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Page 1: Autodesk® Animation Academy 2010studentsdownload.autodesk.com/.../AnimationAcademy_Introduction.pdf · ANIMA CADEMY. 2010. INTRODUCTION. 4. Welcome to Autodesk Animation Academy
Page 2: Autodesk® Animation Academy 2010studentsdownload.autodesk.com/.../AnimationAcademy_Introduction.pdf · ANIMA CADEMY. 2010. INTRODUCTION. 4. Welcome to Autodesk Animation Academy
Page 3: Autodesk® Animation Academy 2010studentsdownload.autodesk.com/.../AnimationAcademy_Introduction.pdf · ANIMA CADEMY. 2010. INTRODUCTION. 4. Welcome to Autodesk Animation Academy

Autodesk® Animation Academy 2010

© 2009 Autodesk, Inc. All rights reserved. Except as otherwise permitted by Au-todesk, Inc., this publication, or parts thereof, may not be reproduced in any form, by any method, for any purpose.

Certain materials included in this publication are reprinted with the permission of the copy-right holder.

The following are registered trademarks or trademarks of Autodesk, Inc., and/or its sub-sidiaries and/or affiliates in the USA and other countries: 3DEC (design/logo), 3Decem-ber, 3December.com, 3ds Max, ADI, Algor, Alias, Alias (swirl design/logo), AliasStudio, Alias|Wavefront (design/logo), ATC, AUGI, AutoCAD, AutoCAD Learning Assistance, Auto-CAD LT, AutoCAD Simulator, AutoCAD SQL Extension, AutoCAD SQL Interface, Autodesk, Autodesk Envision, Autodesk Intent, Autodesk Inventor, Autodesk Map, Autodesk MapGuide, Autodesk Streamline, AutoLISP, AutoSnap, AutoSketch, AutoTrack, Backburner, Backdraft, Built with ObjectARX (logo), Burn, Buzzsaw, CAiCE, Can You Imagine, Character Studio, Cin-estream, Civil 3D, Cleaner, Cleaner Central, ClearScale, Colour Warper, Combustion, Com-munication Specification, Constructware, Content Explorer, Create>what’s>Next> (design/logo), Dancing Baby (image), DesignCenter, Design Doctor, Designer’s Toolkit, DesignKids, DesignProf, DesignServer, DesignStudio, Design|Studio (design/logo), Design Web For-mat, Discreet, DWF, DWG, DWG (logo), DWG Extreme, DWG TrueConvert, DWG TrueView, DXF, Ecotect, Exposure, Extending the Design Team, Face Robot, FBX, Fempro, Filmbox, Fire, Flame, Flint, FMDesktop, Freewheel, Frost, GDX Driver, Gmax, Green Building Studio, Heads-up Design, Heidi, HumanIK, IDEA Server, i-drop, ImageModeler, iMOUT, Incinerator, Inferno, Inventor, Inventor LT, Kaydara, Kaydara (design/logo), Kynapse, Kynogon, LandX-plorer, Lustre, MatchMover, Maya, Mechanical Desktop, Moldflow, Moonbox, MotionBuilder, Movimento, MPA, MPA (design/logo), Moldflow Plastics Advisers, MPI, Moldflow Plastics Insight, MPX, MPX (design/logo), Moldflow Plastics Xpert, Mudbox, Multi-Master Editing, NavisWorks, ObjectARX, ObjectDBX, Open Reality, Opticore, Opticore Opus, Pipeplus, Po-larSnap, PortfolioWall, Powered with Autodesk Technology, Productstream, ProjectPoint, ProMaterials, RasterDWG, Reactor, RealDWG, Real-time Roto, REALVIZ, Recognize, Render Queue, Retimer,Reveal, Revit, Showcase, ShowMotion, SketchBook, Smoke, Softimage, Softimage|XSI (design/logo), Sparks, SteeringWheels, Stitcher, Stone, StudioTools, Topo-base, Toxik, TrustedDWG, ViewCube, Visual, Visual Construction, Visual Drainage, Visual Landscape, Visual Survey, Visual Toolbox, Visual LISP, Voice Reality, Volo, Vtour, Wire, Wire-tap, WiretapCentral, XSI, and XSI (design/logo).

