Thursday, October 4, 2012

CA 515 Course Syllabus



Syllabus

The Art Institute of California – San Francisco

Course Syllabus
Course Number: CA515
Course Title: Facial Animation Studies
Class Meetings:
Friday, 1-5
Session/Year: Winter 2013
Instructor Name: Greg Lemon
Email Address: glemon@edmc.edu
Instructor Availability Outside of Class: email me!

Course Description:
This is a beginner/intermediate grad level course in 3d character rigging. The course will focus on the demonstration and application of industry-standard character rigging techniques.

Course Length: 11 Weeks
Contact Hours: 44 Hours
Lecture:22 Hours
Lab: 22 Hours
Credit Values: 3 Credits

Course Goals: Students should enter the class with a basic understanding of animation concepts and good grasp of basic skills for creative animation design. Students will finish the class with a solid understanding of the various techniques and methodologies used in the field of 3d character rigging.

Course Competencies:
Upon successful completion of this course, the student should be able to:
Understand and incorporate various industry-standard rigging techniques into their own work

Course Prerequisite(s): None

Text(s): Suggested:
Maya Secrets of the Pros, Edition 2.
The Art of 3-D Computer Animation and Effects, Third Edition ; Isaac Victor Kerlow

Materials and Supplies: Storage medium , notebook and sketchbook and drawing materials.

Estimated Homework Hours: 4 Hours

Technology Needed:
Hardware: PC Linux / Windows, (Mac as applicable)
Software: Maya or other 3D software, After Effects, Shake, Renderer (Mental Ray / Renderman Mtor & Slim), Photoshop.

Grading Scale:
All assignments must have clear criteria and objectives to meet. All students shall be treated equitably. It will be that student’s right to know his/her grade at any reasonable point that information is requested by that student. The criteria for determining a student’s grade shall be as follows (on a percentage of total points basis):

A 100-93
A- 92-90
B+ 89-87
B 86-83
B- 82-80
C+ 79-77
C 76-73
C- 72-70
D+ 69-67
D 66-65
F 64 or below

Process for Evaluation:
Class participation – 10% of final grade
Project 1 – Simple Biped Rig - due week 3 – 20 % of final grade
Project 2 – Intermediate Biped Rig - due week 5 – 20% of final grade
Project 3 – Advanced Biped Rig - due week 8 – 20% of final grade
Project 4– Final Biped Rig - due week 11 – 30% of final grade

Student Evaluation/Grading Policies:
Class time will be spent in a productive manner.
Grading will be done on a point system.
Points for individual activities will be announced.
All work must be received by the set deadlines.
Late work receives a grade of zero.
On-time projects may be redone with instructor approval.
ABSOLUTELY NO WORK WILL BE ACCEPTED AFTER THE FINAL CLASS MEETS WEEK 11.

Classroom Policy:
No food allowed in class or lab at any time. Drinks in recloseable bottles allowed in classroom.
Edible items brought to class or lab must be thrown out.
If student elects to eat/drink outside class or lab door, missed time is recorded as absent.
Attendance is taken hourly. Tardiness or absence is recorded in 15-minute increments.
Break times are scheduled by the instructor at appropriate intervals.
No private software is to be brought to lab or loaded onto school computers.
No software games are allowed in lab (unless in course curriculum).
Headphones are required if listening to music during lab. No headphones are allowed in lecture.
Any student who has special needs that may affect his or her performance in this class is asked to identify his/her needs to the instructor in private by the end of the first day of class. Any resulting class performance problems that may arise for those who do not identify their needs will not receive any special grading considerations.

Disability Policy Statement:
It is our policy not to discriminate against qualified students with documented disabilities in its educational programs, activities, or services. If you have a disability-related need for adjustments or other accommodations in this class, contact the Disability Coordinator, Suzanne Raffeld, at 415 276 1060 or see her at at Room 609.”


Project Breakdown

The projects for this class will be based around rigging and binding biped characters. Students will use a designated, pre-built human mesh for their rigging. Students who wish to use a different mesh must have it approved by the instructor before rigging begins.

