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Manage computer systems and files to support digital production workflows
Assessment Strategies
Projects
Skill Demonstration
Criteria
Files and directories are organized and manipulated using appropriate file-management practices
Compressed archives are created and extracted while preserving the required file and directory structure
Required software is installed and configured according to provided specifications
Computer hardware components are identified according to their functions within a digital production workstation
Operating-system navigation tools and keyboard shortcuts are used to perform common production tasks efficiently
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Apply revision-control practices to manage digital production assets
Assessment Strategies
Projects
Skill Demonstration
Criteria
A revision-control workspace is configured to access the required project files and directories
Project files are synchronized, checked out, modified, and submitted using the appropriate revision-control workflow
File checkout and locking status is correctly identified before modifying production assets
Submitted revisions include appropriate descriptions of changes made to project files
Revision history is used to identify changes and retrieve previous versions of project files
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Organize Maya projects
Assessment Strategies
Projects
Skill Demonstration
Criteria
Use effective project structures and asset references
Project files are stored in the directories within the Maya project structure
Maya projects are configured so project resources resolve to the appropriate file locations
External assets are incorporated using references to the production workflow
Referenced assets maintain functional connections to their source files when projects are opened or transferred
Changes to referenced assets are reflected in dependent scene files without unnecessarily duplicating source assets
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Construct joint structures and skin 3D geometry to produce controlled deformation
Assessment Strategies
Projects
Skill Demonstration
Criteria
Joints are positioned and oriented to support the intended articulation and deformation of the asset
Joint transforms and hierarchies are configured for the intended skeletal structure
Geometry is bound to the joints using suitable skinning settings
Vertex weights distribute joint influence across the skinned geometry
Skinned geometry deforms predictably through the intended range of joint movement without significant unintended deformation
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Construct rigging systems that provide predictable control of articulated 3D assets
Assessment Strategies
Projects
Skill Demonstration
Criteria
Rig controls are positioned and configured to manipulate the intended components of the asset
IK chains are configured to produce the intended joint movement and articulation
Pole vectors are positioned and configured to provide predictable control of joint-chain orientation
Controls, joints, and other rigging components are organized into hierarchies and relationships
The completed rig can be posed through its intended range of motion without unintended transformations or loss of control
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Create a rendered 3D scene
Assessment Strategies
Projects
Skill Demonstration
Criteria
Use effective materials, lighting, and rendering techniques
Materials are created and configured to produce the intended visual properties of scene surfaces
Lighting is configured to illuminate the scene and support the intended rendered result
Rendering settings are configured for the scene and available rendering hardware
Global illumination is used to produce indirect lighting within the scene
The completed render represents scene geometry, materials, and lighting as intended without significant rendering artifacts
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Construct real-time 3D scenes
Assessment Strategies
Projects
Skill Demonstration
Criteria
Use game-engine tools and workflows
Geometry is created, placed, and transformed to construct the intended scene layout
Materials are created, assigned, and modified to produce the intended surface appearance
Lighting is configured to produce the intended illumination within the real-time environment
Scene assets and levels are organized and saved so the project can be reopened and modified without loss of work
The completed scene displays and functions as intended when viewed or run within the game engine