3D AnimationLaajuus (5 cr)
Code: HTGP0250
Credits
5 op
Teaching language
- English
Responsible person
- Risto Koskenkorva
Objective
Objectives (goals):
The main objective is to have an understanding of the principles of three-dimensional animation. The student can who completes the course can determine the best animating techniques to achieve specific motions and gestures. The student learns to replicate various movements and apply it onto a prefabricated model using an armature rig and transfer the end results to a game engine. Basically, to understand the animation pipeline as a whole.
The student will learn the basic structures of animation pipeline, the relationship between the mesh and armature and how to use an 3D animation program to transfer animations to other programs.
Learning outcomes:
After completing this course you should be equipped to work as an animator for projects involving animated assets, such as games.
Course competences:
Cross-disciplinary competence in games
Game production competence
Content
Have you ever wanted to create your own 3D animated characters or animations for different projects?
Do you aspire to unravel the secrets of movement? During the 3D animation course you develop the skills to add motion to a vast array of different models.
This course focuses on learning the basic concepts related to 3D animation: Armature design and creation, bone hierarchy, rigging, skinning, animation timeline, keyframe animation, actions, forward and inverse kinematics, motion graphs, animators / drivers (state controllers), constraints, animation blending, exporting/importing to game engine, and game engine animation related features.
Qualifications
You need to posses modeling and texturing skills as well as game engine basics, and therefore this course is not for you are not familiar with modern game development tools and art production.
Sufficient skills in the 3D modeling software, the game engine, and other related tools.
Assessment criteria, satisfactory (1)
Sufficient (1): You have basic knowledge of 3D animation. You know the concepts of keyframe and timeline and understand what they mean. You can be productive in a limited role as an animator.
Satisfactory (2): You understand the basic process of 3D animation. You have a comprehension of the different stages of animation workflow and production pipeline. You understand the role of animator in the animation pipeline. You are able to produce a simple animated character in the game engine.
Assessment criteria, good (3)
Good (3): You understand the concepts of 3D animation and can apply the gained knowledge in a real-life project. You can apply the skills and knowledge to solve problems in skinning, rigging, and keyframe placement. You are able to produce a complex animated character in the game engine.
Very good (4): You understand the concepts of 3D animation thoroughly and you will be able to analyze existing animations in detail. You can alter your workflows to achieve better results more quickly. You are able to produce a complex animated character and objects with simple animations in the game engine. You are also able to retarget and modify ready animations for character models. You can be productive in a role as an animator.
Assessment criteria, excellent (5)
Excellent (5): You understand the concepts of 3D animation thoroughly and you will be able to analyze existing animations critically. You can analytically discuss animation details, such as fluency of motion, and present and defend (based on knowledge and evidence) your opinions. You are able to produce a complex animated character and objects with complex animations in the game engine. You can efficiently use automation in the production of animations and can evaluate different workflows to achieve the best possible result for the task at hand. You have done cooperation with another artist in your project(s).
Materials
Public learning materials:
- Blender Animation manual: https://docs.blender.org/manual/en/latest/animation/index.html
- Unity Animation manual: https://docs.unity3d.com/Manual/AnimationSection.html
- Unity 3D animation systems: https://learn.unity.com/course/introduction-to-3d-animation-systems
- Unity manual: https://docs.unity3d.com/Manual/index.html
Other learning material:
- Databases in the learning environment
- Materials in the learning environment
Practicalities and used tools:
- C# (or C++) as the programming language
- Visual Studio (or similar) as the IDE
- Unity (or Unreal Engine) as the Game Engine
- Blender 3D as the 3D animation application
- GitHub as the Version Control System
- Extra reading materials can be found from the web and Books24x7
- Tutorial materials can be found from the web and YouTube
- Zoom is used for lectures
- Teams and email are used for official communication
- DiscordApp / WhatsApp / other comms are used for questions, answers and discussions
- All the sessions are recorded and the links are added to the workspace
Further information
This course is focused for the degree students but it can be included in various study modules (like diplomas or any other life-long-learning modules).
