10207140Advanced Animation Studio 1
Course Information
Description
This course covers core concepts and skills required to build animation rigs. Topics include skeletal creation, deforming meshes, custom attributes, node-network workflows, scene organization, and various transform constraints. Content creation is focused on production pipelines that target real-time applications.
Total Credits
2
Course Competencies
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Construct virtual skeletons with joints that behave like their real-world counterpartsAssessment StrategiesProjectCriteriaJoints are positioned inside the volume of the meshJoint pivots are anatomical correctThe bi-normal of all two-joint chains exist on the same virtual planeThe forward-vector of a parent joint points to its child jointAll joint orientations have zero rotation valuesJoint rotation orders are properly defined
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Manipulate vertex weighting to deform 3D geometry based on skeletal animationAssessment StrategiesProjectCriteriaVertex weighting minimizes inner-mesh penetrationVertex weighting maximizes mesh volumeVertex weighting smoothly transitions between neighboring joints
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Optimize animation rigs for use in real-time applicationsAssessment StrategiesProjectCriteriaData is decoupled between content for export and content for animatingExport data has a consistent naming conventionVertex weights are less than 5 joints per vertexScene namespaces and file referencing are used
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Apply node network-based approaches to riggingAssessment StrategiesProjectCriteriaEnd-user accesses custom attributes to change rig functionalityCharacter rig contains IK/FK switchingSome rig elements are driven by "Set-Driven-Key"
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Provide animation controls to the end-users that are intuitive and easy to useAssessment StrategiesProjectCriteriaAnimation controls show and hide based on driven attributesAll animated controls are selectable from NURBS curvesAnimation icons are consistent in style and easy to decipher
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Enhance basic rig functionality with automated and layered controllersAssessment StrategiesProjectCriteriaA subset of controllers provide global and local space settingsCharacter rig contains macro and micro controllersA subset of joint transforms are automated with a layer of animatable offsets