PROFESSIONAL PROGRAMME

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1 Mahatma Gandhi University MEGHALAYA SYLLABUS MANUAL PROFESSIONAL PROGRAMME 1 P a g e

2 PROGRAMME CODE --- Master of Arts in VFX Animation (MAVFXA) SEMSTER I CODE SUMJECT CREDIT Development With Traditional And Digital Art MAVFXA11 MAVFXA12 MAVFXA1 Script Writing & Story Board Designing Advanced Digital Art Photography Part-(1&2) Advance Digital Enhancement MAVFXA14 MAVFXA15P Enhancement of editing MAVFXA16P Practical on Digital Arts TOTAL 18 2 P a g e

3 SEMESTER II CODE SUMJECT CREDIT Introduction and Advancement of Next-Gen D MAVFXA21 MAVFXA22 MAVFXA2 MAVFXA24 MAVFXA25P Introduction & Advancement of D design Next-Gen Character Design Introduction of UV layouts and texturing Advance Character Setup and Animation Practical on Character Design, UV layouts and texture. MAVFXA26P TOTAL 18 P a g e

4 SEMESTER III CODE SUMJECT CREDIT Advance Animation and VFX MAVFXA1 MAVFXA2 MAVFXA MAVFXA4 MAVFXA5L Advance Techniques of Texturing & Lighting Production techniques of Lighting Intro of Dynamics I Art of Integration - Dynamics II Practical on Character animation, Dynamics, texturing and Lighting MAVFXA6L TOTAL 18 4 P a g e

5 SEMESTER IV CODE SUMJECT CREDITS Advance Rendering MAVFXA41 MAVFXA42 Introduction of Compositing I D Tracking & Match Moving MAVFXA4 Practical on D tracking, Match moving and Compositing. MAVFXA44 Final Project MAVFXA45L MAVFXA46L TOTAL CREDITS 18 5 P a g e

6 Detailed Syllabus SEMESTER I MAVFXA Development With Traditional And Digital Art Unit I Development of Sketching & Drawing Development of Graphic Design Unit II Fundamentals of Communication and Design Development of Tools & Techniques Unit III The Process of Design Type & Typography Unit IV The Development of shape of Design SIGNS, SYMMOLS & CLIENT IDENTITY Unit V Career Opportunities in the Visual Art Basics of Printing Technology Creating e-portfolios MAVFXA Script Writing & Story Board Designing UNIT I The Current Campfire: Film as a Storytelling Device- The history of storytelling - Plays vs. novels vs. film - What is a story? - The idea vs. story vs. screenplay UNIT II The Screen Story- What is it? - The logline - The essence of a screen story - Conflict (and why we love it) - Form, format and formula UNIT III The Structure of a Screenplay- Back to story- Aristotle (and what he had in common with 6 P a g e

7 Superbad) - The three act screenplay - The scene - Plot points UNIT IV The First Act- Establish, introduce and hook- The inciting incident - The first act plot point The Second Act- Rising conflict and overcoming obstacles - The second act plot point The Third Act- The final battle - The outcome of the final battle - The denouement - Happy vs. hopeful endings UNIT V Character - Plot vs. Character - Character vs. Characteristics- Actions speak louder than words - The main character (our hero!)- Other characters and character types Dialogue - The functions of dialogue Voiceover. The Kitchen Sink-Back story & exposition- Subplots- Setup and payoff - Flashbacks- Theme Breaking the Rules - How screenwriters break them and why Genre - What is this movie anyway? REFERENCES: The Writer s Journey by Christopher Vogler Adventures in the Screen Trade by William Goldman The New Screenwriter Looks at the New Screenwriter by William Froug MAVFXA1 --- Advanced Digital Art Photography Part-(1&2) UNIT I Motion picture cameras: Various parts of Motion picture cameras; perforation loop; pressure plate; Plate catch; Pull down claw; magazine; threading of film; loading unloading of magazine; Types of magazine; intermittent Movement; Analysis of Claw motion; Registration pin; Sprocket wheel; Frames per sec; View finder; Eye piece adjustment; camera Motors; Slow motion and Fast motion; Reverse Movement; Tacho meter; Lens Mount Flange Depth; matte Box; Blimp; Changing bag; Magazine Cover/rain cover. UNIT II Photographic Image: Motion picture Photographic; Emulation; Film base; latent image; Graingrain technology, graininess; halation, Anti halation backing; Resolving power: definition; Sensitometer; transition; opacity; Density; base density; Relation between Density and fog level; 7 P a g e

