Wednesday, March 30, 2016

Homework for Monday!

1. Make changes to the texturing and modeling to your character as necessary!
2. Rig your character up, and make use of the SKIN CAGE settings to create a much more accurate model.
3. Review and study the time lapse video of rigging up an entire character in 3-D animation at this link!  Write down any questions you may have for me for rigging and any future steps! (Note, more steps are covered in your animation

Wednesday, March 9, 2016

Homework for Spring Break!

1) Continue texturing your character! Add details that are necessary to the design of your character! Bring a completed character ready to rig on Monday!

2) Begin designing a small 6-11 second animation for your character to act within!  We will spend the first week learning how to rig, and will spend the next week starting to animate with decisive action!

3) Draw thumbnail drawings, create storyboards, or design a quick animatic for your animation! Get reference footage for your animation and build a small test scene for your character to act within!
This scene does not have to be 100% textured and lit, but should serve as a decent stage for which your character can act upon! KEEP IT SIMPLE!

Saturday, March 5, 2016

Videos Links for UV mapping and Introduction to Mudbox.

Hello Students!

Below are online video reference for finishing out your models. This is in addition to the previously-uploaded videos on the server. For those of you who feel comfortable unwrapping UVS at this state, refer to video 2 as your first video.  Video 1 is a short talk about why we texture, and how it looks when you’re finished.


Homework for monday is still the same:
1. Bring your fully modeled character to class with the UVs properly cut and unfolded in Maya. Refer to the posting below for notes.
2. Watch the video that introduces basic functions of Mudbox and bring any questions you have to class.

The notes in the previous post have been updated to make your adjusting your model and UVs easier to understand. (Changes are made in blue.)

As always, email me if you have any questions!

Monday, February 29, 2016

UV LAYOUT NOTES:

MAKING CUSTOM UV MAP.S (updates are in Blue)

Below is a series of notes for creating proper UV maps for your Model! It’s labeled by steps:

  1. CREATE A BASIC BLINN SHADER FOR MODEL. TURN DOWN REFLECTIVITY and SPECULAR COLOR in Attribute Editor.  (At the end, you turn the color of this shader to match the basic color of your character's skin, clothing, etc.)

I. THE MAIN GOAL:  We need to move and sew uv edges. 

To do this, we cut our models like a sheet of paper, cutting in 3 areas:
  • Cut one end,
  • Cut the other end,
  • Cut down the middle of the object.
  • Unfold, repeat.

II. Select Model in Object Mode. Open UV editor by going to UV >>> UV Editor.
  • Under UV EDITOR Menu, Click Polygons >> Layout

III. Mapping a character:
  • What we're doing: We are making a series of strategic cuts in spots, unfolding it, and laying it out.
A. Display >> Polygons >> Texture Border Edges will show thick lines along neighboring wireframes.
  • Step 1: Do planar mapping. This makes sure we have one solid model to work from.
  • Step 2: Save new model, delete history!
  • Step 3: Make series of strategic cuts. Turn on Symmetry.
    • To make these cuts, please go Under the UV Editors' Menu and click POLYGONS >>> SPLIT UVs.
  • CUTS TO MAKE:
    • A. One at the of shoulder.
    • B. One at wrists.
    • C. One going along bottom of arm.
      • >>Note: Want to hide seams as much as possible.
    • D. Glove seam through half of hand to inside of thumb. Pinky to Writs. Can use g to cut.  
    • E. Neck Edge Loop.
    • F. Face: Bottom of neck through front of face.  Great if you don’t have to cut face up.
    • G, One around back of ear.
    • H. Back of head.
    • I. Pelvis of legs.
    • J. Ankle
    • K. Back of leg.
    • L. top of neck to shoulder. This cut is similar to the shoulder seam of most shirts.
    • M. armpit to waist.  
    • N. crotch
IV. Select all UVs. (you do this by right clicking in your perspective or UV editor view, and selecting UV mode, much like we would select Edge, or Object, or Vertex Mode)
  • Polygons —> Unfold —> Options
  • Method: Unfold 3D.  Hit apply, Close.
    • ——> UVS are laid out wonderfully!
Take them out and see how they look.

Click: Check Display UV Distortion. (Located as a Blue and White Button in your UV editor. (2 from the Magnet Icon)

A. Check the Space in UVs vs how much it takes up.
  • You want as much surface area as possible for your UVs. They will serve as a COLORING BOOK for us in Mudbox.
  • Can edit the positioning of your UVs using the following tools:
    • Select UV Shell tool. (Under tools menu)
    • UV mode, and selecting your Move, Scale and Rotate Tools.
    • All previous commands for selecting multiple parts (including holding shift) apply when working out the UVs of characters.
  • Anywhere you see white is proportional!
  • Blue: More space devoted to texture image than necessary.
  • Red: Less space devoted than recommended.
 Can also click the checker box to review  distortion. Be sure to 

Wednesday, February 17, 2016

CLASS CANCELLED: What to do:

Hello Everyone!

As you know, I'm currently absent from class with a fever.  Here is what you can do to stay on track today!

