MMST 163: Complex Lighting & Materials; 3D Character Animation 10729 - MMST 163 - 010
Environments & Character Design, Animation -- 3D Studio Max
Instructor: Jeffrey Abouaf Contact: email@example.com
Part I: Environment and Set Design
Introduction and Overview.
What factors into designing a good environment?
What factors go into making a good set? How is this different from a good environment?
Pre-rendered vs. Real-Time 3D graphics: considerations; similarities and differences
3DS Max: a “virtual film studio”; -- the role of the camera
Identify the big issues at the earliest stage.
Modeling and Texturing Environments and Sets
Concept Art - defines the look, the inspiration, and identifies challenges
Story Boards, Color Scripts, Animatics -- progressive scene building
Modeling/Texturing - review general techniques; considerations peculiar to environments
Output Cosiderations for building exteriors & interiors for movies and games.
Organizing the scene; Tools in 3DS Max, using external files.
Lighting Considerations and Techniques:
Using Standard vs Photometric lights, limitations
Max's Advanced Lighting --General & Global Illumination (render-engine specifics)
Consider baking in lighting effects
Animated camera and lighting effects
Cameras and lighting impacts texture design
Atmospheres and effects impact textures
Shader types; Material Types; Map Types; how they inter-relate.
Procedural vs. non-procedural materials; gradients, falloffs, antialiasing
The two 3DS Max Material Editors; how and when to use each
Building multi-layered and complex materials and maps
Texture Baking; Normal Maps
Specialized and Complex Textures; what is "Realism"; "Stylized"
Painting Textures in Photoshop
Applying textures - UVW Mapping and Unwrap UVW issues
Appropriate pre-rendered movies/cut-scenes vs. real-time rendering
Output and output formats -- tips and techniques
The default Scanline Renderer vs Mental Ray.
Other Rendering Engines.
Fogs, Atmospheres, Volumetrics, and Special Effects.
Particle Systems: Basic, Advanced and Particle Flow.
Anticipating the requirements of a real-time renderer.
Maximizing flexibility for post production editing
Isolating and rendering to layers; Render Elements; EXR
Overview of Autodesk Composite workflow
Part II: Character Design, Rigging and Animation
Overview of the character development process: design, modeling, rigging, animating.
Importance of drawing and understanding anatomy
Character animation principals from the 2D world (squash, stretch, anticipation, exaggeration)
Everything is based on the intended audience, budget, output device(s), team.
Design, Modeling and Texturing Issues for Characters
How to develop a character from scratch
Concept Art, Storyboards and Animatics
Box modeling in Edit Poly mode
Edge Loops & Subdivision Surfaces
Working with Max's Graphite Toolset
Modeling issues specific to characters
LOD and MRM
Modeling with Textures (Subdivision Surface Displacement in the Material Editor)
Other Texturing issues: Texture size and detail; UVW mapping issues; Unwrap UVW
Introduction to Mudbox
Why do we need bones?
Applying modifiers to deform the mesh (whole mesh vs. selection sets)
Manipulators and wiring issues
Secondary animation effects (bounce, jiggle using the Flex modifier)
Animating with Splines and the Linked-Xform modifier
Rigging with other animation controllers (eye-rigging with the Look-At Constraint)
Introduction to Morphing – the Morpher modifier
Why not just use Biped? Advantages and Disadvantages
Review Hierarchies and how they work
Forward Kinematics (FK) vs. Inverse Kinematics (IK), Uses
Setting Up a Bone chain (scaling, fins)
IK Solvers; Helper Objects with IK
Setting Up a character
Simple bone rigs using Forward and Inverse Kinematics
Pre-rigged Animation Systems Biped, CAT, Motion Builder - The Basics
What it does (and doesn't) do.
Figure Mode (modifying the skeleton to fit the mesh)
Footstep Mode (Footsteps vs. Freeform modes)
Importing motion capture data
Recycling motion files; layering motions
Motion flow mode, stitching motions together
General Overview of CAT
General Overview of Motion Builder
Interoperability Issues for transferring date between character animation systems
Attaching the model to the Biped
The Skin Modifier
Character Studio not required
Techniques for fine tuning the Skin modifier for animation
Built-in Deformer Gizmos
Animating the Character
Keyframing in Footstep Mode
Keyframing in Free Form Mode
Keyframing and function curves
The instructor maintains a current set of 3ds Max resources at www.zoomextents.com. Follow the Class Blog discussion throughout the week. Visit Training & Resources/Scripts & Plugins,and Books, and Links/3D Art & Animation Portals for related sites, tutorials, articles, scripts and recommended books.
Here are some specific resources -- refererence as well as tutorials -- that will be referred to in conjunction with this class:
- 3ds Max, the Help file. Often overlooked, this may be the quickest route to any answer you seek.
- In 3ds Max, Help/Tutorials (instructions and URL for downloading the exercise files are contained in this file).
- The Autodesk 3ds Max Learning Channel on YouTube.
- 3ds Max and related courses on Lynda.com. (If you are a resident of Marin County, you may obtain a free subscription through the Marin County Library). Materials form this source will be used extensively in class.
- Other highly recommended video sources are The Gnomon Workshop and Digital-Tutors, both of which are fee-based subscriptions.
MMST 163 - 173 in Bldg. 27, Room 129, IVC: F 10:10 am – 3:30 pm
Instructor: Jeffrey Abouaf firstname.lastname@example.org
Office Hours: Bldg. 27, Room 129, IVC: Fridays, Saturdays 9:00a am – 10:am