8 Characteristic Curve; D-max D-min, Shoulder, Toe; Gamma; Density measurement ; black and white density and Color density; Film speed and shopper index; Contrast. Colour reproduction ; Structure of the motion picture film; Colour negative processing Remjet backing; various types of Motion picture films UNIT lll Dramatic elements embedded in the screen play; Spines; charaacter; circumsatance; dynamic relationship; wants; expectations; action; activity; acting beats; dramatic blocks; narrative beats fulcurm UNIT IV Staging ; Pattern of dramatic movement; changing the stage with in a scene; staging as part of a film s ; Floor plan Developmeent of screen play; staging and camera angles for story board for story board artist. UNIT V Camera as Narrator; Reveal; entrance; objectives camera; subjective camera; visual design; style; coverage; lenses; compostion; dramatic blocks and camera; shot lists; story board and setups UNIT VI Execution, Installation & Presentation Inside the digital camera The Principles of Photography Types of cameras, Lenses, Camera Controls, Exposure Meter Managing Your Digital Assets Product Photography Interior and Exteriors, Action and Sports Photography MAVFXA Advance Digital Enhancement UNIT I Visual Communication, Typography, Colour and Visual Representation. The photography, Drawing and image manipulation, Elements of visual Communication : Line, Shape, Colour, Texture, Elements of Composition : Rhythm, Harmony,Balance, Symmetry, Contrast, Layout,Grid, point of view, Introduction to Aesthetics 8 P a g e

9 UNIT II Typography: Anatomy of a font, Classification, Semantics, Letter Design, Resume Writing, Usage Concepts, Type in motion/web Typography Colour: Hue, Tint, Tone, Saturation, Color Wheel, Primary, Secondary, Tertiary colors, color interaction, color models RGB, CMYK, RGY Visual Representation: illustration techniques, modes of repetition, Storyboarding, Style and Treatment, Continuity Handling the Camera, Sound Acquisition, Lighting, shooting a sequence, Interviewing skills. An introductory study of digital imaging processes and techniques in both the visual and commercial arts. Computer imagery will be generated using interactive processing software UNIT III Advanced Video Graphics Creating Raster backgrounds Creating Energy oriented Graphics Creating Logos and Identities Collages and Montages Channel Masking Creating alpha Exporting graphics to video applications UNIT IV D modeling and compositing Creating Animated Background Creating D composite Advanced camera techniques Broadcast animation Creating virtual sets for broadcast Type animation and casting styles Special effects using various plug-ins Chroma key and Rotoscoping UNIT V Non Linear Editing & Sound Introduction to various file formats from DV to Mov and HD Story boarding for Film Editing Capturing through firewire Managing and organizing footages 9 P a g e

10 The Detailed study of Final Cut Pro Finishing and Outputting Colour correction in a video Converting from HD to DV Media Management MAVFXA15P --- Enhancement of editing Digital Editing The fundamentals of editing: Basics of editing, Pal Video for windows, Pal quick time multimedia QuickTime, Using Project Window, Video Settings, Audio Settings, Compressor, Depth, Frame Size, Frame Rate, Importing still images, Using the monitor window, Viewing safe zones, use of editing and full knowledge about video editing. The fundamentals of transition effects: Creating Transitions, Transition Settings, Image Mask Transition, Applying Transitions, viewing transitions. Finishing & the future: Making movie, finalizing sound and effects, rendering, making video CD. Sound Editing Introduction to sound: Sound, Digital sound files, different sound formats, midi & digital audio, creating digital audio files, sound producing, sound extracting, Advantages and disadvantages of midi &digital, choosing between midi and digital audio. Linking files: Sound for the World Wide Web, adding the sound to your multimedia project, production tips, audio recording, keeping track of your sound, testing and evaluation. Record clips & editing: Sound recording, editing digital recording, trimming, splicing and assembly, volume adjustments, format conversion, re-sampling or downloading, fade-ins and fade outs, equalization, time stretching, digital signal processing, reverting sound, making midi audio, audio file formats. Special effects: Adding effect automation enveloping, adding a volume envelop, adding a panning envelop, previewing effect automation, applying effect automation, adjusting envelope, adding envelop points, flipping a envelop points, setting fade properties, cutting, copying, pasting, envelope points, adding mirror and wave hammer, pan to left, pan to right, dry out, wet out, convert mono to stereo, looping. Finalize files: Burning the audio Cd, mp, making the remix sound track with using all the special FX from the software. Exporting the files in diff formats, save in wav, mp etc. MAVFXA16P ---Practical on Digital Art Motion Caption Formats Methods Usages Motion Capture Software Merge with Software Expression Formats Methods Usages Expression Capture Soft ware s Script Animation Usage Different Language of Script Animation Among the Software. 10 P a g e

