UC Berkeley Main Campus
Department of Art Practice, Center for New Media, Fall 2007
Greg Niemeyer, Instructor
Gary Wu, Course Assistant
Course Location: Kroeber Hall 295
Monday, 9 am to 11:30: Course lectures and demonstration
Wednesday, 9 am to 11:30: Homework reviews
Friday, 10 am to noon: Office hours, Kroeber Hall Room 334
Books: Ford, Michael, Inspired 3D Character Setup and Clark, Kyle, Inspired 3D Character Animation
Lab Fee: $ 100.00
Tools: Maya on the Macintosh G5
We discuss the flicker fusion rate and other principles of perception, which allow us to see motion. In a practical assignment, we sequence live action still frames into a movie using the classic stop motion technique.
We tour the complete Maya interface and all key commands necessary for efficient access to the Maya program. We learn to research the Maya menu and the Maya help documents. We also start modeling a simple object with primitives.
We study John Lasseter's Animation Principles and complete an elaboration on the classic bouncing ball assignment.
We learn the differences between polygonal, Nurbs, and Subdivisional modeling, and build a SIMPLE creature of our choice.
We closely study Hierarchy Animation principles and learn how to rig a character with skeletons and with inverse kinematics.
Using Constraints, we further study character rigging and prepare a character for animation. In our assignment, we animate our character to dance.
We introduce mathematical nodes and data nodes as animation tools and further enhance our dancing character in our assignment work.
Using elegant curves, extrusion, lofting, and revolving techniques, we model a flower!
Using advanced animation tools including expressions, deformers and blend shapes, we construct the machine of our dreams, with an active, a medial, and a passive element.
We learn to distinguish between procedural shaders and textured shaders, and we learn to control them and exploit them for efficient shading. In the assignment, we complete one procedural texture, one painted texture and one logo texture.
Referring to human perception principles, we discuss the limitations and possibilities of lighting in CGI. We review film footage for examples of classic lighting situations, and replicate or innovate lighting for our own CGI sets.
We discuss raytracing and shadow mapping, and learn how to render our well-lit CGI set from Week 11 for a high-resolution still life.
We implement either a two-character animation or an opening sequence for a national TV show (in this year PBS Frontline).
We refine our final project in a round of plussing.
Finals consist of turning in your two-character animation on time and with humor one week after the last day of class for a group critique.
The average time commitment for one assignment is between 2-8 hours. There are 15 assignments to be completed in this course. Grades are based on completion of assignments. Each assignment is worth one ( = 1) point or 1/15th of the final grade, according to the table below. Students who complete all assignments plus extra points receive an A+. Late or incomplete assignments will not be reviewed, and receive no (= 0) point. Completed assignments receive one point. Some assignments include an extra bonus point. Bonus points can help to set off missed points. Point statistics will be maintained throughout the course and are updated on the day of reviews, when assignments are due and reviewed. All assignments are due to be uploaded on Wednesdays by 10 am, server time stamp. In the event that the server is not accessible, assignments must be submitted on memory keys or CD-R's by 10 am on Wednesdays. Medical excuses with a doctors note and written personal matter excuses are acceptable excuses for late submissions for no more than 3 assignments per semester.
Grade Table:
| Points | Grade |
| 16 or more | A+ |
| 15 | A |
| 14 | A- |
| 13 | B+ |
| 12 | B |
| 11 | B- |
| 10 | C+ |
| 09 | C |
| 08 | C- |
| 07 | D+ |
| 06 | D |
| 05 | D- |
| 04 or less | F |
| Main Course Website | Biped Motion | |
| Terminology Page | ||
| Last Year's Finals | ||