BICOL UNIVERSITY
Polangui Campus
Polangui, Albay
Course Guide
ANI 302 – Computer Animation 2
Welcome to Computer Animation 2! This material is your guide in the different topics we
will undertake in this class. This guide outlines the crucial information and requirements
you need to complete the course.
1. COURSE INTRODUCTION
This course concentrates on more advanced topics in computer animation.
Emphasis will be on character animation and various animation techniques. Topics
include animation curves, path animation, dynamic simulation, keying attributes,
hierarchical animation, reactive animation and rigid body dynamics, deformations,
skeletons, kinematics, and inverse kinematics.
Course Code & Title: ANI 302 – Computer Animation
2 Number of Credits: 3 Units
Course Placement: Third Year, First Semester
Semester / Term: First Semester, SY2020-
2021 Class Schedule: M 5:30-6:30
S 2:30-8:30
Online Course Site: Google Classroom
2. COURSE LEARNING OBJECTIVES
The goal of this course is to introduce you to the different concepts in computer
animation. After finishing this course, you should be able to:
Understand the relation of the different phases of animation production.
Model, Texture, and Rig basic characters for use in animation production.
Understand and relate the 12 principles of animation in the different
techniques introduced.
Apply the basic techniques used in the different phases of animation production.
Create effective animations using created assets.
Animate a short complete scene using the techniques learned throughout the
different lessons.
3. TARGET LEARNERS AND PRE-REQUISITES
Target learners for this course are 3rd year Bachelor of Science in Information
Technology Major in Animation students. You are expected to have some basic
knowledge on how computers function, different tools used in animation, and basic
skills in design.
4. MODE OF DELIVERY
For this semester, the university identified three (3) types of learners, namely:
students with
A. good internet access (able to participate in synchronous activity);
B. poor to fair internet access (able to participate in asynchronous activities only); and
C. no internet connection.
The table below shows the mode of delivery for each type of learner:
Type of Mode of Access to Materials Submission of Activities and
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Learner Outputs
BICOL UNIVERSITY
Polangui Campus
Polangui, Albay
A All resources will be Output will be submitted on the
accessed through the course course site.
site
May avail consultation
online and synchronous
during scheduled
consultation time.
Participate in the
discussion forum
B All resources will be Output will be submitted on the
accessed through the course course site during their most
site. convenient time within the
May avail consultation allotted time.
online (asynchronous).
Participate in the
discussion forum
(asynchronous)
C All resources will be in Outputs will be submitted
PRINTED form. through Mail.
May avail consultation
through text or call
NOT required to participate
in discussion forums
5. COURSE STRUCTURE & SCHEDULE
Week Topic Activities
Week 1 Orientation Class Orientation
Introduction to 3D View materials for the topic
Animation Participate in discussion
Week 2 Introduction to 3D View materials for the topic
Animation Participate in discussion
Activity for the topic
Week 3 Character Modelling Deadline for previous activity
View materials for the topic
Participate in discussion
Activity for the topic
Week 4 Character Modelling View materials for the topic
Participate in discussion
Week 5 Character Texturing Deadline for previous activity
View materials for the topic
Participate in discussion
Activity for the topic
Week 6 Character Texturing View materials for the topic
Participate in discussion
Week 7 Character Rigging Deadline for previous activity
View materials for the topic
Participate in discussion
Activity for the topic
Week 8 Character Rigging View materials for the topic
Participate in discussion
2
BICOL UNIVERSITY
Polangui Campus
Polangui, Albay
Week 9 Midterm Exam Submit Major Output for Midterms
Deadline for previous activity
Take the Midterm Examination
Week 10 12 Principles View materials for the topic
of Animation Participate in discussion
Basic Animation Activity for the topic
Techniques
Week 11 Basic Animation Deadline for previous activity
Techniques View materials for the topic
Participate in discussion
Activity for the topic
Week 12 Limb Animation Deadline for previous activity
View materials for the topic
Participate in discussion
Activity for the topic
Week 13 Limb Animation View materials for the topic
Participate in discussion
Week 14 Face Animation Deadline for previous activity
View materials for the topic
Participate in discussion
Activity for the topic
Week 15 Face Animation View materials for the topic
Participate in discussion
Week 16 Animating a Simple Deadline for previous activity
Scene View materials for the topic
Participate in discussion
Activity for the topic
Week 17 Animating a Simple Deadline for previous activity
Scene View materials for the topic
Participate in discussion
Activity for the topic
Week 18 Final Exam Submit Major Output for
Finals Deadline for previous
activity Take the Final
Examination
Submit all remaining outputs not yet
submitted
Accomplish course evaluation survey
6. COURSE REQUIREMENTS / ASSESSMENT ACTIVITIES
a. Activities are given for each core topic. It can take on different forms. This will
serve as building blocks in understanding the more complex concepts that will
follow.