Adobe, Illustrator and Photoshop are either registered trademarks or trademarks of Adobe Systems Incorporated in the United States and/or other countries. clothfx™ is a trademark of Size8 Software, Inc. Havok.com™ is a trademark or registered trademark of Havok.com Inc. or its licensors. Intel is a registered trademark of Intel Corporation. mental ray is a registered trademark of mental images GmbH licensed for use by Autodesk, Inc. “Python” and the Python logo are trademarks or registered trademarks of the Python Software Foun-dation. The Ravix logo is a trademark of Electric Rain, Inc. All other brand names, product names or trademarks belong to their respective holders.

Disclaimer THIS PUBLICATION AND THE INFORMATION CONTAINED HEREIN IS MADE AVAILABLE BY AUTODESK, INC. “AS IS.” AUTODESK, INC. DISCLAIMS ALL WARRANTIES, EITHER EX-PRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY IMPLIED WARRANTIES OF MER-CHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE REGARDING THESE MATERIALS.

Page 4: Autodesk® Animation Academy 2010studentsdownload.autodesk.com/.../AnimationAcademy_Introduction.pdf · ANIMA CADEMY. 2010. INTRODUCTION. 4. Welcome to Autodesk Animation Academy

2010ANIMATION ACADEMY

INTRODUCTION

4Welcome to Autodesk Animation Academy 2010

In recent years, interest in increasing the use of technology in secondary education has been added to the agenda of many government programs around the world. The interest has been encouraged by the potential for technology (particularly 3D and gaming technology) to transform the teaching and learning experience.

To anyone born within the last twenty years, technologies such as cell phones, laptop PCs, and MP3 players are staples of life. They’ve never known a world without technology such as video games, email, instant messaging and more recently social networking sites such as Facebook and Twitter. Many studies confirm and indeed teens themselves can validate, that their media habits are very different from that of their parents and teachers. They’ve been called digital natives who automatically accept new technologies as their own, while adults are digital immigrants who have to adapt to new tools and new ways of doing things.

Autodesk Animation Academy 2010 seeks to introduce teenagers to the Autodesk 3D professional toolset and creative career options through a series of project-based exercises and hands-on exercises. Combining the software used by industry professionals in film, games development and visual communications with hands on learning has created a dynamic curriculum that challenges students to meet higher standards and develop 21st century skills.

This newly developed curriculum, a departure from previous versions, is an arts-based program which provides the foundations for learning the 3D applications by incorporating industry-driven projects that engage and stimulate the imagination, fostering experimentation, innovation and building critical thinking skills. Lessons are designed to help teachers facilitate the material in the secondary classroom environment focusing on a clear and effective process for incorporating 3D technology into their classes.

Autodesk is committed to being a long-term and valued partner to the academic community. Through the development of imaginative and visually stimulating learning content, we are helping to develop a 21st century learning environment. A special thanks to Linda Sellheim and all the talented individuals who have contributed their time, expertise and knowledge to this innovative learning content.

With Animation Academy, you’ve chosen a software solution package where the possibilities for exploration and understanding are limited only by the imagination of your students. The next generation of 3D artists and animators may be sitting in your classrooms right now!

David Della-Rocca Worldwide Education Industry ManagerAutodesk Media & Entertainment Solutions

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5

We can only imagine where the next generation of artists, designers, engineers and inventors will take 3D applications in the future, but we do know the boundaries are blurring between the arts and sciences creating new connections and that students will need the skills to integrate their ideas across various disciplines. Using Autodesk 3D applications gives students the opportunity to explore these connections and learn to see information in a new way.

The new Autodesk Animation Academy is a flexible curriculum that provides teachers with a sandbox style learning environment to introduce students to the same 3D software tools professionals use in film, games and design visualization. The curriculum is designed for educators who want to make connections between disciplines and facilitate the type of creative thinking that will play a role in the jobs of the future. Autodesk Animation Academy has been created by leading industry professionals and academia in the global arts and animation community and the curriculum prepares students for the skills needed in the 21st century using 3D applications to tell their stories.

I would like to introduce you to the industry professionals and academia from the global arts and animation community who have contributed to this project and thank everyone who worked diligently to make Animation Academy the creative learning tool that it is for the 2010 release.

