animation & visual effects

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6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad. Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com 4-Year BACHELOR OF FINE ARTS in ANIMATION & VISUAL EFFECTS In Collaboration with JAWAHARLAL NEHRU ARCHITECTURE AND FINE ARTS UNIVERSITY Masab Tank, Hyderabad

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Page 1: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

4-Year

BACHELOR OF FINE ARTS

in

ANIMATION & VISUAL EFFECTS

In Collaboration with

JAWAHARLAL NEHRU ARCHITECTURE AND FINE ARTS UNIVERSITY

Masab Tank, Hyderabad

Page 2: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

COURSE STRUCTURE - BFA ANIMATION & VISUAL EFFECTS

Year 1 | Semester 1

No Subject Code

Name of the Subject Teaching

Hours Exam

Duration Internal

Evaluation

End Exam Marks

Total

1 AV 1.1.1 T ENGLISH – I 36 3 Hrs. 50 50 100

2 AV 1.1.2 T HISTORY OF ANIMATION 36 3 Hrs. 50 50 100

3 AV 1.1.3 P DRAWING – I 156 5 Hrs. 50 50 100

4 AV 1.1.4 P VISUAL COMMUNICATION 156 5 Hrs. 50 50 100

5 AV 1.1.5 P CONCEPT ART 156 5 Hrs. 50 50 100

Total : 540 250 250 500

Year 1 | Semester 2

No Subject Code

Name of the Subject Teaching

Hours Exam

Duration Internal

Evaluation

End Exam Marks

Total

1 AV 1.2.1 T ENGLISH – II 36 3 Hrs. 50 50 100

2 AV 1.2.2 P GRAPHIC DESIGNING 140 5 Hrs. 50 50 100

3 AV 1.2.3 P DRAWING – II 136 5 Hrs. 50 50 100

4 AV 1.2.4 P FUNDAMENTALS OF MOTION GRAPHICS

168 5 Hrs. 50 50 100

5 AV 1.2.5 P SOUND EDITING 60 5 Hrs. 50 50 100

Total : 540 250 250 500

Year 2 | Semester 1

No Subject Code

Name of the Subject Teaching

Hours Exam

Duration Internal

Evaluation

End Exam Marks

Total

1 AV 2.1.1 P FUNDAMENTALS OF CG MODELING 150 5 Hrs. 50 50 100

2 AV 2.1.2 P CLASSICAL ANIMATION 116 5 Hrs. 50 50 100

3 AV 2.1.3 P UI & UX DESIGNING 92 5 Hrs. 50 50 100

4 AV 2.1.4 P MOTION GRAPHICS ESSENTIALS 154 10 Hrs. 50 50 100

5 AV 2.1.5 T ENVIRONMENTAL STUDIES 28 3 Hrs. 50 50 100

Total : 540 250 250 500

Year 2 | Semester 2

No Subject Code

Name of the Subject Teaching

Hours Exam

Duration Internal

Evaluation

End Exam Marks

Total

1 AV 2.2.1 P ADVANCED CG MODELING 120 15 Hrs. 50 50 100

2 AV 2.2.2 P TEXTURING & SHADING 120 15 Hrs. 50 50 100

3 AV 2.2.3 P FUNDAMENTALS OF VISUAL EFFECTS 120 10 Hrs. 50 50 100

4 AV 2.2.4 P DIGITAL PAINTING 120 10 Hrs. 50 50 100

5 AV 2.2.5 P PRE-PRODUCTION 60 10 Hrs. 50 50 100

Total : 540 250 250 500

Page 3: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

Year 3 | Semester 1

No Subject Code

Name of the Subject Teaching

Hours Exam

Duration Internal

Evaluation

End Exam Marks

Total

1 AV 3.1.1 P RIGGING 96 10 Hrs. 50 50 100

2 AV 3.1.2 P ACTING FOR ANIMATORS 24 6 Hrs. 50 50 100

3 AV 3.1.3 P CHARACTER ANIMATION 180 15 Hrs. 50 50 100

4 AV 3.1.4 P LIGHTING & RENDERING 92 15 Hrs. 50 50 100

5 AV 3.1.5 P BASIC & ADVANCED KEYING IN VFX 148 15 Hrs. 50 50 100

Total : 540 250 250 500

Year 3 | Semester 2

No Subject Code

Name of the Subject Teaching

Hours Exam

Duration Internal

Evaluation

End Exam Marks

Total

1 AV 3.2.1 P FUNDAMENTALS OF DYNAMICS 108 10 Hrs. 50 50 100

2 AV 3.2.2 P DYNAMICS ESSENTIALS 108 10 Hrs. 50 50 100

3 AV 3.2.3 P COLOR CORRECTION & MORPHING TECHNIQUES IN VFX

108 10 Hrs. 50 50 100

4 AV 3.2.4 P FUNDAMENTALS OF CGI COMPOSITING IN VFX

108 10 Hrs. 50 50 100

5 AV 3.2.5 P MATCH MOVING & CAMERA PROJECTION IN VFX

108 10 Hrs. 50 50 100

Total : 540 250 250 500

Year 4 | Semester 1

No Subject Code

Name of the Subject Teaching

Hours Exam

Duration Internal