Enrollment
18.11.2024 - 09.01.2025
Timing
13.01.2025 - 19.05.2025
Number of ECTS credits allocated
5 op
Mode of delivery
Face-to-face
Unit
School of Business
Campus
Main Campus
Teaching languages
- English
Seats
20 - 35
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Risto Koskenkorva
Groups
-
ZJA24SIAvoin amk, tiko
-
HTG23S1Bachelor's Degree Programme in Business Information Technology
Objectives
Objectives (goals):
The main objective is to have an understanding of the principles of three-dimensional animation. The student can who completes the course can determine the best animating techniques to achieve specific motions and gestures. The student learns to replicate various movements and apply it onto a prefabricated model using an armature rig and transfer the end results to a game engine. Basically, to understand the animation pipeline as a whole.
The student will learn the basic structures of animation pipeline, the relationship between the mesh and armature and how to use an 3D animation program to transfer animations to other programs.
Learning outcomes:
After completing this course you should be equipped to work as an animator for projects involving animated assets, such as games.
Course competences:
Cross-disciplinary competence in games
Game production competence
Content
Have you ever wanted to create your own 3D animated characters or animations for different projects?
Do you aspire to unravel the secrets of movement? During the 3D animation course you develop the skills to add motion to a vast array of different models.
This course focuses on learning the basic concepts related to 3D animation: Armature design and creation, bone hierarchy, rigging, skinning, animation timeline, keyframe animation, actions, forward and inverse kinematics, motion graphs, animators / drivers (state controllers), constraints, animation blending, exporting/importing to game engine, and game engine animation related features.
Learning materials and recommended literature
This field describes the public learning material that is required for passing the course.
Learning material:
- Teacher's written materials
- Lecture materials (Slides and in the learning environment)
- Databases (in the learning environment)
- Materials related to implementation (in the learning environment)
- Extra reading materials can be found from the web and Books24x7
- Tutorial materials can be found from the web and YouTube (or the course database)
Practicalities and used tools:
- A Version Control System (VCS) compatible with the game engine (e.g. Git, GitHub as the location)
- A game engine (e.g. Unity / Unreal Engine / Godot...)
- Integrated Development Environment (IDE) related to the game engine (e.g. Visual Studio / JetBrains...)
- A programming language related to the game engine (e.g. C# / C++...)
- 3D modelling and animation software (e.g. Blender)
Some tool related public learning materials:
- Blender Documentation Team. (2024). Blender manual [Documentation website]. https://docs.blender.org/manual/en/latest/
- Unity Technologies. (2024a). Unity - Manual [Documentation website]. https://docs.unity3d.com/Manual/index.html
- Unity Technologies. (2024b). Unity - Scripting API [Application Programming Interface website]. https://docs.unity3d.com/ScriptReference/index.html
- Unity Technologies. (2024c). Unity Graphics manual [Documentation website]. https://docs.unity3d.com/Manual/Graphics.html
Teaching methods
This field describes the methods of teaching and learning used in the implementation and how student guidance will be arranged.
A blended model:
The primary mode of delivery is a combination of activities in-class on campus, and in specific cases on-line.
However, if the COVID-19 or other similar situation requires the learning will be supported by on-line activities.
The activities will deepen the learning in the following possible ways:
- Theoretical lectures and testing
- Individual and possible group work (implementation)
- Individual and possible group exercises, learning tasks (assignments) and reflection
- Guidance in the form of guided demos and end result reviews (also help with challenges)
The course activities can also contain:
- Project-based learning
- Flipped learning (learning about the topic before theory lectures)
- Knowledge tests
- Topic specific focus teaching
- Topic specific research
- Database use for challenges/problems/tutorials (problem based learning)
Participation to possible on-line activities:
- Zoom is used for on-line activities
- Requires a working webcam, headphones and microphone
- If one or more of the following are missing, the participation can be declined
Artificial intelligence (AI) usage:
- The use of AI and AI-assisted tools is permitted and recommended
- Pure copying (plagiarism) is still prohibited and will result in appropriate penalties
Official communication channels:
- Teams (primary) and email
- Course news (forum)
- DiscordApp / WhatsApp / other comms are prohibited from the faculty members
- The sessions can be recorded and the links added to the workspace (recording permission will always be requested from the participants beforehand)
Practical training and working life connections
This field describes connections to working life and practical training.