11 Concept Development Scripting Story Developing Output Formats Audio Formats & Video Formats Colors Color Cycle Color Formats D Production Budjets D Animated Movies Fields in D Animation. Define digital art terminology. Acquire and develop a critical understanding of the use of visual language as it applies to our culture, political and social development, and artistic understanding. Discuss and utilize elements and principles of design. Recognize the relationships between art, culture, and technology. Acquire basic working understanding of the Macintosh computer through printing, scanning, digitization, image manipulation and a variety of software applications. Describe and discuss technical and compositional aspects of finished and in- progress work. Participate in group critique and evaluation of art works. Manipulate formal elements to convey meaning. Begin to articulate and reflect on concepts developed in artwork within the context of a written artist statement. Digital Art (second edition) by Christiane Paul (available at the bookstore, amazon.com, powells.com & on reserve at the library) USB flash memory stick (2 gb or better) 11 P a g e

12 SEMESTER II MAVFXA Introduction and Advancement of Next-Gen D Unit l D Modeling and Animation: D Character Modeling. Texturing & Lighting D Character Rigging & Animation Compositing & Editing a Video Unit II D modeling and compositing Creating Animated Background Creating D composite Advanced camera techniques Broadcast animation Creating virtual sets for broadcast Type animation and casting styles Special effects using various plug-ins Unit lii Understanding the GUI, Polygon Tools, Subdivisions Surfaces, Products, Props Models, Creature Models, Low Poly, High Poly, Hard Surface Models, Automobile Modeling, Jet Models etc., Organic Modeling, Low Poly (Game Character), High Poly (Detailed Human Character), Shaders. Unwrapping Techniques, Texturing Props, Products etc., Unwrapping & Texturing a Creature, Game Chracter and a Human model. 12 P a g e

13 Unit IV Lighting Techniques, Night Scene Lighting, Morning Scene Lighting, Camera Attributes, Advance Camera Techniques, Placing Cameras in the Scene, d Painting Techniques D Software Rendering Techniques, Mental Ray Rendering, Basic Animation, Motion Path Animation, Camera Animation, Rigging, Joints (IK/FK), FBIK, Joint Labelling, Biped Rigging, Facial Rig, Advance Skinning Techniques, Biped Animation, Simple Walk Cycle, Facial Animation. Unit V Creature Walk Cycle, Creature Facial Animation, Introduction to Dynamics, Creating effects like Fire, Smoke, Fireworks, Soft Bodies/Rigid Bodies, Fluid Effects, Creating different Water Effects, Creating Clouds/Fog/Explosions, Introduction to Hair, Painting Hair Textures, introduction to Fur & Cloth, Setting Scene Shots, Match moving With Live Action Scene Objective: Diagram the animation requirements of a D shot based on simple controls and flexibility, considering the best uses of keyframe, path, hierarchy and inverse kinematic methods. Demonstrate competence in matching camera settings with live action based on applying true perspective, lighting, shadows, motion blurring and layer compositing. Mastering polygonal processes through reference modeling. Mastering of NURBS, Automatic Mapping scheme, Creating effects for D compositing. MAVFXA Introduction & Advancement of D design UNIT-I Introduction of D basics UNIT-II Intro to Interactive features and Internet; Advanced D animation techniques. Morphing Materials editing. Texture mapping and scaling. Reflection mapping and scaling. Bump map. Opacity map. Audio editing features. Incorporating D models and D renderings. Linking digital video. User interface building principles. User interface toolkit and interaction scripting. Embedding completed animations in web pages and other media containers. UNIT-III Advancement Environment and Set Design Advancement Modeling and Texturing Environments and Sets Advancement Lighting Considerations and Techniques UNIT-IV Advancement Environment and Set Design Advancement Modeling and Texturing Environments and Sets 1 P a g e