Linda SellheimCurriculum Development ManagerAutodesk Media & Entertainment Solutions

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6Chuck Grieb – Anatomy

Watching Ray Harryhausen’s Jason and the Argonaughts with his father, four year old Chuck Grieb asked how the skeletons “came alive”. His father’s answer “They got skinny actors” led the boy to a quest for the truth and a lifelong love for film and animation. By the time he was seven, he was working on his first Stop Motion Animation model. Chuck has been working as a professional in the field of Animation since 1996, having completed his Masters in Fine Arts in film production at the University of Southern California. He has worked for Disney, Nickelodeon Studios, Film Roman, as well as various other animation studios. Employed as both a traditional and digital artist, Chuck has filled roles from design, to storyboarding, to animation. Currently, Chuck teaches traditional and digital animation at California State University, Fullerton and is responsible for the development of the Three Dimensional Digital Animation component of the Entertainment Art/Animation concentration at CSUF.

Marshall Vandruff – Anatomy

Marshall Vandruff’s illustration clients include MAD Magazine, ImagineFX, Warner Brothers, Hanna-Barbera, Dark Horse Comics, Nickelodeon and over forty advertising agencies. He has lectured on anatomy, creativity and composition at numerous corporations including Interplay, Rockstar Games, Insomniac Games, Disneyland, Ingram Micro, LeapFrog Animation, The Gnomon Workshop and Blizzard Entertainment. Since 1984, he has taught over 200 courses at colleges and universities in Southern California, and is featured in the 10th Edition of Who’s Who Among America’s Teachers.

Don Seegmiller – Design

Don Seegmiller is a successful artist, author and instructor. He has a Bachelor of Fine Arts degree from Brigham Young University in Provo, Utah. He is on the faculty at Utah Valley University and has been teaching at the college level for fifteen years. Don teaches both traditional and digital painting and conducts online classes for the Academy of Art University. Don worked as the Art Director for Saffire Corporation, Art Director at Imagine Learning and has been a regular speaker at the annual Game Developers Conference. He travels regularly; giving lectures and workshops at institutions as diverse as the American Medical Illustrators Conference and Disney in Orlando Florida. He is author of many books on digital character design and painting for software programs such as Painter and Photoshop. Don also conducts regular sold out workshops for the CG Society.

Leslie Bishko – Motion and Animation

Leslie Bishko is an Associate Professor in Animation at Emily Carr University of Art + Design, where she teaches 3D computer graphics specializing in character animation, and is a member of the Movement Research Group. An experimental animation filmmaker, her computer animated film, Gasping for Air (1993), won six awards at major international festivals. Bishko’s history with dance includes dance notation and certification as a Laban Movement Analyst (LMA). Lectures and workshops on Laban for Animators include the Montreal International Game Summit, Game Developers Conference, Radical Entertainment, Microsoft/Xbox Sports, Surreal Software, and Society for Animation Studies. Her research investigates movement styles in animation, and the use of animated imagery for LMA studies.

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7Andy Beane – Motion and Animation

Andy Beane is a 3D animation artist who has been teaching and working professionally for the last nine years. His production experience includes work with Xzault Studio on a children’s television show, a music video for Korn’s “Coming Undone”, and work as a cleanup artist on Paramount Picture’s Barnyard. Andy holds a Bachelor of Fine Arts from Moorhead State University, and a Masters of Fine Arts in Computer Arts and Animation from the Academy of Art University in San Francisco, CA. His teaching experience includes two years at the Art Institute of Orange County. He is currently an Assistant Professor of Electronic Art Animation, at Ball State University in Muncie, Indiana. Laurent M. Abecassis – Real-time

Laurent is an Emmy® Award-winning visual effects supervisor and CG character specialist. He is known for his recent work as a VFX sequence supervisor on the acclaimed TV series Lost, contributing to its breathtaking plane crash sequences. For more than 14 years, Laurent has tackled many aspects of CG production and software development. He led CG character research efforts at Di-O-Matic, supervised visual effects, and designed production pipelines. He has shared his expertise by providing training to companies such as Kodak and Ubisoft and the University of Baltimore and Red River College in Winnipeg, Canada. Since 2000, Laurent has been designing and developing CG character animations plug-ins for 3dsMax which are used in games, television, visual effects, CG feature films, commercials, and innovative interactive kiosks. His technologies are in use today at leading production houses. Well-known CG characters rely on Autodesk products and technologies designed by him.