The course might have visiting lecturers (game industry experts), and possibly an excursion (virtual or physical).
The possible course project will mimic real-life project experiences.
Exam dates and retake possibilities
This field indicates the date and time of the actual exam and all retake opportunities.
There will be no exam on this course!
- Every student reserves a 30 min evaluation slot, where they will show their end results (portfolio) to verify the skills and knowledge required to pass the course
- The evaluation will be carried out with 1-on-1 conversations together with the course teacher(s)
- The reservation of the evaluation slots will be made possible through the learning platform
The date and time of the evaluation:
- Mid May
- Exact dates and the chances to retakes are announced during the course
Alternative completion methods
This field describes the alternative completion methods for the course.
You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.
The recognition of prior learning is possible in the following ways:
- Accreditation of higher education studies (replacement or inclusion)
- Recognition of informal learning
More precise info:
- JAMK Degree Regulations, section 17
- https://www.jamk.fi/en/for-students/degree-student/recognition-of-prior-learning-and-experience
Student workload
This section describes the learning assignments and the time needed for completing them and the student’s other scheduling.
The workload of 5 credits is 135 hours. The load is distributed the following way:
- 55 hours of guided in-class activities
- 80 hours of independent work
This is roughly the following hour amounts:
~55 hours: In-class activities (Lectures, testing and implementation in demo)
~35 hours: Tasks (weekly and other), module assignments, and preparing for lectures
~30 hours: End product work
~15 hours: Portfolio preparations (for evaluation purposes)
Content scheduling
This section describes the scheduling of the course. Meaning what happens every week (rhythm, timing, weekly tasks, mandatory parts of the implementation)?
The course consists of 5 modules:
- Modules are 3-5 weeks long
- Every module is mandatory and has weekly in-class activities and independent work
- At the end of each module, there is a mandatory module assignment that checks the student's progress and module-related understanding and skills
- Detailed module contents will be available in the learning environment
The course starts with a 3 week long module. The module focuses on the course introduction, setting up the tools and environments as well as taking the first dive into the course topic. By the end to the 1st module every student must have fill the following criteria:
- Participated to all of the course in-class activities (marked participation)
- Returned the module assignment that has been accepted
- If 1 or more of the criteria is not filled, the student will be considered as inactive / withdrawn from the course (according to Jamk course resource requirements)
Weekly scheduling:
~4 hours per week for mandatory in-class activities (theory, testing, and implementation in demo) -> Possibly in 2 separate sessions
~4-6 hours per week of independent work relating to the tasks (weekly and other), module assignments, preparing for the lectures, and end product work (everything should further the student's end product)
This means that you should reserve ~8-10 hours of working time every week for this course!
The course also expects every student to have an end product to show by the end of the course:
- The end product demonstrates the student's understanding and skills related to the topics of the course
- The course ends with a final end result presentations in May
Further information for students
Avoin amk 5
Edufutura 5
Evaluation scale
0-5
Evaluation criteria, satisfactory (1-2)
Sufficient (1): You have basic knowledge of 3D animation. You know the concepts of keyframe and timeline and understand what they mean. You can be productive in a limited role as an animator.
Satisfactory (2): You understand the basic process of 3D animation. You have a comprehension of the different stages of animation workflow and production pipeline. You understand the role of animator in the animation pipeline. You are able to produce a simple animated character in the game engine.