14 Advancement Lighting Considerations and Techniques Advancement Intermediate Texturing Advancement Rendering Fogs, Atmospheres, Volumetric, and Special Effects Particle Systems: basic, Advanced and Particle Flow Post-production considerations Character Design, Rigging and Animation bone-based Rigging, biped basics Attaching the model to the biped, Animating the Character UNIT-V getting in Control of D Space: Menu commands, File Menu, Edit Menu, Tools menu, Group Menu, view Main Toolbar, Working with View ports and files: Controlling the View ports: Zooming a view, panning a view, rotating a View, Maximizing the active View ports, max Scene files. Saving & opening files, merging and replacing objects. Importing and exporting files. Solid Modeling and the tools of the Trade: Create menu, Modifiers Menu, Command Panel: Create, Modify, Hierarchy, motion, display, Utilities. Color, Texture and surface styles: The Material Editor, colors and patterns in materials, multiple materials on single objects, lofting the materials, bump mapping, luminance values, maps, mapping coordinates, materials, multi/sub-object materials, procedural maps Tips and tricks for good lighting: Standard sunlight system, faking bounced light, daylight system, angle of incidence, attenuation, exposure control, photometric lights, radiosity, standard lights with scan line rendering, photometric lights with radiosity render, skylight with light tracer rendering, sunlight system, day light system, Skylight. Target spot MAVFXA2 --- Next-Gen Character Design UNIT-I Navigating D space, Creating geometry,transforms, Modifiers, Animation basics,light and cameras, Material Editor, Materials, and Maps,Rendering,Effects and Environments Video post production Utilities Customizing the user interface UNIT-II Conceptualizing D coordinate systems 14 P a g e

15 How to construct D models using various tools Low polygon modeling for games Props Modeling UNIT-III Know character studio Know Biped Know Physique Know Track Editing Know the workbench Know Motion flow Know crowds Know Character studio Workflow Freeform Animation Loading, Saving, and Displaying Biped Motion Advanced in File Formats UNIT-IV Film studies basic for better understanding of camera movements Various types of shots and angles Art of storytelling and storyboarding Develop skills in digital modeling and character animation 15 P a g e

16 SFX and compositing, Camera Matching Post production for integrating and compositing D-SFX UNIT-V Film Industry TV Channels Production House Add Company Multimedia Companies Independent Work Unit-VI Volumetric design Personality design Costume and period design Character line up Model sheets: preparation Designing facial expressions for animation Advanced costume design Modeling I: geometric polygonal sculpting in Maya Advanced D design II: texture mapping Modeling III: organic shape sculpting with Z-brush MAVFXA Introduction of UV layouts and texturing Unit-l Modeling for UV Mapping, Environments and Characters. UV Mapping and Coordinate systems, Types of Maps and Approaches to UV Pages. Powers of 2 and proper UV Page Layout. Dissecting realism, what makes a D Scene look real? What s the difference Metween Reflections and Refractions? Unit-ll Photoshop for texture painting and T-Pages, Custom tools and tricks to paint your props, 16 P a g e

17 environments and characters. Advanced Maps for Games, Diffuse, Mump, Specular, Alpha, Displacement, Normal Maps. Point lighting, standard lights, shadows and shadow maps, DMaps and Raytraced Shadows, Mental Ray AmMient Occlusion Override. Unit-lll Introduction to UV mapping How to projects a texture map onto a D object. What is UV mapping and how its work How to project mapping (sphere, cylinder, and box) How to Create Texture in Photoshop Import texture from Photoshop How to apply mapping Set the UV layouts according to Mapping Unit-lV Text and Typography (Fonts): Typography, typesetting, readability, classes of type, display type, type groups, roman, serifs, gothic, block, square serif type, cursive or script type, measuring type, size, width, resolution, compositing The shape of Design: Planning for print production, overlay, camera ready, dates and deadlines. getting in Control of D Space: Menu commands, File Menu, Edit Menu, Tools menu, Group Menu, view Menu, Main Toolbar, Working with Viewports and files: Controlling the Viewports: Zooming a view, panning a view, rotating a View, Maximizing the active Viewports, max Scene files, Saving/Opening files, Merging and replacing objects, Importing and exporting files. Solid Modeling and the tools of the Trade: Create menu, Modifiers Menu, Command Panel: Create, Modify, Hierarchy, motion, display, Utilities. Color, Texture and surface styles: The Material Editor, colors and patterns in materials, multiple materials on single objects, lofting the materials, bump mapping, luminance values, maps, mapping coordinates, materials, multi/sub-object materials, procedural maps. Material Editor: sample window, sample sphere, material type, material name, get material, assign material to selection, materials and mapping, importing maps & textures from Photoshop. Unit-V Intro to animation and moving picture art. View: examples to different styles and techniques of motion, and animation across media. what is animation? key frames and in-betweens traditionally and in digital animation. Demo: After-Effects timeline, key-frames, key frames interpolation, and graph editor. 17 P a g e