Andrew Tanousis – Space and Architecture

Andrew Tanousis is a freelance concept designer and software instructor. He started his career in 1997 as a graphics designer, working with a host of multinational companies in developing branding for their products. In 1999, Andrew was drawn into the world of 3D, and developed his skills while working in a series of multi-disciplined roles including commercials, architecture, and videogames, before honing his artistic talents on concept design and 3D modeling. In 2007, his passion for car design drew him into the automotive industry, where he continues to work as a 3D concept designer. Andrew has worked on a multitude of projects including concepts for motor shows and production vehicles, for a number of well known car manufacturers. Aside from production work, he also teaches 3dsMax, Maya, and StudioTools within industry and at Autodesk Authorized Training Centre’s around Europe. CJ Markham – Storytelling

CJ Markham is an award-winning animator who specializes in creating new pipelines for some of the industry’s biggest names and helped present MotionBuilder at Siggraph 2004. His career has spanned multiple disciplines where he has not only won an Academy Award for his work on Peter Jackson’s King Kong, but also created some of the most memorable scenes from the critically acclaimed “Grand Theft Auto IV” which has shattered existing sales records. He is currently working for Rockstar Games and living in London.

Special thanks to:John Hammer-Design and LayoutVirginia Houts-Educational ConsultantJoseph Simanello-Technical Editing and Texture BasicsLaura Johnston-Education Project SpecialistCRWARE-DVD ProductionMio Del Rosario-Illustrations for Anatomy

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8Autodesk Animation Academy 2010 is structured to give students the autonomy to explore more than the technical; it provides the foundations for learning 3D applications, conceptual information about each topic along with applied exercises to explore the techniques. The goal is to engage students and stimulate their imagination and curiosity as they learn the applications.

Each Curriculum module is built on a three tiered structure and focuses on learning technology by approaching the technical through a series of conceptual and applied lessons. The projects are designed to enable the students to comprehend a broad range of information and ideas, encouraging innovation and critical thinking.Autodesk Animation Academy 2010 introduces students to professional tools and creative careers options, with project-based curriculum that:

• Supports achievement in art, design, and animation

• Blends traditional and digital creative learning into a seamless solution

• Aligns to high-demand career paths in games, film, and visual communications

• Explores industry workflow and processes

The software included in Animation Academy is the same software used by industry professionals in film, games and visual communications.

Autodesk 3ds Max 2010Autodesk Maya 2010Autodesk MotionBuilder 2010Autodesk Mudbox 2010Autodesk Sketchbook Pro 2010

Autodesk Animation Academy fits easily into any existing class structure and the broad range of topics covered relate to how the software is used by professionals in the industry. The core of the curriculum is about creativity and using the tools to explore creativity through a broad range of subjects.

The curriculum is easy to facilitate in the classroom and students will be hands on with the software quickly. It is designed to help teachers feel confident guiding students through the material. The industry focused, engaging projects and non-linear structure provide a sandbox for exploration, whether you’re an experienced 3D instructor or new to these tools your students will find the material a doorway to their digital universe.

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Storytelling

Space & Architecture

Anatomy

Real-Time Gaming

Motion & Animation

Design

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Legend

History

Technical

Theory

Rendering

Lighting

Applied

Motion

Icons

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10Autodesk Animation Academy Curriculum: Level 1

Level 1 features short learning videos, product interface overviews, and basic skills tutorials. It helps students develop fundamental skills, so they can begin exploring the Autodesk 3D professional toolset. Start with Level 1 if you are new to the software. Level 1 contains all the information you will need to become familiar with the software.

Level 1 teaches students the “need to know” technical basics about the applications and can be covered in a short period of time. Teachers should cover this material first; it is designed for beginners but will provide an overview of the newest releases of the software to students with some experience. After reviewing this material you can maneuver the curriculum as a sandbox exploring it in a non-linear fashion using the information in the modules as it relates to your classes or as new material.

Level 1 helps you develop the fundamental skills, so you can begin exploring the Autodesk 3D professional toolset.

Included in Level 1:

Interface Overviews and Menu Breakouts (PDF)These focus on the essentials for learning to navigate your way around each software application.

Getting Started Tutorials (PDF)These are basic short tutorials covering beginning techniques for modeling and animation to prepare you to start the Level 2 modules.