Evaluation

End Exam Marks

Total

1 AV 4.1.1 P POST-PRODUCTION 108 5 Hrs. 50 50 100

2 AV 4.1.2 P ADVANCED DYNAMICS 108 10 Hrs. 50 50 100

3 AV 4.1.3 P CINEMATOGRAPHY TECHNIQUES IN 3D SPACE

60 5 Hrs. 50 50 100

4 AV 4.1.4 P ADVANCED VISUAL EFFECTS COMPOSITING 132 10 Hrs. 50 50 100

5 AV 4.1.5 P ADVANCED ROTO & PRODUCTION TECHNIQUES

132 15 Hrs. 50 50 100

Total : 540 250 250 500

Year 4 | Semester 2

No Subject Code

Name of the Subject Teaching

Hours Exam

Duration Internal

Evaluation

End Exam Marks

Total

1 AV 4.2.1 P VIVA-VOCE NA 6 Hrs. 50 50 300

2 AV 4.2.2 P FINAL PROJECT 540 Submission 150 150 300

3 AV 4.2.3 T THESIS NA Submission 50 50 100

Total : 540 250 250 500

Grand Total : 4320 2000 2000 4000

Page 4: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

Year 1 | Semester 1

1. ENGLISH – I CODE: AV 1.1.1 T Unit - I: Travel

Reading – Heaven’s Gate Writing – Paragraphs and descriptions Listening – Listening for sounds Speaking – Greeting, Taking leave and introducing Grammar – Naming words Vocabulary - Homonyms, homophones, homographs, Synonyms and antonyms

Unit – II: Biography

Reading – Sir C. V. Raman Writing – Work – related correspondence Listening – Listening for words Speaking – Making requests Grammar – Making naming words specific (Part -1) Vocabulary - Word formation

Unit – III: Human Interest

Reading – The Connoisseur Writing – Summarizing Listening – Listening for word stress Speaking – Apologizing and inviting Grammar – Making naming words specific (Part -2) Vocabulary - Collocations

Book Reference: A communicative approach in English by A. Rama Krishna Rao

2. HISTORY OF ANIMATION CODE: AV 1.1.2T Unit - I: General Introduction

Introduction All about Syllabus Definition of Animation What is Animation and it’s essential skills Basic principles of Animation

Unit-II: History of Animation

Appreciation and Introduction to the renowned Animators and their achievements Characters and Stories Types of Animations : Clay, Sand and Stop-Motion

Unit-III: Animation Production Process-1

Pre-production Production Post-production

Page 5: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

Unit-IV: Animation Production Process-2 Basics of Pre-Production Introduction to writing for Animation and plot / story development Study of different Animation films Study of Scripts and Screenplay Introduction to Storyboarding

Unit-V: Storyboarding and Pre-Visualization

Rough storyboarding and Pre-Visualization Creating a simple Animation using stop motion

3. DRAWING - I CODE: AV 1.1.3T

Unit - I: Drawing Basic Shapes

Basic Shapes Basic Composition & Light

Unit - II: Masses of Figure Drawing

Head Arms and Legs Torso Masses of the Figure

Unit - III: Basic Figure Drawing

The Stick Figure The Three Basic Solids The Main Line Of Action

Unit - IV: Figure Drawing

Expressive Gesture Quick Action Light & Shadow

Unit - V: Animals & Birds Drawing

Realistic Animals Realistic Birds

Reference Book: Basic Drawing Techniques – Greg Albert | Fun with Pencil – Andrew Looms

4. VISUAL COMMUNICATION CODE: AV 1.1.4 P Unit - I: Introduction

Introduction to Visual Communication Introduction to Graphic Design Study of Commercial Art Difference between Graphic Design and Commercial Art Visual Communication using Graphic Design

Unit - II: Semiotics

Page 6: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

Semiotics – The meaning of signs and symbols, Importance of Semiotics, Designing Semiotics Perceiving Visual messages Communicative quality of color Importance of color in visual communication

