Monday, August 20, 2018

Welcome to AN410!


SE# DM410: Advanced 3-D Computer Animation
Location: Mac Lab 3 - Room 004
Instructor: Michael Shaw
Time: Monday and Wednesday 1:00 PM - 3:30 PM
Office Hours: M and W: 6:30 PM - 8:00 PM

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!  This class is unique in the sense that you are given a choice for specialization during the midpoint of the semester! In spending the first half to pursue a number of different intermediate goals, you develop the necessary skills to investigate new forms of art making in the second half of the semester.

Think: How do you see yourself using 3-D CG art? Where does it fit into your future portfolio?

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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 any autodesk software we use 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 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 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 Mudbox. Vertices and Polygons vs. Sculpting via subdivision modeling programs.
2. Character Creation and Kinematics: How to create structures for a 3-D character or object of your creation, or integrate pre-fabricated resources into your workflow. How to make the subsequent form function properly within an animation.
3. Character Animation using Pre-Constructed Rigs: 
4. Blocking in Character Action:
5. Working sound and audio into 3-D animation:
6. Optimization: Making an animated 3-D production in a Reasonable Time
7. Lighting and texturing: 
8. DIRECTED STUDY: A half-semester long investigation into a topic of your choice, where I instruct you in the creation of 3-D art that fits into your larger goals as an artist, or your experimental studies in class!

    Keep these questions in mind:
            -What are you wanting to develop?
            -How is it made?
            -How will you create it?
            -How do you showcase your artwork in its appropriate environment?

Notes:
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.
•    Immediately submit an online tech request to report any problems with a lab computer or printer. 



-------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 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:

•    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! 
•    $100 Deposit to check out audio equipment. (Optional) 
*  Autodesk Software can be downloaded for free from their website.
•    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. 
•    ADDITONAL:
◦                     Lynda.com through the Memphis public library:  This is an amazing website with a myriad of materials for learning the ins and outs of a number of software programs.  I will also provide some extra resources later this semester! More details in time!

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 portfolio upkeep.

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

Assignments are due at the beginning of class. 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.


LEARNING ACCOMMODATIONS:
            In compliance with MCA policy and equal access laws, I am available to discuss  appropriate academic accommodations that you may require as a student with a disability. Request for academic accommodations need to be made during the first week of the semester, except for unusual circumstances, so arrangements can be made.

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:
 •    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.

EPA MANDATE:
Memphis College of Art students and faculty are required to follow the standards detailed in the "OSHA (Occupational Safety and Health Administration) Guidelines” materials located throughout the institution.


Wednesday, February 22, 2017

Homework for Monday, FEB 26, 2017

Begin building your final bust! You will be able to use these techniques to make a large number of characters and models and objects in the future!  Remember to get reference for your model. RESEARCH aesthetics by looking at other 3D artists and 3-D Media! Bring what you create to class on Monday!

RECAP OF NOTES FROM CLASS TODAY:

http://www.zbrushcentral.com/showthread.php?205044-Overwatch-Characters-Art-Dump

HOW TO BUILD ON CORE 3D MODELING TECHNIQUES:

  • Respect your fundamentals!
  • Build a folder of images of final results and step-by-step processes from other artists!
  • Examine the little visual details that communicate those images best!

EXAMPLE: OVERWATCH:

Lines Vs. Curves

HAIR:

Short hairstyles with the same mesh:
  • establish an area to work with
  • etch a geometric form to work from
  • build curves into that form as contrasting clumps of hair

Techniques used so far:
  • Flattening
  • Edging (we use the scrape tool for both)
  • Creating Bounce and Lift
    • Establish valleys
    • Refine silhouette!

Painting A Mesh:

  • Strength = Opacity.
  • When Painting: Use 3D real world reference!
  • Know when to use stencils and stamps to make things go faster!
  • CREATING STENCILS

Monday, February 20, 2017

Class Cancelled this Monday, 2/20/17!

