Module Learning Outcomes
1. DEMONSTRATE AN UNDERSTANDING OF ANIMATION TECHNIQUES AND THE 12 PRINCIPLES OF ANIMATION. INCLUDING KEY FRAMING, CONSTRAINTS AND HIERARCHIES.
Knowledge & Understanding
2. DEVELOP A MOTION CAPTURE PROJECT SUITABLE FOR VIEWING IN VR UTILISING EFFECTIVE PRE-PRODUCTION, CLEANING, EDITING AND POST PRODUCTION PROCESSES.
Application
3. CRITICALLY REVIEW ANIMATIONS WITH COMPARISONS TO PROFESSIONAL EXAMPLES, HIGHLIGHTING AREAS TO IMPROVE UPON.
Reflection
4. PLAN AND FACILITATE A MOTION CAPTURE SHOOT BASED ON A PROVIDED ENVIRONMENT TO ENSURE BEST POSSIBLE DATA CAPTURE AND ANIMATION OUTPUT.
Problem Solving
Module Additional Assessment Details
Assessing learning outcome 1 and 3:
• Practical Video and Reflective Forum Thread showing development of keyframe animation showreel and understanding of animation techniques.
Assessing learning outcome 2,3 and 4:
• Practical Video of motion capture data in a VR Games Engine
• Motion capture design documentation
• Presentation as a group (students will work and be marked individually)
Module Indicative Content
This module will allow students to learn 12 principles of animation and fundamental techniques of animation for VR with particular focus on storytelling in VR and optimalisation of animation for use in VR. Students will use motion capture suite to learn how to capture, clean and process the data before it can be imported and viewed in game engine.
Students will cover following skills / areas:
• Fundamental Techniques of Key Frame Animation
• Kinematics, Constraints, Hierachies and other Animation Tools
• Particle Systems
• Physics Simulations
• Motion Capture Pipeline
• Storytelling for Virtual Reality (VR)
• Cleaning Motion Capture Data using Motion Builder
• Refining and combining Motion Capture Data
• Import Process for Animation into a Games Engine
• Optimising Animation for viewing in VR
Module Learning Strategies
The module will be delivered using a combination of lectures, demonstrations and supervised (group) tutorials in a 3-hour period per week. The majority of the work will be of a practical nature and students are expected to use their independent study time to consolidate this work.
Scheduled teaching is 3 hours per week over 24 weeks (72 hours per semester).
Self-managed time is 9.5 hours per week over 24 weeks (228 hours per semester).
Scheduled teaching is a designated period when student will meet with staff. Depending on the subject taught, it can be a combination of lectures, workshops and supervised (solo & group) tutorials in a 3 hour long period.
Self-managed time is an independent study period during which students are expected to carry out research, follow instructions and work on the tasks received during scheduled teaching. This is the period when majority of the work for the assignment is completed.
Tutor will work with students in group environment to define their workflow and provide help. This will enable student to keep the track of their progress, promote independent thought, ideas and ownership of workload.
Group critiques will be used throughout the module. This will provide students with verbal feedback and guidance in relation to each person’s progress. Students are expected to act upon feedback received from peers and staff team to ensure a smooth development of the project.
In addition, a Technical Instruction in relation to Computer Workshops training, Vicon Motion Capture Suite training and HTC Vive system training may be arranged.
Module Texts
The Animators Survival Kit, Richard Williams, (2002) Faber & Faber, ISBN: 0571202284
The Animator's Motion Capture Guide: Organizing, Managing, and Editing, Matt Liverman (2004), Charles River Media, ISBN: 1584502916
The Animator's Workbook, Tony White (1988), White Watson-Guptill, ISBN: 0823002292
Understanding Motion Capture for Computer Animation 2nd Edition, Alberto Menache (2011), Morgan Kaufman, ISBN 9780123814968
MoCap for Artists: Workflow and Techniques for Motion Capture, Midori Kitigawa (2008), Focal Press, ISBN: 9780240810003
Storytelling for Virtual Reality, John Bucher (2018), Routledge, ISBN: 9781138629960
Module Resources
¿ Autodesk Entertainment Creation Suite
¿ Adobe Creative Suite
¿ Unreal Engine
¿ Microsoft Office
¿ Motion Capture Stage
¿ HTC Vive
¿ Digital Academy Forum
¿ Pluralsight
¿ Library
¿ Blackboard
Module Special Admissions Requirements
Pre-requisites Introduction to CGI (FVFX40154) and Virtual Reality (FVFX40519)
Web Descriptor
This module will allow students to learn twelve principles of animation and fundamental techniques of animation for VR, with particular focus on storytelling in VR and optimization of animation for use in VR. Students will use the motion capture suite to learn how to capture, clean, and process the data before it can be imported and viewed in a game engine.