Evaluation criteria, good (3-4)
Good (3): You understand the concepts of 3D animation and can apply the gained knowledge in a real-life project. You can apply the skills and knowledge to solve problems in skinning, rigging, and keyframe placement. You are able to produce a complex animated character in the game engine.
Very good (4): You understand the concepts of 3D animation thoroughly and you will be able to analyze existing animations in detail. You can alter your workflows to achieve better results more quickly. You are able to produce a complex animated character and objects with simple animations in the game engine. You are also able to retarget and modify ready animations for character models. You can be productive in a role as an animator.
Evaluation criteria, excellent (5)
Excellent (5): You understand the concepts of 3D animation thoroughly and you will be able to analyze existing animations critically. You can analytically discuss animation details, such as fluency of motion, and present and defend (based on knowledge and evidence) your opinions. You are able to produce a complex animated character and objects with complex animations in the game engine. You can efficiently use automation in the production of animations and can evaluate different workflows to achieve the best possible result for the task at hand. You have done cooperation with another artist in your project(s).
Prerequisites
You need to posses modeling and texturing skills as well as game engine basics, and therefore this course is not for you are not familiar with modern game development tools and art production.
Sufficient skills in the 3D modeling software, the game engine, and other related tools.
Further information
This course is focused for the degree students but it can be included in various study modules (like diplomas or any other life-long-learning modules).
Enrollment
20.11.2023 - 04.01.2024
Timing
08.01.2024 - 20.05.2024
Number of ECTS credits allocated
5 op
Virtual portion
2 op
Mode of delivery
60 % Face-to-face, 40 % Online learning
Unit
School of Business
Campus
Main Campus
Teaching languages
- English
Seats
20 - 35
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Risto Koskenkorva
Groups
-
HTG22S1Bachelor's Degree Programme in Business Information Technology
-
ZJA24KIAvoin amk, tiko
Objectives
Objectives (goals):
The main objective is to have an understanding of the principles of three-dimensional animation. The student can who completes the course can determine the best animating techniques to achieve specific motions and gestures. The student learns to replicate various movements and apply it onto a prefabricated model using an armature rig and transfer the end results to a game engine. Basically, to understand the animation pipeline as a whole.
The student will learn the basic structures of animation pipeline, the relationship between the mesh and armature and how to use an 3D animation program to transfer animations to other programs.
Learning outcomes:
After completing this course you should be equipped to work as an animator for projects involving animated assets, such as games.
Course competences:
Cross-disciplinary competence in games
Game production competence
Content
Have you ever wanted to create your own 3D animated characters or animations for different projects?
Do you aspire to unravel the secrets of movement? During the 3D animation course you develop the skills to add motion to a vast array of different models.
This course focuses on learning the basic concepts related to 3D animation: Armature design and creation, bone hierarchy, rigging, skinning, animation timeline, keyframe animation, actions, forward and inverse kinematics, motion graphs, animators / drivers (state controllers), constraints, animation blending, exporting/importing to game engine, and game engine animation related features.
Learning materials and recommended literature
Public learning materials:
- Blender Animation manual: https://docs.blender.org/manual/en/latest/animation/index.html
- Unity Animation manual: https://docs.unity3d.com/Manual/AnimationSection.html
- Unity 3D animation systems: https://learn.unity.com/course/introduction-to-3d-animation-systems
- Unity manual: https://docs.unity3d.com/Manual/index.html
Other learning material:
- Databases in the learning environment
- Materials in the learning environment
Practicalities and used tools:
- C# (or C++) as the programming language
- Visual Studio (or similar) as the IDE
- Unity (or Unreal Engine) as the Game Engine
- Blender 3D as the 3D animation application
- Git as the Version Control System (GitHub as the location)
- Extra reading materials can be found from the web and Books24x7
- Tutorial materials can be found from the web and YouTube
- Zoom is used for lectures
- Teams and email are used for official communication
- DiscordApp / WhatsApp / other comms are used for questions, answers and discussions
- All the sessions are recorded and the links are added to the workspace
Teaching methods
The primary mode of delivery is a combination of in-class activities on campus and on-line lectures. The lectures will be recorded to support opportunities for 24/7 learning. The in-class activities deepen the learning in the forms of tutorials, individual and group works, reflection and guidance. However, if the COVID-19 or other similar situation requires the learning will be supported by on-line tutorials and activities.