Today is an in-class workday where you are to start working on the clothing for your character’s model. On the server, I'll provide a video about the process of creating clothing and hair for your character. Our original goal was to be ready to start texturing next week. For those of you experiencing issues, It may help to check each other’s model for errors. Please submit the scene file of your model to the server in a designated MODELS 2_17 folder and a text file with any notes on where you currently are in the modeling process. I’ll be happy to write feedback to each of you. I won’t begin grading Models until Monday.

One of the major questions I wanted to address to you is how to remove tangent lines from your models. Since most of the issue for this is in the face, I’ll cover it next Monday.


Via email, I’m on hand for any questions you may have.  Feel free to place your scene file on the server, or send it to me via email with your questions and I will be happy to give any feedback.

Saturday, February 13, 2016

UPDATE: Videos re-uploaded tonight.

Hello Class,

It's come to my attention that the videos scheduled for Wednesday Night are not on the server. I have made them available again on the server, in your email, and below.  If anyone experiences any additional issues, or, the videos are nowhere to be found for whatever reason, please notify me ASAP. In addition, I'll be updating the blog with links to the new videos as well. (see below)

As far as homework is concerned, complete as much as possible; I'll allow class time for refinement on Monday. We will discuss clothing and hair late Monday and during class Wednesday. The following monday will be our first day covering texturing for characters. If anyone has any particular questions about your model, feel free to email me the scene file, along with any questions you may have.


Wednesday, January 27, 2016

Homework for Monday, February 1st, 2016!

#1  Create a blog for the class!  On this blog you need your first post to be the following:
  • Images of your 3 initial character designs for modeling.
  • Revisions for the one character you plan to model for animation!
    • This includes: refined clothing, refined facial features, refined body poses, etc!
    • Make sure you redesign any elements that we mentioned were potential issues today! Resolve any problems before we begin to work on bodies!
#2  Model a draft of your character's head and neck over the break! I will allow time on Monday for revisions, but I expect everyone to bring at least 1 head that has been taken through the entire process of modeling!

For class, the furthest we got was halfway through video 2. Video 3 is about touchup work (not making new edge loops, ) and video 4 we began to cover today. For an easiest time working, watch video 1 and 2 first. 3 is optional (for those of you who are adjusting your character face to your model already) and watch video 4.

Below are the videos, in order to review for what we covered in class. Note: You will need your student email and password to view.
#3  By Wednesday, I need everyone to have fully revised designs for all 3 characters! Details on how to present them will be given on Monday!


Any questions? Email me! Have a great week! =D

Wednesday, January 20, 2016

Welcome to Spring 2016! =D (Course Syllabus)

COURSE# DM410: Advanced 3-D Computer Animation
Location: Mac Lab 3
Instructor: Michael Shaw
Time: Monday and Wednesday, 1:00 PM - 3:30 PM
Contact: mshaw@mca.edu
Office Hours: 1.5 Hours After Classes, Monday and Wednesday, 6:30 to 8:00.

Course Description:
Welcome to DM 410!  This course explores the finer workings of producing 3-D computer-animated content and the processes we have at our disposal for achieving this!  The course takes advantage of ALL the tools we have at our disposal to take creative approaches at creating characters, environments, animated movies, effects, and everything in between!  The computers are outfitted with the latest software, giving you more than everything 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 portfolio,” where the student will be given the opportunity to produce content within a centralized medium and theme.

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Methods of Study – The Flow of Class is as follows:
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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!

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 portfolio you will turn in at the end of the semester.  These projects include short animations, models, environments, and animation tests that we will produce throughout the semester. 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, or review during class! 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 animation exploration!

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:
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  1. Character Modeling and Character Sculpting: Modeling via. Vertices and Polygons vs. Sculpting via subdivision modeling programs.
  2. Character Rigging: Using auto-rigging software for 3D character creation. (We actually have a software granted to us by a third party to help alleviate this process! i.e. save time!) Knowing what to do when you want to create your own rigs
  3. MUDBOX: Texturing and Organic Modeling!
  4. Character Animation: 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!
  5. Blocking in Character Action:
  6. Working sound and audio into 3-D animation:
  7. Optimization: Making an animated 3-D production in a Reasonable Time
  8. Innovation: Studying art periods of the past and present to invent new visual styles!
  9. 3-D FX, and more!


                • 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.
                • 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.
                • 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.




                DEPARTMENTAL OUTCOMES:



                PROFESSIONAL OUTCOMES:


                -------Assignments and Requirements ------
                You are required to attend class everyday, on time.  We will start class @ 1 every day, unless otherwise noted.  As with the Student Handbook, students who misses 6 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 30 minutes after class begins will be considered absent for the rest of the day. 4 absences results in a loss of one letter grade. Three tardies equate to one absence. If you miss, you must catch up on assignments via consulting other students first, 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:
                11)   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!
                32)   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. THIS IS INCREDIBLY IMPORTANT NOW THAT STUDENTS NO LONGER HAVE PERSONAL ACCOUNTS!

                3)   Optional Memphis Public Library Card for accessing (lynda.com,) a wonderful video resource for 3D tutorials and further practice!
                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 1PM 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.

                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.

                EPA MANDATE:
                Memphis College of Art students and faculty are required to follow the      standards detailed in the "EPA (Environmental Protection Agency) Materials Handling Protocols - September 2007"



                Below is a current overview of topics covered over the course of the semester. (Subject to change due to unforseen circumstances, inclement weather, instructor choices, etc.)