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3D Animation (5 cr)

Code: HTGP0250-3002

General information


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

  • ZJA23KI
    Avoin AMK, tiko
  • HTG21S1
    Bachelor's Degree Programme in Business Information Technology
  • ZJK23KI
    Korkeakoulujen 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).