A blended model:
- The course can also contain project based learning, learning tasks, knowledge tests, topic specific focus teaching, database use for challenges/problems/tutorials (problem based learning)
Practical training and working life connections
The course might have visiting lecturers and possibly an excursion (virtual or physical).
Exam dates and retake possibilities
There is no exam on this course. Every student reserves a 30 min evaluation slot where they will show the task and project results (portfolio) to verify the skills and knowledge required to pass the course. The evaluation will be carried out with 1-on-1 conversations together with the course teacher. The reservation of the evaluation slots will be made possible through the learning platform.
During the last 2-3 weeks after classes will be reserved for the 1-on-1 evaluations. Students can use this time to make games in voluntary game projects.
Alternative completion methods
You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.
The recognition of prior learning is possible in three primary ways: accreditation (replacement or inclusion), recognition of informal learning and studification. More precise info: JAMK Degree Regulations, section 17.
Student workload
One credit corresponds to an average of 27 hours of work, which means that the load of five credits is approximately 135 hours. The load is distributed roughly the following way:
- Lectures: ~28h
- In-class activities: ~30h
- Tasks (weekly and other), module projects and lecture preparations: ~50h
- End task / portfolio preparations: ~27h
Content scheduling
General scheduling:
- 2 hours per week for mandatory lectures (virtual)
- 2 hours per week for mandatory in-class activities (demo lectures)
Further information for students
Avoin amk 2
EduFutura 3
Evaluation scale
0-5
Evaluation criteria, satisfactory (1-2)
Sufficient (1): You have basic knowledge of 3D animation. You know the concepts of keyframe and timeline and understand what they mean. You can be productive in a limited role as an animator.
Satisfactory (2): You understand the basic process of 3D animation. You have a comprehension of the different stages of animation workflow and production pipeline. You understand the role of animator in the animation pipeline. You are able to produce a simple animated character in the game engine.
Evaluation criteria, good (3-4)
Good (3): You understand the concepts of 3D animation and can apply the gained knowledge in a real-life project. You can apply the skills and knowledge to solve problems in skinning, rigging, and keyframe placement. You are able to produce a complex animated character in the game engine.
Very good (4): You understand the concepts of 3D animation thoroughly and you will be able to analyze existing animations in detail. You can alter your workflows to achieve better results more quickly. You are able to produce a complex animated character and objects with simple animations in the game engine. You are also able to retarget and modify ready animations for character models. You can be productive in a role as an animator.
Evaluation criteria, excellent (5)
Excellent (5): You understand the concepts of 3D animation thoroughly and you will be able to analyze existing animations critically. You can analytically discuss animation details, such as fluency of motion, and present and defend (based on knowledge and evidence) your opinions. You are able to produce a complex animated character and objects with complex animations in the game engine. You can efficiently use automation in the production of animations and can evaluate different workflows to achieve the best possible result for the task at hand. You have done cooperation with another artist in your project(s).
Prerequisites
You need to posses modeling and texturing skills as well as game engine basics, and therefore this course is not for you are not familiar with modern game development tools and art production.
Sufficient skills in the 3D modeling software, the game engine, and other related tools.
Further information
This course is focused for the degree students but it can be included in various study modules (like diplomas or any other life-long-learning modules).
