3D Animation

Base Knowledge

N/A

Teaching Methodologies

6.1 The methodological choices conducive to the fulfillment of the program of the course will focus on two key educational components:

– Theoretical component – oral presentation oriented to the estimated contents;

– Practical component – work development under the teacher guidance.

6.2 The assessment in the curricular unit will take place, at the option of the student, in one of the following ways:

– Continuous evaluation;

– Evaluation by exam.

The evaluation in those modalities will obey criteria that will be explained in the statements and/or other elements presented, according to the following components and weights:

CONTINUOUS EV.

– In-person participation – 10% weight in the global assessment;

– Group work – 90% weight in the global assessment.

EV. BY EXAM

– Theoretical component – 30% weight in the overall assessment of the exam;

– Practical component – 70% weight in the exam’s global assessmen

Learning Results

3.1 Understand the sociocultural and historical context in which this visual area is developed, perceiving the concepts and terminology of composition and 3D animation, integrating the basic principles of its discourse.

3.2 Know how to operate and manipulate software for 3D modeling, compositing, and animation.

3.3 Ability to apply lightning and textures into environments, in a realistic or creative way.

3.4 Ability to animate three-dimensional models, as well as cameras, with technical and aesthetic dexterity.

Program

4.1 CONTEXTUALIZATION OF 3D ANIMATION IN VISUAL CULTURE

4.1.1 Theoretical contextualization of computer-assisted audiovisual arts in contemporary;

4.1.2 Visual language building blocks and design principles applied to the discourse of temporal composition;

4.1.3 Areas of applicability of 3D Animation in the context of digital design: authoring process, process in industry, artistic productions, commercial productions.

4.2 MODELLING

4.2.1 Instructions for use of 3D modeling tools.

4.2.2 Modeling of simple and complex structures.

4.3 TEXTURES AND LIGHTING

4.3.1 Proper use of textures and materials modes.

4.3.2 Application of realistic lighting and creative lighting.

4.4 ANIMATION

4.4.1 Simple animation objects, taking into account their structural specificity.

4.4.2 Animation of cameras: simulating camera moves and sequences

Grading Methods

Exam
  • - practical component - 70.0%
  • - Theorical component - 30.0%
Continuing Evaluation
  • - Group work - 90.0%
  • - Participation in class - 10.0%

Internship(s)

NAO

Bibliography

Alley, T. (2005). Exploring 3D Modeling with Cinema 4D R9. Idea Group Inc.

Crook, I. / PEARE, P. (2016) Motion Graphics: Principles and Practices from the Ground Up. Fairchilld Books

SHAW, A. (2015). Design for Motion: Fundamentals and Techniques of Motion Design. Routledge.

Gallardo, A. (2001). 3D Lighting: History, Concepts and Techniques. Massachussets: Charles River Media.

Greyscalegorilla (2015). Tools and Training for 3D. Link: http://greyscalegorilla.com

Heller, S. & Womack, D. (2008). Becoming a Digital Designer. John Wiley & Sons, Inc.

http://www.schoolofmotion.com

Iamag (2015) Cinema 4D Tutorials, Link: http://www.iamag.co

Korenman, J. (2015) You are an Impostor. Florida School Of Motion Inc. Link:

Maestri, G. (1999). Animação digital em 3D.  Market Books.  

Powers, A. (2004). Cinema 4D – The Artist’s Projects Source Book.  CMP Bookes.

Prominto Lab (2015) Cinema 4D Tutorials, Cairo, Egypt. Link: http://www.promintolab.com/