OLD - SGD 162 | DEAT 213 Animation I






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Chapter 3: Animating a Brick, Ball, and Feather

Assignment - Rig and Animate 3 fundamentally different objects;  A Brick, Ball and Feather.  Each object has its on physical properties that make it animate differently when Dropped from a height down to the ground.  A brick will THUD, a ball will BOUNCE, and a feather will float down with the grace of a thousand princessess.  Be sure to apply the 12 principles of animation.

Chapter 3 Part 1 Creating Rigs


Chapter 3 Part 2 Brick Animation

Chapter 3 Part 3 Ball Animation

Chapter 3 Part 4 Feather Animation


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Chapter 4: The Flour Sack


Assignment - Rig and Animate a simple flour sack character.  Follow the rigging videos exactly.  There is no room for error in the rigging process.  After your rig is finished, you should now be able to animate your flour sack.  Animate a simple, neutral walk cycle for about 4-5 seconds.  After demonstrating this simple walk cycle, you will then transition into a new walk cycle.  This new walk cycle will convey an emotion.  A slow walk with the sack's head hung low would indicate sadness.  A fast, bouncy walk cycle would indicate excitement.  Figure out which emotion you would like to convey.  This new walk cycle should last 4-5 seconds as well.

Chapter 4 Part 1 Rigging the Legs
 


Chapter 4 Part 2 Rigging the Upper Body



Chapter 4 Part 3 Animating a Walk Cycle






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Chapter 5: Character Rigging and Animation

Assignment- Rig and Animate a fully articulated, bi-pedal character.  We will be using a skeleton model as our character.  This will allow you to see how the body is moving underneath all the skin, while making the Joint to Mesh binding process a little easier.  This project will consist of two separate Turn Ins.

  • Rig Your Skeleton 
    • Animate Your Skeleton To Act During a Short, Spoken Dialogue Segment
      • Keep the dialogue short.  No more than 15 seconds.
      • The dialogue must be atleast 5 seconds long.
      • I found a website that has some .wav files you might find useful

    Download the Skeleton Model .ma File


    Chapter 5 Part 1 Building Our Skeleton


    Chapter 5 Part 2 Binding Our Mesh to Our Bones


    Chapter 5 Part 3 Creating the Leg IK


    Foot IK Cheat Sheet |  Click for Example Leg IK .ma File


    Chapter 5 Part 4 Understanding Set Driven Keys


    Chapter 5 Part 5  Foot Control Set Up


    Chapter 5 Part 6 Arm Rig Setup


    Chapter 5 Part 7 Creating Head and Waist Rig
    Download the Skeleton Rigged .ma File
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    Chapter 6: Particle Systems and Dynamics




    Assignment- We are going to Create a Rube Goldberg Machine.  Here is an example
    OK GO Rube Goldberg Machine

    Have the following Basics in the maya scene.

    • 3 different particle effects going in the scene
    • At least 2 Active Body objects causing mayhem in the scene
    • At least 1 key framed Passive Body object affecting Active Body Objects in the scene


    Chapter 6 Part 1 Basic Particle Emitters

    Chapter 6 Part 2 Particle Attributes



    Digital Tutors Rigid Body Dynamics Tutorial


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    Chapter 7: Unity Animation

    Assignment- Create A whacky Rube Goldberg machine!  Must have the following.

    • 1 key framed animated object
    • 3 particle systems
    • 2 main rigid body objects causing mayhem

    Chapter 6 Part 1 Unity Animation Basics

      Chapter 6 Part 2 Particle Systems












      particleEmit.cs Script



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