Enrollment
01.11.2022 - 05.01.2023
Timing
09.01.2023 - 19.05.2023
Number of ECTS credits allocated
5 op
Virtual portion
2 op
Mode of delivery
60 % Face-to-face, 40 % Online learning
Unit
School of Business
Campus
Main Campus
Teaching languages
- English
Seats
0 - 35
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Risto Koskenkorva
- Sameli Rinta-Hirvelä
Groups
-
ZJA23KIAvoin AMK, tiko
-
HTG21S1Bachelor's Degree Programme in Business Information Technology
-
ZJK23KIKorkeakoulujen välinen yhteistyö, TIKO
Objectives
Objectives (goals):
The main objective is to have an understanding of the principles of three-dimensional animation. The student can who completes the course can determine the best animating techniques to achieve specific motions and gestures. The student learns to replicate various movements and apply it onto a prefabricated model using an armature rig and transfer the end results to a game engine. Basically, to understand the animation pipeline as a whole.
The student will learn the basic structures of animation pipeline, the relationship between the mesh and armature and how to use an 3D animation program to transfer animations to other programs.
Learning outcomes:
After completing this course you should be equipped to work as an animator for projects involving animated assets, such as games.
Course competences:
Cross-disciplinary competence in games
Game production competence
Content
Have you ever wanted to create your own 3D animated characters or animations for different projects?
Do you aspire to unravel the secrets of movement? During the 3D animation course you develop the skills to add motion to a vast array of different models.
This course focuses on learning the basic concepts related to 3D animation: Armature design and creation, bone hierarchy, rigging, skinning, animation timeline, keyframe animation, actions, forward and inverse kinematics, motion graphs, animators / drivers (state controllers), constraints, animation blending, exporting/importing to game engine, and game engine animation related features.
Learning materials and recommended literature
Public learning materials:
- Blender Animation manual: https://docs.blender.org/manual/en/latest/animation/index.html
- Unity Animation manual: https://docs.unity3d.com/Manual/AnimationSection.html
- Unity 3D animation systems: https://learn.unity.com/course/introduction-to-3d-animation-systems
- Unity manual: https://docs.unity3d.com/Manual/index.html
Other learning material:
- Databases in the learning environment
- Materials in the learning environment
Practicalities and used tools:
- C# (or C++) as the programming language
- Visual Studio (or similar) as the IDE
- Unity (or Unreal Engine) as the Game Engine
- Blender 3D as the 3D animation application
- GitHub as the Version Control System
- Extra reading materials can be found from the web and Books24x7
- Tutorial materials can be found from the web and YouTube
- Zoom is used for lectures
- Teams and email are used for official communication
- DiscordApp / WhatsApp / other comms are used for questions, answers and discussions
- All the sessions are recorded and the links are added to the workspace
Teaching methods
The primary mode of delivery is a combination of in-class activities on campus and on-line lectures. The lectures will be recorded to support opportunities for 24/7 learning. The in-class activities deepen the learning in the forms of tutorials, individual and group works, reflection and guidance. However, if the COVID-19 or other similar situation requires the learning will be supported by on-line tutorials and activities.
A blended model:
- The course can also contain project based learning, learning tasks, knowledge tests, topic specific focus teaching, database use for challenges/problems/tutorials (problem based learning)
Practical training and working life connections
The course might have visiting lecturers and possibly an excursion (virtual or physical).
Exam dates and retake possibilities
There is no exam on this course. Every student reserves a 30 min evaluation slot where they will show the task and project results (portfolio) to verify the skills and knowledge required to pass the course. The evaluation will be carried out with 1-on-1 conversations together with the course teacher. The reservation of the evaluation slots will be made possible through the learning platform.
During the last 2-3 weeks after classes will be reserved for the 1-on-1 evaluations. Students can use this time to make games in voluntary game projects.
Alternative completion methods
You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.
The recognition of prior learning is possible in three primary ways: accreditation (replacement or inclusion), recognition of informal learning and studification. More precise info: JAMK Degree Regulations, section 17.