Hello Everyone,

I hope everyone is doing well! I regret to inform everyone that classes are cancelled today. Please refer to your MCA email for reasons why, and what you should do in the meantime. Your class's part of that message is below.  I look forward to seeing everyone on Wednesday!

But what does this mean for you? Well, consider today a workday. In each of my respective classes, you are working on a much larger project. This gives you time to refine what you currently have and start working on much more improved artwork!

Below are strategies for you to stay caught up and move forward in each class!


AN410: Continue working on your 3-D sculpts! Next class, we'll talk painting, texturing, and rendering.  Post screenshots (front, side, 3/4 front, 3/4 back, and back) to the "2_20 sculpt screenshots" folder on the server, and email me any questions you have about your particular model!  I'll answer them as I go. Today would be a good day for you to practice any part of the sculpting process that you found difficult over the weekend or last week during instruction. 

I think a good practice for everyone would be working on ears and eyes, as those involve some core techniques that are really important to master.  Continue developing your hair as well. There are scenarios where hair can be made out of multiple pieces when you're trying to get a much more detailed sculpt for your character. Keep yourself working at level 4 and under if at all possible. We'll talk how to move your characters to Maya soon!
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For anyone who is interested in staying caught up and receiving feedback, post snapshots, videos, or samples of what you're working on to the server, email me questions, and I'll be happy to review it and send you an email today. Otherwise, I look forward to seeing everyone on Wednesday!

For anyone who has content they want me to review for the career fair, please post it to the server, and send me an email letting me know what to look for.

For those of you that have scheduled a meeting with me on Monday, that meeting is now cancelled. I'll work some things around to hold meetings during lunch Wednesday as well as my office hours to make up for it. Message me if you need to schedule for another time.

For those of you that would've come to class without your homework today, consider yourself extremely lucky. ;) Use this amazing gift to catch up, write yourself a note to remember all of your art, designs, and materials, and be willing to work extra hard to iron our any wrinkles in your own personal art and production process! We have 3 weeks before spring break, a week and a half before Midterms, and a really good opportunity to finish the first half of the semester in a really good spot. Happy Monday, and work hard, everyone!

Good luck! 
-Shaw

Wednesday, February 1, 2017

Important Milestones for Next Week!

Monday 2/6:  Your characters should be created, your scene should be fully built, and your animation should be more than 2/3 completed!

  • At this point, you should have already blocked out your lighting for your scene.  There should be animation for your entire scene, with the remaining 1/3 making up in-betweens and minute details.


Wednesday 2/8: All animation should be completed. Your scene should have proper lighting! Basic shaders should be applied to your models, and your cameras should be in place.

  • ON WEDNESDAY: Come to class with a playblast of your scene created and ready to go! The animation within this playblast should be ready for viewing, and demonstrate what the final version will look like with rendering, etc. Everyone should also have their own 3-button mouse by this day!

Monday, January 30, 2017

Lighting Review:

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.

One of the greatest, if not greatest factors that determine accurate lighting is TIME OF DAY.
Other factors include the following:
  • Weather
  • Atmosphere
  • Object materials (what the light bounces off of)
  • Specularity, Reflections, and Refractions: How materials affect the way light bounces off of them.
Time of day:
  • Twilight
  • Morning
  • Noon (Sharpest Shadows)
  • Afternoon
  • Sunset (Dusk)
  • Night
GRABBING TEXTURES:

  1. Make sure texture size is a multiple of 4. (There are exceptions to this rule) Often: creating your own textures involve producing images at these pixel resolutions:
  • 512
  • 1024
  • 2048
  • 4096 (4K)
  1. YOU MUST CREATE A SEPARATE TEXTURE FOR EVERY OBJECT!
  • exceptions:  Objects that are exactly alike and made from the same material.

  1. Place your Texture in the (source images) folder.
  2. Right Click the object or surface you’re adding a texture to.
  3. Right Click ——> Assign material to selection.
  4. Click the checkered box next to "Color", and select "FILE."
  5. Click the yellow folder that appears in your attribute editor. Locate your texture there!