18 MAVFXA25P --- Advance Character Setup and Animation Animation & Visual Effects Designing for the screen Simple 2D shape design Volumetric design Personality design Costume and period design Character line up Model sheets: preparation Designing facial expressions for animation Advanced costume design Modeling I: geometric polygonal sculpting in Maya Advanced D design II: texture mapping Modeling III: organic shape sculpting with ZMrush MAVFXA26P---- Practical on Character Design, UV layouts and texture. Modeling for UV Mapping, Environments and Characters. UV Mapping and Coordinate systems, Types of Maps and Approaches to UV Pages. Powers of 2 and proper UV Page Layout. Dissecting realism, what makes a D Scene look real? What s the difference Metween Reflections and Refractions? Photoshop for texture painting and T-Pages, Custom tools and tricks to paint your props, environments and characters. Advanced Maps for Games, Diffuse, Mump, Specular, Alpha, Displacement, Normal Maps. Point lighting, standard lights, shadows and shadow maps, DMaps and Raytraced Shadows, Mental Ray AmMient Occlusion Override. Know character studio Know Biped Know Physique Know Track Editing Know the workbench Know Motion flow Know crowds Know Character studio Workflow Freeform Animation Loading, Saving, and Displaying Biped Motion Advanced in File Formats 18 P a g e

19 SEMESTER III MAVFXA1 --- Advance Animation and VFX UNIT l Introduction and overview of animation - basics of animation - classical animation - time line instances stage layers - scene, Principles of Animation, Key frames-frame Rates- Editing Frames, Building Skills with Tools and Colors - Defining Terms - Using the drawing tools - Modifying and Editing - Grouping - Mixer Panel, Production of an animation using existing software. UNIT - II Flash Tweeting motion tweening shape tweening, onion skinning buttons instances Shape Hinting, Multiples, Defining Layer Properties, Gradient Animation, Symbols, Instances and Libraries, Editing Color Styles, Text - scripting- Working with Words - Block Types - Creating Modifying - Formatting -Animating them. UNIT-III D concepts viewports perspective -camera standard primitives - polygons low polygon, camera motion Lights- sound generation -Motion Tweening, Difference between Shape & Motion Twining - Basics - Effects Editing - Motion Guides - Exploding Text - Options and Limits. UNIT- IV Modeling & Animation with D Max primitives - low polygon modeling organic modeling - nerves modeling, texturing mapping,painting D Objects with Deep Paint, Movie Clips - Graphic Symbols vs. Movie Clip Symbols- Animated Rollover Buttons -Testing the Movie - motion capture techniques UNIT-V Particles system - dynamics inverse kinematics - reverse kinematics timeline-key frames, Character Animation and Visual Fx, Variability in Animations of Human Motion, Action Scripting Defined- Interactivity and Actions- Events- Scenes- Drop-Down Menus, Loading Movie- Sound- Importing- Compressing- Background- Settings Controlling Synchronizing, Components and Forms - Creating Configuring Modifying, Animation & Visual Effects UNIT-Vl Drawing & Sketching Graphic Design & Visual Arts. Web Designing & Introduction to 2D Animation Introduction to Advertising & Market Research Introduction to D Animation. Digital Video & Sound Editing. Advance D Animation (Modeling & Animation) 19 P a g e

