COMP H2217 - Animation

Module Title:Animation
Credits: 10
NFQ Level:6
Module Delivered In No Programmes
Teaching & Learning Strategies: Students will use a 3D animation package to carry out tasks that cover all learning outcomes from LO 1 to LO 6 LO 7 will be satisfied by students undertaking research into current issues and developments in the animation industry. All learning outcomes will be reinforced by the lecture material presented in class. Note: Because 3D Animation Software like Maya and 3DS Max is extremely costly to buy and Blender is a comparable package available as an open source alternative free of charge the practicals will be done using Blender or some other free package if a better one becomes available.
Module Aim: To provide the students with the theoretical knowledge and skills necessary to implement animation techniques on computer games platforms.
Learning Outcomes
On successful completion of this module the learner should be able to:
LO1 Understand the basic principles involved in the creation of animation
LO2 Understand and implement the processes involved in the design of animated sequences
LO3 Create and animate objects for use in animated sequences
LO4 Create the world within which they will animate objects
LO5 Develop the lighting and shading effects that give realism to their animations
LO6 Use their animated sequences within game engines
Pre-requisite learning
Module Recommendations

This is prior learning (or a practical skill) that is recommended before enrolment in this module.

No recommendations listed
Incompatible Modules
These are modules which have learning outcomes that are too similar to the learning outcomes of this module.
No incompatible modules listed
Co-requisite Modules
No Co-requisite modules listed
Requirements
This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed.
No requirements listed
 

Module Content & Assessment

Indicative Content
Introduction to Computer Animation
History, Media; Graphics in Computer Animation;
Principles of Animation
Anticipation, Secondary Motion, Overshoot etc;
Designing animated sequences
Scripting, Storyboarding; 2D and 3D spaces;
Types of animation
Key Frame, Scripting, Procedural, representational;
Interpolation
motion along a curve, path following, deformations, Morphing;
Kinematics
Hierarchical Models, Forward/Inverse kinematics, Constraints;
Modelling
Polygon Modelling, Nurbs Modelling
Facial Animation
Driven Keys, expressions
Realism
Clothing, Hair
Natural Systems
Particle, Flocking, Water, Gas, Motion Capture;
Other
Advanced animation techniques Lighting, Shading and effects Rendering techniques and technologies Using animation in game engines
Assessment Breakdown%
Continuous Assessment20.00%
Practical30.00%
End of Module Formal Examination50.00%
Continuous Assessment
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Other No Description   20.00 n/a
No Project
Practical
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Practical/Skills Evaluation No Description   30.00 Sem 1 End
End of Module Formal Examination
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Formal Exam No Description   50.00 Sem 1 End

SETU Carlow Campus reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Frequency Average Weekly Learner Workload
Lecture 30 Weeks per Stage 2.00
Laboratory 30 Weeks per Stage 2.00
Estimated Learner Hours 30 Weeks per Stage 2.00
Total Hours 180.00