Basic Techniques Learning VideosThese Basic Techniques Learning Videos provide valuable tips for the essential skills needed to use the software.

Texture Basics Texture Basics is a Level 1 module that explains how materials work in 3D software applications. These are not step by step tutorial lessons, but an overview of how the texture process works in 3D and how to make your models look their best.

Texture LibraryAs part of Level 1 we have included an extensive texture library of bitmap images to get you started with your projects.

Texture Support FilesTexture Basics 3ds Max.zipTexture Basics Maya.zip

Bonus ModelsCourtesy of TurboSquid, Inc.Reference City Block with Vehicles.zipxCity Block Model provided courtesy of ES3DStudios and TurboSquid, Inc.

Reference Models 3ds Max.zipxHistorical Structures provided courtesy of Geometricks and TurboSquid, Inc.

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11Autodesk Animation Academy Curriculum: Level 2

• Level 2 is divided into conceptual and applied modules. Together, these modules promote a wide range of subjects.

The Level 2 modules have approximately four topics each with conceptual and applied sections. In Level 2 it’s best to review the conceptual topics before moving to the applied topics. The Design module is a good module to start with covering color, design and composition while learning 3D and will provide a foundation to help the students produce more effective projects for all the modules.

Subjects for Level 2 modules:

• Design: The Design Module teaches students about the ideation process, color and composition in a whole new practice by approaching design fundamentals through the lens of a camera in 3D. 3ds Max, Mudbox and Sketchbook Pro

• Storytelling: The storytelling module looks at the tools and techniques used by industry artists, anima-tors and directors to create powerful storytelling images and animations. Maya and MotionBuilder.

• Anatomy: Believable characters in games and film take skill and creativity to create. In this module stu-dents learn how anatomy affects design and what it takes to model a character and bring it to life. Maya and Mudbox.

• Motion and Animation: Students examine the basic concepts of force and interaction through the phys-ics of motion. They will learn about simple and complex movements exploring the physics of movement through existing models to understand basic motion concepts that can be applied to animation of inani-mate objects as well as characters. Maya

• Space and Architecture: This module explores contemporary architecture, design and sustainability challenging students to think about what the possibilities are for building in the real world and the 3D virtual world. 3ds Max

• Real-time: Students learn to identify what makes a great game and how to differentiate the roles of the numerous tools involved in game creation; they explore level design and how to identify problematic modeling issue while simulating a First Person Shooter (FPS) directly in the 3D view. 3ds Max

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12LEVEL 3

Autodesk Animation Academy Curriculum: Level 3

Level 3 consists of industry-driven projects for each module and includes real-world scenarios, challenging students to look at workflow and process in digital entertainment, games, and visual communications.

Level 3 has six final projects which can be an individual or team based project based on the material in Level 2.

Project Design: Students will design and animate a carnival or amusement park haunted house ride applying what they have learned about design as a guide.

Project Storytelling: Students have three scenes to choose from to tell a story for their final project, each scene provides a different set of challenges using the tools and techniques they learned in the module.

Project Anatomy: Students will design a simple character similar to the one created in the module and follow the same process from modeling through animation.

Project Motion and Animation: Working from video reference students will create an animation of a character walking and bouncing a ball at the same time.

Project Space and Architecture: Students will design an environmentally friendly sustainable new city library alongside a public park.

Project Real-time: In this project students will simulate a basic-level design for a First Person Shooter (FPS) directly in the 3D viewport.

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13Team Project Suggestions:

Project Design: Students will design and animate a carnival or amusement park haunted house ride applying what they have learned about design as a guide.

• Extend the idea to a small theme park and have the students work on an overall design using ideas from the Space and Architecture module to create a well designed space working as a team. Applying ideas from the Real-time module set up the environment for a real-time walk through in 3ds Max.

• Instead of a carnival design an information fair of some type with an environmental theme and have teams of students work as a team to create continuity with all the different elements.

• A larger project might be a zoo where students design the animal living areas and tram that travels through the different areas. Students might focus on designing areas based on the geographic home of the different animals. For a larger project students could incorporate what they learned in the Anatomy module and create some of the animals.

Project Storytelling: Students have three scenes to choose from to tell a story for their final project, each scene provides a different set of challenges using the tools and techniques they learned in the module.

• Have students work as a team to tell a story from various characters point of view retelling the story in a variety of ways.