Unit - III: Text

Typography - Study of text Different text formats Importance of text in visual communication Balance of visuals and text in the design

Unit - IV: Designing

Design Process Developing the creative brief Design objective Concept development Idea incubation Visualizing the Idea Thumbnails Layout and design

Reference Software: Adobe Illustrator

5. CONCEPT ART CODE: AV 1.1.5 P Unit -I : Study of Nature

Animals & Birds Trees & Ponds

Unit -II : Perspective

1 point Perspective 2 point Perspective 3 point Perspective

Unit -III : Pattern Design

Basic Pattern Boarders

Unit -IV : Basic Live Sketching

Outdoor Study Field Sketches (Pencil and Pen)

Unit -V : Objective Drawing

Things Basic Models

Reference Book: Sketching Outdoors (Lenard Richmond)

Page 7: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

Year 1 | Semester 2

1. ENGLISH – II CODE: AV 1.2.1 T Unit - 1: Disaster Management

Reading – The Cuddlier Experience Writing – Official reports Listening – Listening for theme Speaking – Congratulating, offering sympathy and condolences and making complaints Grammar – Tenses Vocabulary - Phrasal verbs

Unit -2: Humor

Reading – Bubbling Well Road Writing – Note making Listening – Listening for details and taking notes Speaking – Interview skills Grammar – Adverbials and modal verbs Vocabulary - Idioms

Unit - 3: Films

Reading – The Odds against Us Writing – Information transfer Listening – Listening to announcement and directions Speaking – Making presentations Grammar – Conjunctions and prepositions Vocabulary- Technical vocabulary

2. GRAPHIC DESIGNING CODE: AV 1.2.2 P

Unit-1: Vector Graphics, Working with Documents

Understanding vector graphics: RGB vs CMYK Working with the Control panel Creating files for print Creating files for the web Managing multiple documents

Unit-II: Advertisement Design

Invitation design Components of effective advertisement design Advertisement design

Unit-II: Poster Design

Poster design consideration Brochure design

Page 8: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

Different types of Brochures Unit-III: Publication Design

Understanding Publication elements Essentials in publication design Study of various publication designs Making files print ready Packaging and exporting for printer friendly formats

Unit-IV: Corporate Identity

Components of an Identity Program Creating a style Essence of Corporate Identity Logo Choosing color Study of changing attitudes of corporate Identity Stationary system usage Designing Letterhead, Envelope, Business Card

Reference Software: Adobe Photoshop

3. DRAWING – II CODE: AV 1.2.3 P Unit -1 : Figure Drawing with Dress

Poses Weight and Balance

Unit -2 : Still Life

Composition Light and Shade with various materials Pencil Rendering Colour – Still Life

Unit -3 : Memory Drawing

Village / City Festivals Markets etc.

Unit -4 : Anatomy Study

Human Muscles Animal Muscles

Unit -5 : Basic Clay Modeling

Basic Shapes Human & Animal Parts

Reference Book:Fun with Pencil – Andrew Looms

4. FUNDAMENTALS OF MOTION GRAPHICS CODE: AV 1.2.4 P

Page 9: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

Unit - I: Introduction Interface Choosing the resolution Understanding Compositions and Layers Importing PSD and AI files into composition

Unit - II: Animation

Animating Photoshop and Illustrator Art work and layers Setting key frames Key frame - Interpolation Graph Editor Parenting, Null Objects, Expressions Motion Paths Preparing Audio Navigating Timeline

Unit - III: Introduction to Effects

Order of Effects Backgrounds Animating Effects Adjustment Layers Masking Effects Color Correction Techniques

Unit -IV: Animating Type and Info-graphics

Choosing Type Visual Hierarchy Animating Type, Path Type Animating Shape Layers, Brushes and Paint Working with Text Presets Refining Animation

Unit - V: Exporting and Rendering

Media Encoder Rendering Graphics Presets Render Queue Rendering Multiple Files

Reference Software: Adobe Aftereffects

5. SOUND EDITING CODE: AV 1.2.5 P Unit-I: Import, Exporting and Recording Audio

Importing audio files Extracting audio from a CD Importing video files Recording audio Creating a multi-track session

Page 10: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

Unit-II: Important Audio Terminology - Cleaning and Repairing Audio Understanding the Waveform Editor interface Making selections Adjusting the clip amplitude Fading clips – Normalizing Copying, cutting, and pasting Undoing, redoing, and using the History panel Generating silence - Using the Spectral Frequency Display - Using the selection tools Using the Spot Healing Brush Removing background noises

