Module Indicative Content
This module will introduce students to the study of animation with a structured progression to animation for visual effects. A preliminary introduction to basic animation techniques applicable to all animation genres will be undertaken and students will be encouraged to explore the animation philosophy and learn how to apply their outcomes through problem solving initiatives. The knowledge learned through the preliminary study will be utilised, extended and applied through the integration into a 3D digital environment.
The objectives of this module is to:
1. To study the fundamentals of digital animation
2. To achieve knowledge in philosophy of animations
3. To learn the animation techniques for digital animation
4. To study the principles of animation and apply the computer generated imaginary to the module assignments.
5. To develop a short animation to demonstrate students understanding of module leassons learnt
Module Learning Outcomes
On successful completion of this module, you should be able to:
1. Show an appreciation of the key principles of animation how they relate to practical application (MQF1,2,6)
2. Learn how traditional animation skills can be applied to the digital domain (MQF2)
3. Solve the technical and practical problems arising from the creative demands of Animation (MQF3,5,6)
4. Analyse and reflect upon completed animation productions (MQF4,7,8)
MQF Learning Outcome Area
MQF1 - Innovation, Knowledge and critical thinking skills MQF2 - Practical skills
MQF3 - Social skills & responsibilities
MQF4 - Values, attitudes, professionalism and ethics MQF5 - Communications, leadership and team skills MQF6 - Problem solving & scientific skills
MQF7 - Research, Information management and lifelong learning skills MQF8 - Managerial & entrepreneurial skills
Module Additional Assessment Details
A COURSEWORK weighted at 100%.
A coursework weighted at 100% comprising:- An individual logbook weighted at 100%.
Individual Logbook assessing learning outcomes 1, 2, 3 and 4.
Module Learning Strategies
Provide lecture guidance to students where they will be introduced to new topics and techniques, and illustrated with examples.
Provide the students with self-study materials and practice this self-study material during the tutorial class, with a tutor present to provide assistance.
Support the students in their independent study time that will be used to complete the relevant exercises in the self-study materials. It will also be used for further practice of routine techniques, and for further background reading.
Module Texts
Essential Reading
• Lord, P. and Sibley, B. 2004. Cracking Animation. The Aardman Book of 3-D Animation. Thames and Hudson. ISBN-13: 978-0-50028-168-0
• Pilling, J. 2001. Animation 2D and Beyond. Diane Pub Co. ISBN: ISBN: 2-88046¿4455
• Pilling, J. 1999. A Reader in Animation. John Libbey Cinema and Animation. ISBN-10: 1- 86462-000-5
• Simon, M. 2003. Producing Independent 2D Character Animation. Focal Press. ISBN-10:0- 24080-513-5
• Whitaker, H. 2009. Timing For Animation. Focal Press. ISBN-10: 0-24051-71-48
• Williams, R. 2009. Animator¿s Survival Kit. Faber and Faber. ISBN-10: 0-57120-228-4
• Hooks (2017), Acting for Animators: A Complete Guide to Performance Animation, 2nd Edition,