20 Cinematography. Advance Cinematic Cartoon Animation & Special Effects. Project- 2D Animation or D Animation REFERENCES: Mark Simon. Storyboards: Motion in Art, Focal Press,2000, Rick Parent. Computer Animation: Algorithms and Techniques. Morgan Kaufmann, 2005, Kyle Clark. Inspired D character animation. Premier Press, 200. Mark R. Wilkins, Chris Kazmier. MEL. Scripting for Maya Animators, Second Ed MAVFXA2 --- Advance Techniques of Texturing & Lighting UNIT - I Mental ray materials & its application. mental ray for Maya is a powerful renderer integrated with Maya. Dgs_material shader provides a physically-accurate shading model by offering Diffuse, Glossy, and Specular attributes. Dielectric material shader re-creates a material that is a poor conductor of electricity, UNIT - II -point lighting concepts, Three-point lighting in visual media such as video, film, still photography and computer-generated imagery- effective use of key light- fill light - back light UNIT - III What is Unwrapping - concepts - purpose of unwrapping - Maps available in maya, application of maps, how to create and layout UVs for objects using different projection methods & its attributes Utilizing the UV texture editor & interactive editing its positions in view port & its main attributes to control mapping areas over objects. UNIT - IV How to generate UV map in UV Texture using UVlayout tools like unfold for flattening UV's over mesh to create flat 2dimensional map using commands, tools available in uv editor 20 P a g e

21 like sew for merging 2 or more edge's into single, relax for maintaining uniformity between uv's, cut for detaching uv map, Stretching UVs to fit in grid, aligning uv's in grid. UNIT - V Application & difference between 2d, d textures & Environmental textures. Maya 2D textures - categories: water, Perlin, noise, etc.,. Bitmaps- generating textures - Maya D textures procedure & resolutions mathematics & algorithms. UNIT - Vl Basic utilities for texturing - general utilities- color utilities, render node utilities, switch utilities, tweaking output results. UNIT-Vll Generate by texture without editing the attributes- double side texturing, mixing or more colors & taking output REFERENCE Advanced Maya Texturing and Lighting with CDROM - Lee Lanier, Wiley Publishing Texturing and Modeling : A Procedural Approach - David S. Ebert, F 6, 201 MAVFXA --- Production techniques of Lighting Unit- I Lighting: Types of Lighting and Use in Movies Key light, fill light, daylight. Comparison of animation.vs. video lighting. Screening of movies where lighting used most critically, such as The Third Man, The Magnificent Amber sons, Eaux D'Artifice and others. Still life setup as an in-class exercise in lighting. UNIT II Advanced D Animation Techniques Sequences from Torn, Jurassic Park, Toy Story 2, Titanic, The Incredible 21 P a g e

22 Advanced D animation techniques. Morphing Materials editing. Texture mapping and scaling. Reflection mapping and scaling. Mump map. Opacity map UNIT III: Space Warps and Gizmos Space Warps Types of Space Warps in Ds Max Applying Space Warps Creating a Dynamic Simulation in Ds Max Gizmos Creating Gizmos Animating with Lights Lights in Ds Max Adjusting Light Parameters Additional Light Controllers Animating Lights Applying Lights to Create Animation. UNIT IV: Animating with Cameras Types of Cameras Camera View Port Camera Parameters Cameras in Animations Animating with the Target and Free Cameras Camera Matching. UNIT V: Rendering Animations Rendering Rendering Methods Render Scene Dialog Box Rendering Tools Rendering an Animation Previewing Animations Using the RAM Player Adding Effects to Animations Environments Effects Rendering Effects Video Post. MAVFXA4 --- Intro of Dynamics I Unit - I Introduction to modeling,- Maya Interface, Maya Tools for modeling - Channel box and layer editor - Status bar - Snap tools, Hotbox - Nurbs modeling - Create Curve and Curve Edit - Surface and polygon formation requirements - Space Ship Modeling. Unit II Car Modeling, Guitar Modeling - Sword Modeling - Core Modeling Tool Split polygon 22 P a g e

23 tool - insert edge tool - Various Looping Methods in polygon - Understand mesh flow - Cut face tool, merge tool options - Basic curve profile - Attach/Detach Curve-Rebuilding Curve- Surface Creation (Loft/Boundary)-Nurbs to Polygon-Structure Detail-completion of Car Unit - III Interior Modeling - Detail work flow on polygon items-polygon Tools Split Polygon Tool,-Insert Edge Tool-Cutface Tool-Extrude face/edge-create models like Sofa, chair, Lights, Screen etc Unit - IV Cartoon character/ Male/Female Character model, Discussion on anatomy character mesh flow- understand important loop flow in model-basic Shape-Shape detailing - Mesh flowmuscular Study for forearm, wrist, fingers-extrude-shape formation-detail-mesh flow-muscle Study Leg, Leg Fingers-Extrude-Shape formation-detail UNIT V Cartoon character/ Male/Female Character, Completion of Cartoon character/ Male/Female Character - Face Model, Ear, Eyes -Mesh flow-muscle Study for face, Eye, EarExtrude- Shape formation-detail - Refine Mesh flow-final Detailing of Character-Loop check for Rigging and Animation. REFERENCE Stop Staring: Facial Modeling and Animation Done Right - Jason Osipa Texturing and Modeling : A Procedural Approach - David S. Ebert 2 P a g e