• Have students work with together on lighting ideas and camera movements analyzing how the story can be told in different ways by changing those elements.

• Using various environments to change the setting have students analyze how this affects the way the story is told.

Project Anatomy: Students will design a simple character similar to the one created in the module and follow the same process from modeling through animation.

• Have students work as a team to design a race of characters based on their evolution on another planet. Describe the planet – gravity, atmosphere, geological makeup – and how these effected the develop-ment of the character/creature.

• Have students work as a team to design a series of creatures which have been bred for a particular pur-pose, for example tracking dogs.

• Have students work as a team designing a group of characters from a real historic event, researching the clothing, accessories and hairstyles from that time period.

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14Project Motion and Animation: Working from video reference students will create an animation of a character walking and bouncing a ball at the same time.

• Using what students have learned about motion and animation have the team design a “Rube Goldberg” type of machine with various objects animating and reacting to each other.

• Have students work as a team to choreograph a dance with simple 3D objects based on a piece of music .

• Using video reference have students work as a team to create a believable animated scene of characters all doing simple movements.

Project Space and Architecture: Students will design an environmentally friendly sustainable new city library alongside a public park.

• Have students work as a team to create a plaza area with more than one building thinking about how people will move from one place to another taking traffic and climate into account.

• Have students work as a team to design and model an environmentally friendly elementary school in an area that has been damaged by a natural disaster.

• Working as a team have students design prefabricated housing units for a new sustainable development in a harsh climate.

Project Real-time: In this project students will simulate a basic-level design for a First Person Shooter (FPS) directly in the 3D viewport.

• Have students work as a team to simulate a basic level design creating an environment with historical structures.

• Have students work as a team to simulate a basic level design creating an environment based on a fai-rytale or horror story.

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Suggested timing and pacing:

Most modules are designed for a semester long class, although this will depend on how quickly the students work through each topic and how it’s integrated into the existing curriculum. The benefit of the less linear sandbox style curriculum content is that teachers can mix topics from different modules or create their own material in addition to the core material.

Level 1-Ten hours minimum to review material for each software application. Even if students have experience with the software a quick review is always a good idea, if students are new to the software spend a longer period of time until they feel comfortable navigating and using the basic tools.

Level 2-Some modules are more involved than others, the Anatomy module is the most intense and requires 30 to 45 hours to complete. The other modules range between 20 and 30 hours to complete depending on

Level 3-Ten hours minimum for the final project although the Anatomy module more may need more time.

Teacher Resource Guide

• Calendar

• Syllabus

• Lesson Plan

• Matrices

• Rubrics

• Presenting Projects

• Career Information

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16Table of ContentsLevel 1

Learning Videos 3ds Max 2010

Editable PolygonsKeyframe AnimationMaterial EditorRenderingLights and CamerasModifiersGrouping and Selection SetsSetting a ProjectCollapsing The StackEditable Poly and Editable MeshCreating LightsCut Tool, Extrude, Bevel, Quickslice, Rendering an AnimationBasic TransformsCreating Cameras

Learning Videos Maya 2010

Maya Basics 1Maya Basics 2Dependency GraphPrimitivesAttributes & Channel BoxBasic AnimationHypershadeOutlinerRenderingSetting a ProjectWorking With PrimitivesExtruding and Cutting PolygonsRendering an AnimationTransform ToolsIntro to LightsIntro to Cameras

Learning Videos Mudbox 2010

Creating Preset Meshes Exporting LayersNavigationObject ListStamps and StencilsWorking With LayersLearning Videos MotionBuilder 2010 Basic AnimationBasic NavigationBasic ObjectsUI Overview

Learning Videos SketchBook Pro 2010

Adding and Saving ImagesBrushesLayersThe LagoonWorking With ImagesGetting Started Tutorials 3ds Max 2010Creating MaterialsPath AnimationSetting up a ProjectGroups and SetsEditable PolygonsAnimationLinking

Getting Started Tutorials Maya 2010

AnimationMaterialsSetting up a ProjectEditable PolygonsPath Animation

Getting Started Tutorials MotionBuilder 2010 (PDF)

Basic AnimationBasic NavigationWorking with Objects

Getting Started Tutorials Mudbox 2010 (PDF)

Brushes Stamps and StencilsImporting a MeshWorking with Paint and Sculpt LayersCreating a Mesh PresetViewport Navigation

