Computer Animation

 

1st Quarter Assignments:

Click on an assignment to read its description.

 

Computer animation might bring different things to mind for different people. Read this description of computer animation, and then answer the questions that appear after the article. Place your completed Word document into the turnin folder as Last_First_Intro.docx.

Create three shapes of the same color: (1) a cube, (2) a box with length twice the width and height twice the length, and (3) a cylinder with length three times the diameter. Render a perspective view that shows all three figures. Submit to the turnin folder as Last_First_Shapes,jpg.
Here's an example.

View the video tutorial "12 Modeling Objects - Part 1" found in the Period 1 Read folder, and follow along to help understand some modeling basics. Then use the video tutorial "13 Modeling Objects - Part 2" as a guide to create a jerry can. Submit a rendering of your can as Last_First_JerryCan.jpg.
Here's an example.

Complete the Autodesk tutorial Modeling a Revolving Door. After creating the enclosure submit a rendering of your project as Last_First_RevolvingDoor2.jpg.
Here's an example.

Continue the Autodesk tutorial Modeling a Revolving Door. After completing the section "Applying Materials to the Revolving Door," submit a rendering of your project as Last_First_RevolvingDoor4.jpg.
Here's an example.

Continue the Autodesk tutorial Modeling a Revolving Door. After completing the section "Merging Geometry," render an avi video file and submit as Last_First_RevolvingDoorComplete.avi.
Here's an example.

Complete the Autodesk tutorial Modeling Buildings Using Modifiers. Be sure that QuickSilver is set as your rendering engine. After adding materials, submit a rendering of your project as Last_First_Building1.jpg.
Here's an example.

Complete the Autodesk tutorial Modeling Buildings Using Boolean Operations, using your Building1 file as a starting point. Be sure that QuickSilver is set as your rendering engine. After completing the third section, Defining the Atrium and Entrance, submit a rendering of your project as Last_First_Building2a.jpg.
Here's an example.

Continue the Autodesk tutorial Modeling Buildings Using Boolean Operations. Be sure that QuickSilver is set as your rendering engine. After completing the final section, Assigning Materials to the Building, submit a rendering of your project as Last_First_Building2b.jpg.
Here's an example.

Complete the Autodesk tutorial Introduction to Materials and Mapping. Use the file army_compound_2018.max as a starting point (located in the Read folder). After completing the third section, Using Opacity Mapping for the Fences, submit a rendering of your project as Last_First_HQ3.jpg. Try to get a nice view of the chain link fence in your rendering.
Here's an example.

Continue the Autodesk tutorial Introduction to Materials and Mapping. After completing the fifth and final section, Mappint the Barn, submit a rendering of your project as Last_First_HQ5.jpg. Try to get a nice view of as many of your applied materials as possible in your rendering.
Here's an example.

Complete the Autodesk tutorial Animating with Auto Key: Bouncing Balls. Use the file bouncing_ball_start.max, located in the Read folder. After completing the section "Add Squash and Stretch," render an .avi file of your animation and submit as Last_First_Bounce.avi.
Here's an example.

Complete the Autodesk tutorial MAXtoA Plugin - Part 1. Make sure to copy over the image files and Dining-Set_start.max file from the Read → Tutorials → MAXtoA folder to your folder. Render your project after completing the Part 1 video and submit in your turnin folder as Last_First_DiningSet1.jpg.
Here's an example.

Complete the Autodesk tutorial MAXtoA Plugin - Part 2, using your file from Part 1 as a starting point. You will probably run into some issues with the Arnold light in this section; please use this guide for some tips. Render your project after completing the Part 2 video and submit in your turnin folder as Last_First_DiningSet2.jpg.
Here's an example.

Complete the Autodesk tutorial 3ds Max 2018 - Motion Paths. Make sure to copy over the image files and mpaths_start.max file from the Read → Tutorials → Motion Paths folder to your folder. Render your project as an animation and submit in your turnin folder as Last_First_MotionPaths.avi.
Here's an example.

Look in the Read → Video Tutorials → Art Deco Train Station folder for a series of videos that will help us decorate a train station. View the videos in Part 1 (some of which will be review). When you get to video 6 (TV06), open the file 05_station_start_max (Notice the mismatch in numbering) and follow along. After completing video 7, render an image of your seating area that also shows the chandeliers and submit as Last_First_StationSeating.jpg. Then follow video 9 (using 09_station_materials_start.max), rendering another image afterwards and submitting as Last_First_StationPart1.jpg.
Don't be surprised if your renderings look a bit funny, like this one and this one.