24 MAVFXA5L ---- Art of Integration - Dynamics II Unit - I Art & craft, Clay modeling- Portraits, Clay modeling- Character modeling, Mask making, Set designing, Painting Unit - II Color Practical color mixing-color making-applying colors-secondary color mixingtertiary color mixing-makingcolor wheel-define colors-cool colors-warm colors Color tint & Shades ( P)about tint and shades- making tints-making shades about black and white Unit - III Drawing and painting, Intro to Painting & Color mixing,still life Organic drawing, Still life (Inorganic) drawing & painting. Unit - IV 2D Composition &Memory Drawing, perspective drawing, Landscape painting, Outdoor drawing and painting, Indoor drawing and painting, BG Designing- drawing and painting Unit - V Particle system D fluid N-cloth simulation Setting goal and instancers Dynamic hair and fur Creating Soft body and Rigid body Effects of Particles with Hair, Fur, Cloth Dust Particles and Simulations Sizing and Fixing Properties Hands On: Sands and Glass Particles, Environment and Physical Structures Preparing Animation of quadruped, Character Animation. MAVFXA6L----- Practical on Character animation, Dynamics, texturing and Lighting 24 P a g e

25 Unit - I Man made drawing, Intro to art & tools Handling, Tonal values-shadings-lightingsshadings, Human anatomy, Live model study, Birds & animal study Unit - II Drawing and painting, Intro to Painting & Color mixing,still life Organic drawing, Still life (Inorganic) drawing & painting. Unit - III 2D Composition &Memory Drawing, perspective drawing, Landscape painting, Outdoor drawing and painting, Indoor drawing and painting, BG Designing- drawing and painting. Unit - IV Preproduction, Intro to storyboard-camera angles- Character design, BG & lay out Design, Script writing, Storyboard. Unit - V Art & craft, Clay modeling- Portraits, Clay modeling- Character modeling, Mask making, Set designing, Painting B.Sc. Animation & VFX Page 4 of 5 Unit - Vl Color Practical color mixing-color making-applying colors-secondary color mixingtertiary color mixingmaking- color wheel-define colors-cool colors-warm colors Color tint & Shades ( P)about tint and shades- making tints-making shades about black and white SEMESTER IV MAVFXA Advance Rendering Unit l blue Screen Shoot in Louis Hall Avid Transfers, basinet and Cross-system CODECs. Unit-ll basic Import and Layering Color Keying basic Rendering Simple Compositing Unit-lll basic After Effects Continued Depth of Field, Keying Concepts Continued Grouping, Sub comps and Rendering Techniques 25 P a g e

26 Unit-lV Typography, Page Design And masking Typographic tools, Mastering to idvd Timing and Key framing Texture in Design, Scanning, Color Modes Hull fish 6-8 Unit-V D Tools in After Effects Time Remapping and Telecine process Production Requirements for Final Project Production Package Design in idvd Color Correction Color Correction continued Visit to Telecine and Film Recorder facility MAVFXA Introduction of Compositing I Unit - I Introduction to Photoshop - Interface overview -Tools & Techniques- About Menu bar and Panels - Resolution- Color mode Unit - II Color Correction(Auto Levels, Contrast, and Colors-Hue saturation adjustments-make duotone and sepia tone-replacing color- background effect) - Black& white coloring (Pen tool,create New layer and Adjustments)- Retouching (Patch tool, Clone tool, Healing Brush,Red Eye Tool and Blur. Unit - III Layer Blends-Using the Styles Panel- Creating Custom Layer Styles - Smart Filters - Sharpen and Blurs- Noise Filter - Filter Gallery - Liquefy Filter - Pen Tool- Pen Tool to Create Paths - Understanding paths - Clicking and dragging your way down the path of knowledge-a closer look at the Paths panel. Unit - IV Masking-The mask-related selection commands - Editing an alpha channel- Working in Quick Mask mode-masking with vector paths- Tracing( Pen tool- Selection-Fill and Storke) Unit - V 26 P a g e

