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3D Animation Study Guide
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Test Name: 3D Animation #819

Number of Test Points by Standards

1:4, 3:8, 4:2, 5:13, 6:17, 7:2, 8:7

                                                                             

STANDARD 1

Students will identify the applications of 3D graphics and animation through exploring the career opportunities and the relevant history of the industry.

                        

Objective 1: Identify various applications of 3D graphics and animation, such as:

a. Identify uses of 3D in Entertainment

b. Identify uses of 3D in Health Sciences

c. Identify uses of 3D in Architecture and Engineering                        

d. Identify uses of 3D in Aerospace

e. Identify uses of 3D in Advertising

f. Identify uses of 3D in Graphic Design and Illustration

Objective 2: Develop career awareness related to working in the 3D graphics and animation industry.

a. Identify personal interests and abilities related to 3D Graphics careers, such as: 1) Identify

personal creative talents, 2) Identify organizational and leadership skills,

3) Identify special interest areas

b. Identify 3D graphics and animation job titles, such as: Animator, Industrial Designer, 3D Modeler,

Technical Director

c. Investigate career opportunities, trends, and requirements related to 3D graphics and animation

careers

d. Identify the members of a 3D graphics and animation team

e. Investigate trends associated with 3D graphics and animation careers

f. Develop a realistic Student Education Occupation Plan (SEOP) to help guide further educational

pursuits

g. Identify factors for employability and advancement in 3D careers

h. Survey existing 3D graphics and animation businesses to determine what training is required

i. Survey universities and colleges to determine programs, degrees and training availability

j. Develop employability competencies/characteristics: responsibility, dependability, ethics, respect,

and cooperation

k. Achieve high standards of personal performance with a positive work ethic and attitude

Objective 3: Discuss the relevant history of the 3D graphics & animation industry. (See PowerPoint) a. Identify Early 2D animations on film

b. List Key mile markers in animation

c. Identify Key figures and animators in animation history        

        

STANDARD 3

Students will model 3D objects.

Objective 1: Use and manipulate 3D graphics and Primitives.

a. Use 3D primitives

b. Manipulate 3D models and primitives.

Objective 2: Create, use and manipulate shapes.

a. Create 3D shapes

b. Use 3D shapes

c. Manipulate 3D shapes

Objective 3: Edit models. a. Use Extrusion

b. Use Boolean

c. Use Beveling

d. Use Lathe/Revolve

e. Add and remove Grouping

f. Understand Model Hierarchy (parent/child)

g. Use Reshape/Convert

h. Use Duplication/Mirroring

i. Understand and use Pivot/Origin Points

j. Make a surface from Curves (lofting/skinning)

k. Subdivide an model

l. Modify edges, faces, vertices

m. Useareferencegraphic/image/drawing(background)

n. Edit an object after its been created (history)

o. Use other software specific tools

STANDARD 4

Students will apply surface materials to 3D models.

Objective 1: Create, Apply and edit surface materials.

a. Add & edit Color

b. Add & edit Texture

c. Add & edit Procedurals

d. Change Luminosity

e. Use Transparency

f. Work with Reflective

g. Add & edit UV Mapping

STANDARD 5

Students will apply lighting and camera techniques to achieve intended effects.

Objective 1: Apply lighting effects.

a. Use basic three point lighting for artistic effect: key, fill, rim

b. Use other realistic lighting: indoor, outdoor, mood, artistic, etc.

c. Understand & use 3D specific lighting sources: Global/Image Based, Directional, Spot Lights,

Shadows/Shading, Point Light

Objective 2: Apply camera effects.

a. Adjust Aspect Ratio/Film Back

b. Change setting and modifying camera views: Staging and Manipulating, Truck, Pan, Zoom, Dolly

STANDARD 6

Students will animate 3D models.

Objective 1: Introduce pertinent terminology.

a. Know 3D animation terminology

b. Identify parts of the 3D application interface used in animation

Objective 2: Introduce and/or apply the mechanics of animation.

a. Use & apply Frame Rate

b. Use & apply Keyframing

c. Use & apply Path Animation

d. Use & apply Cycle Animation

e. Use & apply Pivot/Origin Points

f. Use & apply Forward Kinematics Inverse Kinematics (FKIK) Constraints

g. Use & apply Editing Timeline

h. Use & apply Rigging

Objective 3: Introduce various animation effects.

a. Introduce Particle Systems

b. Understand Environmental Simulation: Wind, Gravity, Time

c. Use other software specific effects.

Objective 4: Introduce and apply the principles of animation.

a. Understand & apply Concept drawing

b. Understand & apply Character Appeal

c. Understand & apply Anticipation: Action/Reaction

d. Understand & apply Exaggeration

e. Understand & apply Squash and Stretch

f. Understand & apply Timing/Spacing

g. “ Understand & apply Straight Ahead” and “Pose to Pose”: Keyframes, In betweens, Break downs

h. Understand & apply Staging: How to set up a scene, Camera placement, How to tell the story

i. Understand & apply Overlap, drag and follow through

j. Understand & apply Arcs

k. Understand & apply Slow in, Slow out

l. Understand & apply Secondary Actions: Things happening on peripherals

STANDARD 7

Students will render 3D models.

Objective 1: Introduce and apply the mechanics of rendering.

a. Use Ray tracing

b. Adjust Shadows/Lighting

c. Output different File Types

d. Output appropriate Resolutions and Destinations e. Use appropriate Naming Conventions

STANDARD 8

Students will demonstrate the process of creating 3D animation.

Objective 1: Demonstrate the animation process to plan and develop a 3D animation.

a. Creating a Project Brief

b. Writing a Story which includes: a Script, Style, Story Conceptualization, Characters, Set and

Prop Design: Genre, Color/Value, Mood (light), Clothing, Vehicles, Architecture c. Using Storyboards

d. Recording the Dialog

e. Creating an Animatic/Story Reel

f. Blocking a scene

g. Model the objects

h. Rigging the objects

i. Mapping and Texturing

j. Adding Lighting

k. Animating the objects

l. Rendering the project

m. Adding Effects

n. Compositing the project