CGT 241 Introduction to 3D Animation

Exercises

Exercise 1 - Solar System: Hierarchical Animation

Interface, Project Structure, Procedural Modeling, Parenting, Grouping, and Rendering

Follow all in-class and in-lab instructions from both the professor and the teaching assistant, and maintain project structure throughout this project to avoid losing work. 

Build an illustrative model of the solar system using procedural spheres.  Apply textures to the planets and sun.  At least one moon should be clearly visible.

Set up and animate the solar system so the moons revolve around the planets and the planets revolve both on their axis and around the sun. 

Render 300 frames at 800x600 resolution, and compile to a Quicktime (.mov) file.

Remember your audience!  What you submit should have no blank frames.  All the elements of the animation should be clearly seen to move the way they ought to move.  The background must not be too busy or distracting.  There should be no large areas of unused space in the composition of the camera.  Finally, make sure it plays back easily on the slowest computer in the department. 


Submit ONLY the Quicktime (.mov) file labeled “EX1_Lastname_Firstinitial.mov”.


Exercise 2 - Free Modeling - Antique telephone or other "interesting" object

NURBS, Polygons, and Subdivision Surface modeling techniques

Any object may be modeled for this exercise with instractor or teaching assitant approval.

Any modeling paradigm may be used, or multiple paradigms fot that matter. You are encouraged to use all three.

Animate the camera in a 360 degree spin around the object by grounping the camera to itself and animating the group. The animation should be 90 frames, rendered at 800x600 resolution, and should be compiled to Quicktime (.mov) format.

Lighting and texturing are not requred for this assingment, and could hurt your grade if done poorly. The background should be middle-gray in color. Also, the camera should be framed in such way as to maximaze the view of the object without cutting off parts of the object.

Submit ONLY the Quicktime (.mov) file labeled "EX2_Lastname_Firstinitial.mov".


Exercises 3 - Basic Character Modeling

Object Layering, Instancing, Poly-Flow, and strategies for Organic Modeling

Use the given image file as a reference to build a Polygon character model.

Animate the camera in a smooth 90 frame, 360 degree rotation around the model.

Render at 800x600 resolution, and compile to a Quicktime (.mov) file.

Again, the background should be middle-gray in color, and the camera should be framed in a way that maximizes the view of the assignment.

Submit BOTH the Quicktime (.mov) file labeled “EX3_Lastname_Firstinitial.mov”, and the Maya project folder. 

DO NOT submit the sequential images for the animation or the iterative scene files.


Exercise 4 - UV Unwrapping and Advanced Non-Procedural Texturing

UV Unwrapping techniques, 3D Painting, and 3-Point Lighting

Unwrap the G-Man model.  Paint and apply non-procedural textures to the model.  Finally, light the scene with a key light and fill lighting, and animate the camera in a smooth 90 frame, 360 degree rotation around the model.

Render at 800x600 resolution, and compile to a Quicktime (.mov) file.

Submit BOTH the Quicktime (.mov) file labeled “EX4_Lastname_Firstinitial.mov”, and the Maya project folder. 

Again, DO NOT submit the sequential images for the animation or the iterative scene files. 


Exercise 5 - Character Posing

Character Mechanics, Balance, Silhouette, Body Language, and Emotion

As a class, we will vote to determine which three emotions to pose and emote.

Pose and emote all three emotions. Render each one as a single frame Jpeg at 800X600 resolution.

Submit three image files, each labeled "EX5_Lastname_Firstinitial_Emotion.jpg". 

Camera Composition, Lighting, and any other concept demonstrated in previous exercises should be perfected in these images. 


Exercise 6 - Basic Character Rigging

Basic Kinematics, Constraints, Driven Keys, and Skinning Techniques

Build a working character rig for the G-Man model.  Skin the model and pose every joint in a different rotation than its bind pose.

Animate the camera in a smooth 90 frame, 360 degree rotation around the model.

Render a playblast of the scene, in X-Ray Joints mode, at 800x600 resolution, and compile to a Quicktime (.mov) file. 

Submit ONLY the Qucktime (.mov) file labeled “EX5_Lastname_Firstinitial.mov”. 


Submission
Each assignment will be submitted digitally to the course instructor via filelocker. If submitting multiple files, consider zipping the folder to avoid transfer issues.

Conventions:
Do not submit scene files or any extra material. But save and maintain all scene files for all labs and projects just in case!