After completing Video 10 of the Art Deco Train Station series, use what you have learned to get the materials in the station looking better. In particular, pay attention to the ticket counter, the portion of the floor that has not already been addressed, the tunnels, the ceiling, and the window frame. Here's an example using Arnold.

Look in the Read → Video Tutorials → Art Deco Train Station folder for a series of videos that will help us decorate a train station. View the videos in Part 2. When you get to video 14, open the file 14_station_placing_lights_start_RLS.max and continue to build on that file. Use Scanline as the rendering engine, and experiment with sun settings and location, and reflection and roughness of the scene materials. After completing video 20, render an image of your camera view and submit as Last_First_StationLighting20.jpg.
Here's an example.

 

2nd Quarter Assignments:

Click on an assignment to read its description.

In the Read folder, find and follow the video tutorial "Biped Pose to Pose Animation." After completing the tutorial, render an animation of your figure and submit as Last_First_BipedRun.avi.
Here's an example.

Look in the Read → Tutorials → Art Deco Train Station folder for a series of videos that will help us decorate a train station. View the videos in Part 3, which focus on cameras. Use the starting file 23_station_camera creation_start_QS.max, and make sure your file uses the QuickSilver rendering engine. After completing video 29, render your two camera shots and submit as Last_First_TrainStationShot1.avi and Last_First_TrainStationShot2.avi. To earn more than 80% on this assignment, also animate the biped in your scene.
Here are examples of camera angle 1 and camera angle 2.

Look in the Read → Tutorials folder for a video titled "3ds Max Beginner Character Modeling Tutorial." Follow the video to create a basic character that has a head, torso, feet, and hands. Render an image of your character, and submit as Last_First_CATfig.jpg.
Here's an example.

Look in the Read → Tutorials folder for a video titled "3ds Max Beginner Character Rigging Tutorial." Follow the video to rig the basic character you made previously. Render an animation of your character walking (the walk will be rather ugly at this point), and submit as Last_First_myCATwalk1.avi.
Here's an example.

Look in the Read → Tutorials folder for a video titled "3ds Max Beginner Character Animation Tutorial." Follow the video to animate the basic character you made previously. Your character does not need to pick up an object as shown in the video, but to score higher than 80% you will need to animate some of your character's facial features. Render an animation of your character walking along a path, and submit as Last_First_myCATwalk2.avi.
Here's an example.

Look in the Read → Tutorials → Rigging a Character folder, and follow the series to rig a pre-made zombie character. Begin with video 03 Creating the Skeleton - Part 1, and use 02-Zombie_skeleton-spine.max as your starting file. After completing video 06 Creating the Skeleton, Part 4, use a screen capture to prepare an image of your skeleton with the zombie's body in wireframe, and submit as Last_First_zombieRig06.jpg.
Here's an example.

Continue the Rigging a Character series. After completing the fancy footwork in video 10 Testing the Skeleton (at approximately 6:55, while your animation still has 400 frames), render an animation of your skeleton and submit as Last_First_zombieRig10.avi. Note: To make the bones visible in a rendering, select them, right click and select Object Properties, then check the Renderable box in the dialogue.
Here's an example.

From the Read → Tutorials → Storyboarding folder watch the videos "How to Storyboard Properly," "Intro to Storyboarding - RocketJump Film School," and "Storyboarding For People Who Can't Draw." Create a storyboard for a short (less than 30 seconds) animation, or section of an animation--either for an animation you have already created or would like to create, or for an animation you have found online. Notice that your pictures do not need to be artistic or beautiful. Create about 6-9 shots representing the scene of your choice and either sketch them by hand (you can find a storyboard template online if you like) or using software such as Adobe Animate. Turn in the papers that you sketch on, or turn in an electronic file labeled with your name and the title Storyboard.
Here's an example.

 

3rd Quarter Assignments:

Click on an assignment to read its description.

Look in the Read → Tutorials → Car on a Path folder for a series of videos that demonstrate animating a car along a path. Copy the data files into your documents, so that the images will show in your file. After completing the second video, render an animation of your project and submit as Last_First_Car1.avi.
Here's an example, and another in slow motion.