b. Laboratory Outputs will be integrated with the activities. Files and rendered
images should be submitted in the proper submission bins in the course site.
c. Written works such as reflection papers and analysis papers will help you
contemplate on the different concepts introduced.
d. There will be one Major Output for the Midterms and another for the Final
Term. Major Outputs combine the different concepts previously discussed for
you to gain a holistic grasp on the topics that have been discussed.
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Polangui, Albay
e. Major Exams will be given per term (Midterm and Final Examinations). These
will be scheduled. Details will be made available in the course site.
7. GRADING SYSTEM
Mid-term / Tentative Grade
Content Criteria:
LECTURE (50%)
Midterm/Final Exam - 40%
Quizzes/Written Outputs - 30%
Class Standing - 30%
Total - 100%
LABORATORY (50%)
Midterm/Final Project - 40%
Laboratory Activities - 30%
Class Standing - 30%
Total - 100%
FINAL RATING = Mid-term Grade (50%) + Tentative Grade (50%)
8. LEARNING RESOURCES
a. Online Resource Materials
These are materials that have been chosen appropriate for the different
topics. These can range from infographics, books, articles, and even videos
showing and/or demonstrating concepts that would otherwise be hard to
imagine.
b. Video Resources
These are video resources that are either pre-recorded or from online
sources. It will be uploaded in the course site and/or links will be provided.
c. Additional Reading Materials
These are articles that would help you better understand the topics at hand.
These are a great way to gain new knowledge and perspective on the topics
being discussed.
9. REFERENCES
Blender 2.81 Reference Manual¶. (2019). Retrieved from
[Link]
Flavell, L. (2011). Beginning Blender: Open Source 3D Modeling, Animation, and
Game Design. Apress.
Hess, R. (2007). The essential Blender: guide to 3D creation with the open source
suite Blender. No Starch Press.
Keller, E. (2011). Introducing ZBrush. John Wiley &
Sons. Vaughan, W. (2011). Digital modeling. New
Riders.
Patnode, J. (2012). Character Modeling with Maya and ZBrush: Professional
polygonal modeling techniques. Routledge.
BICOL UNIVERSITY
Polangui Campus
Polangui, Albay
Gaboury, P. (2012). ZBrush professional tips and techniques. John Wiley & Sons.
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BICOL UNIVERSITY
Polangui Campus
Polangui, Albay
Isbister, K. (2006). Better game characters by design: A psychological approach.
CRC Press.
Maraffi, C. (2003). Maya character creation: modeling and animation controls. New
Riders.
Allen, E., & Murdock, K. L. (2011). Body language: advanced 3D character rigging.
John Wiley & Sons.
Ahearn, L. (2009). 3D game textures: create professional game art using Photoshop.
Amsterdam; Boston: Focal Press/Elsevier,.
Pharr, M., Jakob, W., & Humphreys, G. (2016). Physically based rendering: From
theory to implementation. Morgan Kaufmann.
Thomas, F., Johnston, O., & Thomas, F. (1995). The illusion of life: Disney
animation (pp. 306-312). New York: Hyperion.
Montgomery, L. (2012). Tradigital Maya: A CG Animator's Guide to Applying the
Classical Principles of Animation. Focal Press.
Blain, J. M. (2016). The Complete Guide to Blender Graphics: Computer Modeling &
Animation. AK Peters/CRC Press.
Williams, R. (2012). The animator's survival kit: a manual of methods, principles and
formulas for classical, computer, games, stop motion and internet animators.
Macmillan. Hooks, E. (2013). Acting for animators. Routledge.
10. OTHER GUIDELINES / NETIQUETTE
All academic work should be original. The ideas and contributions of other people
must be properly acknowledged.
Violations of this Academic Integrity Policy include, but not limited to:
1. Plagiarism
2. Cheating on an Examination
3. Copying on Classwork and other requirements
4. Fabrication or Falsification
5. Other forms of Deceit, Dishonesty, or Inappropriate Conduct
Any form of bullying is not acceptable. You are, at all times, expected to be
respectful and polite to everyone.