Getting Started Tutorials Sketchbook Pro 2010 (PDF)

Navigating using the Lagoon Working with Brushes Working with the Canvas Opening and Adding Images Working with Layers Interface Overviews (PDF)3ds Max 2010Maya 2010Mudbox 2010MotionBuilder 2010Sketchbook Pro 2010

Menu Breakouts (PDF)

3ds Max 2010Maya 2010Mudbox 2010MotionBuilder 2010Sketchbook Pro 2010

Texture Basics (PDF)

Texture PrinciplesTexture ConstructionTexture MapsTexture Realism

Texture Basics Videos

Texture Basics Maya 2010Texture Basics 3ds Max 2010Texture Basics in Adobe Photoshop

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17Table of ContentsModule Support Files

Anatomy Anatomy Data Maya.zipAnatomy Data Mudbox.zip

Design Design Data 3DSMax.zip

Motion Animation Motion Animation Data Maya.zipMotion Animation Project Maya.zip

Realtime GamingRealtime Gaming Data 3DSMax.zip

Space ArchitectureSpace Architecture Data 3DSMax.zip

StorytellingStorytelling Data Files.zipStorytelling Data Extras.zip

Texture Basics Support FilesTexture Basics 3ds Max 2010.zipTexture Basics Maya 2010.zipTexture Basics texture Library.zip

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Level 2

Design

Design Conceptual• Primary Characteristics of Color

• Ideation and The Creative Process

• The Elements of Design and Composition

• The Principles of 2D and 3D Design

Color

Design Applied• Using the Creative Process

• Elements of Design Exercises

• The Principles of 2D and 3D Design Applied

• Using Color in 3D Art

Videos

AA_seamless textureAA_thumbnailsAA_Design_CandleAA_Design_Car_AnimationAA_Design_FenceAA_Design_Props

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TEACHERModule

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Storytelling

Storytelling Conceptual• Why Storytelling is Important

• Characters and Emotion

• Movement Timing and Pacing

• Lights and Cameras

Storytelling Applied• Beginning Storytelling

• Poses to Parenting

• Interaction with Aux Effectors

• Lights Camera Action

VideosExporting_EnvironmentPinningPose_ControlsHand_PosesParent-Child_ConstraintsAux_EffectorsPivoting_Aux_EffectorsKeying_Extra_BonesCameraLightingFacial_Animation

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Space and Architecture

Space and Architecture Conceptual• Contemporary Architecture

• Form and Function

• Math and Pattern

• Bio-mimicry

Space and Architecture Applied• Modular Design Ideas

• Spatial Organization in Practice

• Designing a Bridge

• Using Bio-mimicry in Design

Videos

Biomimicry_ModellingUsingEditablePolysandModifiersMath and Pattern In Architecture_Building Geometric Forms

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Anatomy

Anatomy Conceptual• Character Build and Design

• Character Human vs. Rat Anatomy

• Character A3D Rat Anatomy

• Character A3D Rat Anatomy Challenges

Anatomy Applied• Character Creation Modeling

• Character Creation Texturing

• Character Creation Rigging

• Character Creation Animation

Videos

AA_Anatomy_SDKAA_Anatomy_UVSnapshotAA_RickyAnimated01AA_RickyDialogueAA_RickyDialgueColor

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Motion and Animation

Motion and Animation Conceptual• Bouncing Ball

• Jump

• Follow Through

• Walk Cycle

Motion and Animation Applied• Animating Bouncing Ball

• Animating a Jump

• Fundamentals of Object Follow-Through

• Create a Bipedal Walk Cycle

Videos

Final_Animation_Project_Phase01LinearCompare04_Blocked_Poses_SBS01_Jump_Reference

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Real-time Games

Real-time Games Conceptual• Gameplay

• Immersion

• Workflow

• Creating Game Environments

Real-time Games Applied• Geometry Check in Practice

• Creating Immersion in Games

• Using Lighting in Games

Videos

Game Immersion TechniquesWalk Through Mode

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LEVEL 3

Projects

Project Design: Carnival Haunted House Design

Project Storytelling: Character and Prop Movement

Project Anatomy: Creating a Character Project Motion and Animation: Animating Part or All of a Scene

Project Space and Architecture: Sustainable Library Design

Project Real-time: Level Design