Project 1 – Simple Biped Rig - due week 3 – 20% of final grade
Rig a simple biped character. The rig should include the following (all _R joints and controls should have a _L mirror):

  • Skeleton hierarchy:
    • JT_pelvis (root)
      • JT_leg_R
        • JT_knee_R
          • JT_ankle_R
            • JT_ball_R
              • JT_toe_R
      • JT_spine_lumbar
        • JT_spine_thoracic
          • JT_clav_R
            • JT_arm_R
              • JT_elbow_R
                • JT_wrist_R
          • JT_neck
            • JT_head
  • CTL_ikLeg_R (right foot IK controller)
    • Rotate-plane IK handles from :
      • leg-to-ankle (IK_ankle_R)
        • Group IK handle for ball roll
        • twist attribute on foot control
      • ankle-to-ball (IK_ball_R)
      • ball-to-toe (IK_toe_R)
  • Smooth bind
  • Mesh and Rig on separate display layers


Project 2 – Intermediate Biped Rig - due week 5 – 20% of final grade
Create a more advanced biped rig. Rig should include previous features, along with the following:

Previous skeleton, with the following additions:
  • finger/thumb joints
Finger SDK controls
Curve controls for all non-finger/non IK joints
Curve controls for all additional controls
IK/FK controls and switches for arms + pole vector CTLs
Advanced foot setup
  • foot roll SDK
  • ball twist control
  • knee pole vector


Project 3 – Advanced Biped Rig - due week 8 – 20% of final grade
Create a more advanced biped rig. Rig should include previous features, along with the following:

Previous skeleton, with the following additions:
  • 11 – joint spine
IK stretchy spline control for spine
IK + FK “spaces” for follow-based alignment
Additional foot controls for instep/outstep tilt
Low-res proxy bind
Character Set

Project 4– Final Biped Rig - due week 11 – 30% of final grade
Previous skeleton, with the following additions:
  • jaw bone
  • eyelid bones
Facial blendshapes for:
  • wide mouth (L + R)
  • purse mouth (L + R)
  • brow raise (L + R)
  • brow purse (L + R)
SDK- based muscle simulation blendshapes for bicep and hamstring
Character set with sub-character sets for body and face
Twist joints for arms and forearms
Facial rig + GUI
Scalable “all” node


Suggested Course Outline

Week 1:
Lecture: Course overview
Introduction to rigging concepts – hierarchies, skinning.
Naming conventions.
Creating, organizing and parenting joints.
Joint quantity/placement strategy.
Understanding and fixing joint orientation.
  • Modify>Freeze transformations
  • Skeleton>orient joint
  • Flipping local rotation axis in the script editor.
Mirroring skeletons.
Skinning and weight painting.
Exporting, importing and mirroring skin weights.
Homework: Create skeleton and bind character. Correct skinning issues with weight painting.

Week 2:
Lecture: 
FK vs. IK.
Setting up IK for feet.
Grouped IK structure + foot controls
Freezing transforms to zero out controllers. 
Displaying and modifying selction handles.
Limiting rotation/translation/scale
Leg twist – adding custom attributes and connecting them via connection editor.
Locking and hiding attributes.
Lab: Finish simple biped.
Homework: Finish simple biped, due next week.

Week 3: Project 1 – Simple Biped – DUE TODAY
Lecture:
Adding finger joints.
Adding influences with locked weights.
Finger SDK controls.
Using curve controls to drive joints.
Lab: Continue working on rig.
Homework: Work on rig.

Week 4:
Lecture:
IK/FK controls and switches for arms + pole vector CTLs
Advanced foot setup
  • foot roll SDK
  • ball twist control
IK pole vector setup
Lab: Continue working on rig.
Homework: Work on rig.

Week 5: Intermediate Biped Rig - DUE TODAY – 20% of final grade
Lecture:
IK stretchy spline control for spine
Lab: Continue working on rig.
Homework: Work on rig.

Week 6:
Lecture:
IK + FK “spaces” for follow-based alignment
Lab: Continue working on rig.
Homework: Work on rig.


Week 7:
Additional foot controls for instep/outstep tilt
Low-res proxy bind
Character Set
Lab: Continue working on rig.
Homework: Work on rig.

Week 8: Advanced Biped Rig – DUE TODAY – 20% of final grade
Lecture:
Adding jaw and eyelid bones.
Facial blendshapes for:
  • wide mouth (L + R)
  • purse mouth (L + R)
  • brow raise (L + R)
  • brow purse (L + R)
Facial rig + GUI
Lab: Continue working on rig.
Homework: Work on rig.

Week 9:
Lecture:
Facial rigging continued.
SDK- based muscle simulation blendshapes for bicep and hamstring
Character set with sub-character sets for body and face
Lab: Continue working on rig.
Homework: Work on rig.

Week 10:
Lecture:
Twist joints for arms and forearms
Scalable “all” node
Lab: Students will Work on an area of interest in their chosen project.
Homework: Finish character rig, cleanup for submission.


Week 11:
Lecture: Final Presentation of final character rigs.
Lab: Project presentation and evaluation.
Homework: Relax!