Continue the Car on a Path tutorials. After completing the third video, render an animation of your project and submit as Last_First_Car2.avi.
Here's an example, and one from another angle.

Continue the Car on a Path tutorials. After completing the fourth video, render an animation of your project and submit as Last_First_Car3.avi.
Here's an example.

Look in the Read → Tutorials folder for a video titled "3ds Max Particle tutorials Fireworks" to create a fireworks scene. Render an animation of your fireworks and submit as Last_First_Fireworks.avi.
Here's an example.

View the video tutorials found in the Depth of Field folder. Create a scene with at least three objects and render at least three images that focus on different parts of a scene, using the same view.
Combine several images into one file and Submit as Last_First_DepthOfField.jpg, or submit several images if you do not know how to combine them in a program such as Fireworks.
Here's an example using Mental Ray with teapots, another using Arnold, another using QuickSilver, and another using Mental Ray with text.

Choose an animation to work with that you have already created, such as the Car on a Path animation. If you have not already done so, make sure the scene has at least 3-4 cameras from different perspectives included. Choose segments of the scene to animate from the various camera angles, and then use this guide to render a series of jpeg images. You will be using these images in Part 2.

From the Read folder, copy the file coffeetable_disaster_start_2018.max to your documents. Then complete the Autodesk tutorial Rigid-Body Physics with MassFX. Render your animation and submit in your turnin folder as Last_First_MassFX.avi.
Here's an example.

Use your modeling skills and creativity to design a fitness center in 3ds Max. This could be a small facility, or a grand enterprise serving multiple functions. It could be your own design, or could be modeled after an existing design that you like. In either case, try to build it to actual scale. Later, you will have access to some fitness equipment and will be asked to use that equipment to creat an animation. Submit a rendering of your design as Last_First_FitnessCenter.jpg.

We will work through an interesting tutorial on Particle Trees, which provides an efficient way of creating a scene full of trees. After completing the first section, Creating Billboard Tree Maps, render an image of your autumn tree and submit as Last_First_pTrees1.jpg.
Here's an example.

Continue the Particle Trees tutorial. For the second section, Creating a Particle System, begin with the file ptrees_basics_ART.max. This file should automatically select ART as your rendering engine. Instead of Arch & Design materials, use Autodesk Generic. When rendering you may get a message that the PF Source does not have UVW coordinates applied; ignore that message and click Continue. Also, you may need to open the Environment and Effects dialog, and tone down the EV Compensation for Physical Cameras to -10 or so. After completing this section, render an image of your trees and submit as Last_First_pTrees2.jpg.
Here's an example.

Continue the Particle Trees tutorial. Complete the next two sections, Defining Tree Shadows and Introducing Variety. After getting a mixture of trees that you like, render an image of your project and submit as Last_First_pTreesVariety.jpg.
Here's an example.

Continue the Particle Trees tutorial. Complete the final section, Placing the Particle Trees, using the file ptrees_placement_ART.max. After polishing off a beautiful scene full of trees, render an image of your project and submit as Last_First_pTreesComplete.jpg.
Here's an example.

Follow the Autodesk tutorial Create the Head Hair, using the starting file viking_02.max found in the Read folder. Don't be afraid to use your creative touch! Render an image of your final result and submit as Last_First_VikingHair.jpg.
Here's an example.

 

4th Quarter Assignments:

Click on an assignment to read its description.

Locate an animation that the class could use for the purpose of analysis. (It is permissable for the animation to also be entertaining.) Please make sure the animation is school-appropriate, and that we can watch it without violating any copyrights. If it is located online, provide the instructor with a url; if you have a file but it is not located online, talk to the instructor about how to turn in the file.
Please aim for an animation that is about 3-8 minutes in length.

Have anything specific in mind that you would like to create? Be it a short animation or an asset that someone else could use in an animation, submit a proposal of what you would like to create. If you would like to work with a classmate, determine how you could split up the work. If you are drawing a blank and have no ideas of what to make, submit a suggestion of how you might like to help someone else--such as by offering to model an object or use materials to beautify an already existing object. Submit your ideas as Last_First_Proposal.docx.

Follow the Autodesk tutorial Creating a Flag, using the starting file quickstart_Flag.max found in the Read folder. Render an animation of your final result and submit as Last_First_Flag.avi.
Here's an example.

 

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