literacy applicable to their field.
Students will demonstrate the ability to give a public presentation about their work.
Students will demonstrate the ability to research to stay current in their field.
Students will demonstrate basic knowledge of communication etiquette in their field.
Students will demonstrate the ability to work collaboratively.

-------Assignments and Requirements ------
You are required to attend class everyday, on time.  We will start class @ 1:00 every day, unless otherwise noted.  As with the Student Handbook, students who miss 3 days  of class will fail the course.  This will be strictly enforced. Prior to this event, any student that must miss a day needs to notify me ahead of time, long before the start of class.  Anyone who wonders into class at least 1 hour after class begins will be considered absent for the rest of the day. Three tardies equate to one absence. If you miss, you must catch up on assignments via consulting other students, and myself via email. I reserve the right to notify students ahead of time for any day that MUST NOT BE MISSED due to course content be it finals, assessments, midterms, or other coursework.

----Turning in Assignments -----
Each Assignment will be due on a scheduled date, given at the beginning of the assignment.  Often, this will be the day before the class, to give students time to listen to, and review other students’ work.  Part of your grade will be your review of the creations of your peers. We will remain objective throughout, even when we are delving into content that goes beyond our personal taste.  When it comes to late assignments, assignments will drop a letter grade each day they are late. After 3 days, I will not accept your assignment.

Supplies:
1)    Sketchbook and Notebook for taking notes. You will want to keep track of your notes and illustrations. I expect you to make comments and constantly critique your own work, in addition to others!
2)    External Hard Drive: Can purchase online and use with other classes. If you already have it, great! If not, it’s an investment that can last you long beyond your undergraduate career.  The Computers primarily use USB 3.0 connections. The hard drives listed below are examples, compatible with mac and PC, but require formatting to go cross-platform.
3)    Personal camera for photographic reference.

GRADING:

Each assignment will be awarded a grade based on the following rubric. Plus(+) and minus(-) will denote more or less intricate mastery of objectives.  Students will be allowed to turn in higher-quality versions of their projects midterm for a higher grade.

Group assignments will be graded on individual achievement, and group achievement.  Both grades count 50% of any group assignment.

A - Excellent.  Assignment objectives are completed above and beyond the course requirements to great effort and great success.  Technical and conceptual skills are on display in a masterfully coherent manner with clean craftsmanship.

B - Proficient. The assignment completed demonstrates most mastery of the skills presented, and objectives are completed beyond course goals. Much effort, and a clear and concise direction shines through the final result. There are still a few issues that can be pushed further.

C - Competent.  The assignment completed demonstrates relative mastery of the skills presented, and objectives are completed to average sufficiency.  Assignments are successful, and craftsmanship and technical skills are on display -- All are completed at an average level.

D - Deficient.  The assignments completed are missing demonstrations of the skills presented, and/or required objectives have yet to be completed. There are conceptual and technical flaws and hurdles that have not been overcome.

F - Failure.  The majority of the project is either not completed, and/or objectives for assignment are not met.

Final Grades will be based on a comprehensive average of all of your projects, as well as midterm and final milestones for blog upkeep.

*Your blog upkeep factors into your grades for each major assignment handled out of class.*

Assignments are due at 9 a.m. on their scheduled dates. Loss of data, files, or other associated items needed for any assignment or project will require that you recreate your work, with no exceptions. You are solely responsible for the security of your files. Your files are not 100% secure on the server or computer. You should have multiple copies on multiple sources at all times. No files are safe unless backed up to 3 locations. (Example: Personal hard drive or flash drive, school network, personal computer, or web service.  Note: you can store work on dropbox. We will discuss cloud storage.)

Copyright
You must receive copyright permission for all non-public domain media used in your film projects. Public domain material can be found at http://www.publicdomain.org/ and http://www.creativecommons.org/. Visit American University's Center for Social Media Website for detailed information regarding the difference between rights infringement and fair use.

Accommodations for Students with Disabilities
Students with a special learning need are encouraged to let their instructor know at the beginning of the course. Reasonable accommodations (such as extended time for exams, readers, scribes, and interpreters) are provided on an individual basis as determined by documented need. It is the student’s responsibility to provide authorized documentation to Student Affairs or Achievement Center Support Staff as early in the semester as possible.


Course Content and Title IX Reporting
Students should be aware that information disclosed to faculty (whether through assignments or as a personal disclosure) that indicate experiencing sexual harassment, abuse, or violence while a student at Memphis College of Art, requires that your instructor as a “mandatory reporter” disclose this information to Student Affairs staff to ensure students’ safety and welfare are addressed. Student Affairs staff will contact you, and/or those involved, to make you aware of accommodations, remedies, and resources available at Memphis College of Art.

HEALTH and SAFETY PRECAUTIONS

            As more and more work, education and recreation involves computers, everyone needs to be aware of the hazard of Repetitive Strain Injury to the hands and arms resulting from the use of computer keyboards and mice.  This can be a serious and very painful condition that is far easier to prevent that cure once contracted, and can occur even in young physically fit individuals. Paul Marxhausen - visit his site below.
            http://eeshop.unl.edu/rsi.html
            http://www.mydailyyoga.com/yoga/rsi.html


DEPARTMENT AND LAB POLICIES:
Immediately submit an online tech request to report any problems with a lab computer or printer. 
Main MCA computing info site = mca.edu/labs -- go here for answers to frequently asked questions and online tutorials for MCA specific technologies.
No Food or Drinks in Lab.
Keep the Lab Clean. Dispose of all trash -- Paper scraps, old media etc.
Leave your workstation in an orderly fashion. All materials left on the desktop will be deleted. Organize files within the documents folder on your account. Delete your trash from your desktop and trash bin. 
Back up work to an external source. Remember files are only safe if they exist in 3 separate locations. MCA servers are not to be considered secure and used only for temporary storage.  
Log Out of your workstation prior to your departure. Upon your departure, the chair should be pushed in. Your monitor, keyboard and mouse should be placed in their proper positions.

COPYRIGHT:
You must receive copyright permission for all non-public domain media used in projects. (Music, film footage, etc.)  Public domain material can be found at http://www.publicdomain.org/ and http://www.creativecommons.org.  Visit American University's Center for Social Media Website for detailed information regarding the difference between rights infringement and fair use. We will discuss fair-use policies during class.

OSHA MANDATE:
Memphis College of Art students and faculty are required to follow the      standards detailed in the OSHA material safety guidelines



Below is the current calendar of estimated class activities for the semester! (Subject to change, but will be updated as we go:)

AN310 Calendar - You need your school email address to access!