3D Animation and Modelling

Master's degree in Digital Content Production
6 ECTS; 1º Ano, 2º Semestre, 30,0 T + 30,0 TP + 5,0 OT + 5,0 O

Lecturer

Prerequisites
Not applicable.

Objectives
- Understand the basic principles of 3D modelling and animation;
- Develop competences in using 3D software;
- Introduce the main tools of a 3D software (modeling, animation, materials, etc.)
-The student have a knowledge base that allows sufficient au

Program
1. History and Introduction to 3D
1.1 From artwork to 3D
1.2 Three-dimensional space and operations in space (coordinate system, vertices and facets, hierarchies, translation, rotation, scale)
1.3 3D Software (3Ds Max, Maya, Cinema 4D, Blender)
1.4 Display Modes and Tools
2. 3D Modelling
2.1 3D Modelling Principles (Realism, Detail, Scale & Proportion, Appeal, Volume, Exaggeration, Weight)
2.2 Basic Modelling and other primitives (polygons, NURBS, subdivision surfaces)
2.3 Create and manipulate objects
3. 3D Animation
3.1 Fundamentals of Animation
3.2 12 Basic Principles of Animation (timing, slow in slow out, arc, follow trough & overlapping, secondary action, squash & stretch, exaggeration, straight ahead & pose to pose, anticipation, staging, solid drawing, appeal)
3.3 Basic Animation and cameras
4. Textures, Illumination & Render
4.1 Basic Principals of materials and textures (attributes, 2D textures)
4.2 Illumination (types and properties of light and shadows)
4.3 Finalization and Rendering (aspect ratio, image resolution, render settings)
5. Project (Creation and Implementation of a small 3D Animation)

Evaluation Methodology
Continuous Evaluation:

1. Participation and Proactivity (10%) - Individual
2. Small Project - Modeling (20%) - Group
3. Theoretical Test (30%) - Individual
4. Final Project + Report + Presentation (40%) - Group

Bibliography
- Chopine, A. (2011). 3D Art Essentials: The Fundamentals of 3D Modeling, Texturing, and Animation. Burlington: Focal Press
- Williams, R. (2012). The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators o. London: Faber & Faber
- Thomas, F. e Johnston, O. (1995). The Illusion of Life: Disney Animation: Disney Editions. New York: Disney Editions

Method of interaction
Laboratory classes for practical work demonstration using the major software tools available on the market. Final project work.

Software used in class
Cinema 4D