27 Collage- Poster Design - Rules in poster design- Poster Layout Design -Typing the Text In Poster Layout - Add Title - Create Matte painting in Photoshop (Sketch - Masking - Adjustments and painting tools) REFERENCE: Photoshop book for Digital Photographers - Scott Kelby The Technique of Film and Video Editing, Fourth Edition: History, Theory MAVFXA4 --- D Tracking & Match Moving Unit-I Introduction Navigating D space Creating geometry Transforms Modifiers Unit-II Animation basics Light and cameras Material Editor, Materials, and Maps Rendering Effects and Environments Unit-III Video post production Utilities Customizing the user interface Conceptualizing D coordinate systems 27 P a g e

28 How to construct D models using various tools Low polygon modeling for games Props Modeling Environment Designing (Landscape designing) Vertex painting and baking of textures Polygon count constraints Unit-Vl Clay motion: A stop-motion animation technique D basics: Modeling to animation Modeling with D Lights, camera & materials D Motion Graphics & FX Rendering with V-Ray Digital FX D Animation/ Architectural Visualization Portfolio (Case Study) Unit-V Work in a production environment Understand the mechanics of D Max Be able to create D Models using a variety of techniques Work with materials to texture models Understand hot to light a scene. Be able to create animations. Stage a scene and understand cinematography Know how to create output for use in post production Unit-Vl Preparing a Solid Base Sketch and Sculpt like a Pro 28 P a g e

29 Physic matrix Photoshop for Animators Max the Max During this module, students also take the following classes script development, rendering Playing god Creating Objects and Characters Character Animation Unit-Vll Image Compositing, Introduction: The image, Image channels and layers, File formats, Compression schemes. Image I/O, Image Mapping,Image Warping,Image Morphing Convolution and Image Filtering, Image and Video Compression Frequency Analysis. MAVFXA Practical on D tracking,match moving and Compositing. Unit-l Modeling with Maya Modeling with Z Brush Texturing with Maya Lighting & rendering with Maya Unit-ll Rigging with Maya Character animation with Maya Paint effects & dynamics using Maya Realistic features with Maya Match moving & camera tracking Unit-lll Modeling & Texturing Lighting & Rendering Rigging & Animation Portfolio Demo Reel Orientation to creative test 29 P a g e

30 Unit - IV Color theory -Color theory-about colors-rgb-ryb-cmyk-primary colors-secondary Colors -tertiary colors-rays colors-ink colors-tint-shades Unit V Color Practical color mixing-color making-applying colors-secondary color Mixing tertiary color mixingmaking- color wheel-define colors-cool colors-warm colors Color tint & Shades ( P) about tint and shades making tints-making shades about black and whites Unit- Vl Basic Animation create a bouncing ball Modeling sculpt an airplane Shading create colors and textures for the airplane D matchmoving - track the background image plate with Maya Live Animation animate the airplane and it s propeller Particles create smoke particle FX Lighting light your scene and create shadows and reflections Rendering render your scene in layers Compositing put it all together with Adobe After Effects. MAVFXA45L --- Final Project During the Project phase, students will execute the following exercises/projects: 0 P a g e

31 Lighting, lighting, and lighting Green Screen vs. Blue Screen Directing Actors in the Big Green Limbo Simple pans/tilts & limited tracking/booming Chasing shots (follow after) & Widening shots (pull back to reveal) Compound camera moves & limitations imposed by compositing Complex actor movement/tracking marks Complex camera movement/tracking marks Night scenes & special times-of-day Skyscraper scenes & shooting out windows Poor Man s process (vehicles or on-foot) Digital Design Layer Mased Compositing Node Mased Compositing Match Moving Camera Tracking Non linear linear Editing Title Graphics Audio -Video Synchronization **************** 1 P a g e

M.Sc. Animation Game Design& Development Page 1 of 6

M.Sc. Animation Game Design& Development Page 1 of 6 M.Sc. Animation Game Design& Development 2011-2012 Page 1 of 6 Bharathiar University- Coimbatore -46 School of Distance Education (SDE) M.sc Animation,Game Design & Development Degree course Annual Pattern

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