Student workload
One credit corresponds to an average of 27 hours of work, which means that the load of five credits is approximately 135 hours. The load is distributed roughly the following way:
- Lectures: ~28h
- In-class activities (demos): ~23h
- Weekly tasks: ~34h
- Projects and preparing for lectures: ~40h
- End task / portfolio: ~10h
Content scheduling
General scheduling:
- 2 hours per week for lectures (virtual)
- 1,75 hours per week for in-class activities
Evaluation scale
0-5
Evaluation criteria, satisfactory (1-2)
Sufficient (1): You have basic knowledge of 3D animation. You know the concepts of keyframe and timeline and understand what they mean. You can be productive in a limited role as an animator.
Satisfactory (2): You understand the basic process of 3D animation. You have a comprehension of the different stages of animation workflow and production pipeline. You understand the role of animator in the animation pipeline. You are able to produce a simple animated character in the game engine.
Evaluation criteria, good (3-4)
Good (3): You understand the concepts of 3D animation and can apply the gained knowledge in a real-life project. You can apply the skills and knowledge to solve problems in skinning, rigging, and keyframe placement. You are able to produce a complex animated character in the game engine.
Very good (4): You understand the concepts of 3D animation thoroughly and you will be able to analyze existing animations in detail. You can alter your workflows to achieve better results more quickly. You are able to produce a complex animated character and objects with simple animations in the game engine. You are also able to retarget and modify ready animations for character models. You can be productive in a role as an animator.
Evaluation criteria, excellent (5)
Excellent (5): You understand the concepts of 3D animation thoroughly and you will be able to analyze existing animations critically. You can analytically discuss animation details, such as fluency of motion, and present and defend (based on knowledge and evidence) your opinions. You are able to produce a complex animated character and objects with complex animations in the game engine. You can efficiently use automation in the production of animations and can evaluate different workflows to achieve the best possible result for the task at hand. You have done cooperation with another artist in your project(s).
Prerequisites
You need to posses modeling and texturing skills as well as game engine basics, and therefore this course is not for you are not familiar with modern game development tools and art production.
Sufficient skills in the 3D modeling software, the game engine, and other related tools.
Further information
This course is focused for the degree students but it can be included in various study modules (like diplomas or any other life-long-learning modules).
Enrollment
01.11.2021 - 09.01.2022
Timing
10.01.2022 - 20.05.2022
Number of ECTS credits allocated
5 op
Virtual portion
2 op
Mode of delivery
60 % Face-to-face, 40 % Online learning
Unit
School of Business
Teaching languages
- English
Seats
0 - 35
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Risto Koskenkorva
Groups
-
HTG20S1Bachelor's Degree Programme in Business Information Technology
Objectives
Objectives (goals):
The main objective is to have an understanding of the principles of three-dimensional animation. The student can who completes the course can determine the best animating techniques to achieve specific motions and gestures. The student learns to replicate various movements and apply it onto a prefabricated model using an armature rig and transfer the end results to a game engine. Basically, to understand the animation pipeline as a whole.
The student will learn the basic structures of animation pipeline, the relationship between the mesh and armature and how to use an 3D animation program to transfer animations to other programs.
Learning outcomes:
After completing this course you should be equipped to work as an animator for projects involving animated assets, such as games.
Course competences:
Cross-disciplinary competence in games
Game production competence
Content
Have you ever wanted to create your own 3D animated characters or animations for different projects?
Do you aspire to unravel the secrets of movement? During the 3D animation course you develop the skills to add motion to a vast array of different models.
This course focuses on learning the basic concepts related to 3D animation: Armature design and creation, bone hierarchy, rigging, skinning, animation timeline, keyframe animation, actions, forward and inverse kinematics, motion graphs, animators / drivers (state controllers), constraints, animation blending, exporting/importing to game engine, and game engine animation related features.
Learning materials and recommended literature
Public learning materials:
- Unity 3D animation systems: https://learn.unity.com/course/introduction-to-3d-animation-systems
- Blender manual: https://docs.blender.org/manual/en/latest/
- Unity manual: https://docs.unity3d.com/Manual/index.html
Other learning material:
- Databases in the learning environment
- Materials in the learning environment
Practicalities and used tools:
- C# (or C++) as the programming language
- Visual Studio (or similar) as the IDE
- Unity (or Unreal Engine) as the Game Engine
- Blender 3D as the 3D animation application
- GitHub as the Version Control System
- Extra reading materials can be found from the web and Books24x7
- Tutorial materials can be found from the web and YouTube
- Zoom is used for lectures
- DiscordApp / WhatsApp / other comms are used for questions, answers and discussions
- All the sessions are recorded and the links are added to the workspace
Teaching methods
The primary mode of delivery is a combination of in-class activities on campus and on-line lectures. The lectures will be recorded to support opportunities for 24/7 learning. The in-class activities deepen the learning in the forms of tutorials, individual and group works, reflection and guidance. However, if the COVID-19 situation requires the learning will be supported by on-line tutorials.
A blended model:
- The course can also contain project based learning, learning tasks, knowledge tests, topic specific focus teaching, database use for challenges/problems/tutorials (problem based learning)
Practical training and working life connections
The course might have visiting lecturers and possibly an excursion (virtual or physical).
Exam dates and retake possibilities
There is no exam on this course. Every student reserves a 30 min evaluation slot where they will show the task and project results (portfolio) to verify the skills and knowledge required to pass the course. The evaluation will be carried out with 1-on-1 conversations together with the course teacher. The reservation of the evaluation slots will be made possible through the learning platform.
During the last 2 weeks after classes will be reserved for the 1-on-1 evaluations.
Alternative completion methods
You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.
The recognition of prior learning is possible in three primary ways: accreditation (replacement or inclusion), recognition of informal learning and studification. More precise info: JAMK Degree Regulations, section 17.
Student workload
One credit corresponds to an average of 27 hours of work, which means that the load of five credits is approximately 135 hours. The load is distributed roughly the following way:
- Lectures: ~30h
- In-class activities: ~30h
- Weekly tasks: ~20h
- Projects and preparing for lectures: ~40h
- End task / portfolio: ~10h
Content scheduling
General scheduling:
- 2 hours per week for lectures (virtual)
- 2 hours per week for in-class activities
Evaluation scale
0-5
Evaluation criteria, satisfactory (1-2)
Sufficient (1): You have basic knowledge of 3D animation. You know the concepts of keyframe and timeline and understand what they mean. You can be productive in a limited role as an animator.
Satisfactory (2): You understand the basic process of 3D animation. You have a comprehension of the different stages of animation workflow and production pipeline. You understand the role of animator in the animation pipeline. You are able to produce a simple animated character in the game engine.
Evaluation criteria, good (3-4)
Good (3): You understand the concepts of 3D animation and can apply the gained knowledge in a real-life project. You can apply the skills and knowledge to solve problems in skinning, rigging, and keyframe placement. You are able to produce a complex animated character in the game engine.
Very good (4): You understand the concepts of 3D animation thoroughly and you will be able to analyze existing animations in detail. You can alter your workflows to achieve better results more quickly. You are able to produce a complex animated character and objects with simple animations in the game engine. You are also able to retarget and modify ready animations for character models. You can be productive in a role as an animator.
Evaluation criteria, excellent (5)
Excellent (5): You understand the concepts of 3D animation thoroughly and you will be able to analyze existing animations critically. You can analytically discuss animation details, such as fluency of motion, and present and defend (based on knowledge and evidence) your opinions. You are able to produce a complex animated character and objects with complex animations in the game engine. You can efficiently use automation in the production of animations and can evaluate different workflows to achieve the best possible result for the task at hand. You have done cooperation with another artist in your project(s).
Prerequisites
You need to posses modeling and texturing skills as well as game engine basics, and therefore this course is not for you are not familiar with modern game development tools and art production.
Sufficient skills in the 3D modeling software, the game engine, and other related tools.
Further information
This course is focused for the degree students but it can be included in various study modules (like diplomas or any other life-long-learning modules).