Unit-III: Built-in Effects-Working with the Multi-track Editor and Mixer Panel

Understanding destructive vs. nondestructive effects Applying compression Understanding reverb vs. delay Working with filters and EQ effects Using special effects - Isolating vocals in a stereo track Working with time and pitch effects Creating a multi-track session Recording and importing audio Understanding the multi-track interface Understanding the Mixer panel Editing clips in Multi-track View Grouping clips together Exporting the mix Exporting the session Burning the mix to a CD

Unit-IV:

Working with audio from video Importing a sequence from Editing software Adding a soundtrack to a video Exporting a session back to Editing software

Unit- V: Video Surround Mixing

Using Automatic Speech Alignment Understanding the interface Using pan envelopes Exporting a multichannel mix

Reference Software: Sonic Foundry Sound Forge

Page 11: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

Year 2 | Semester 1

1. FUNDAMENTALS OF CG MODELING CODE: AV 2.1.1 P Unit – I: Modeling Basics

Understanding object construction in 3D Softwares Understanding display engine Basic study of Polygons Introduction to Polygons and its components

Unit – II: Polygon Modeling - 1

Revolving Lofting and extruding curves to create surfaces, attaching and detaching surfaces Socking Stitching surfaces

Unit – III: Polygon Modeling - 2

Creating polygon primitive objects Polygon components Editing polygon surfaces Combining and separating polygons

Unit – IV: Polygon Modeling - 3

Splitting and sub-dividing polygons Extruding polygons Merging vertices Bevel Extract Smooth Working with proxy

Reference Software: Autodesk Maya

2. CLASSICAL ANIMATION CODE: AV 2.1.2 P Unit - 1 : Character Design

Realistic Character Semi-Realistic Character Cartoon Character

Unit - 2 : Background

Key Layout / Background Paint Layout Painting

Unit - 3 : Classical Animation

Rolling Coin Bouncing Ball Pendulum

Page 12: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

Hand-lift and Flag Unit - 4 : Digital Animation

Walk-Cycle Run-Cycle Walk-Run-Stop Lip Sync Action

Unit - 5 : Digital Special Effects

Water Fire Smoke

3. UI & UX DESIGNING CODE: AV 2.1.3 P

Unit -1: History of Web & Designing

Evolution of Web History of World Wide Web Browsers & its Plug-ins Ports, Firewalls, Types of Bandwidth, Types of IP’s Introduction to Domains Types of Domains Web page Wireframe Web page mock up

Unit – 2: UX - Psychology of users UI Basics

The Types of Web Sites Basic Web Layout Types of Lists Introduction to Interface design UI design using Introduction to HTML5/CSS3

Unit -3: Responsive UI Design

Responsive UI design with HTML5 and CSS3 Preparing style sheets Introduction to M-commerce sites Introduction to Responsive frame work applications Word Press, BOOTSTRAP and ZOOMLA

Unit – 4: Digital Marketing & Working on Social Network APIS

Introduction to JQuery JQuery animations JQuery widgets

Unit – 5: Hosting, Servers & Payment Gateways

Introduction and Brief about Hosting Brief about C Panel Linking up Domain to Hosting

Page 13: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

Types of Servers Creating FTP Accounts and Working with FTP Client (File Zilla) Uploading Web site into Server Concepts of Payment Gateways

Reference Language: HTML5, CSS3, Bootstrap and Zoomla

4. MOTION GRAPHICS ESSENTIALS CODE: AV 2.1.4 P Unit -I: Graphics and Temporal Operations

Creating Lower_3rds Animating Logos and Text Premiere Pro Templates Temporal Operations Time warp Time Remapping

Unit -II: Keying & Roto Paint

Key light and Key Cleaner Spill Suppressor Cleaning up Keys with Masks Rotoscoping with AE Roto Brush Refining Roto Brush Refining Edge

Unit –III: Tracking

Single Point Tracking Stabilizing 3D Tracking Camera Solve

Unit - IV: Aftereffects 3D Space

Understanding 3D in AE Cameras Lights and Materials Animating Cameras Depth of Field

Unit -V: Brief Look at AE Plugins & Project Management

Using Optical Flares in AE Using Trapcode Plugins Introduction to Element 3D Archiving Projects Removing Unused Files Moving Comps

Reference Software: Adobe Aftereffects

Page 14: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

5. ENVIRONMENTAL STUDIES CODE: AV 2.1.5 T Unit - I Environmental studies

The Multi-disciplinary nature of environmental studies Definition Scope and importance need for public awareness

Unit - II: Natural Resources

Renewable and Non-Renewable: Natural Resources and Associated Problems Forest resources: Use and over-exploitation, deforestation, case studies, Timber extraction, mining, dams and their effects on forests and tribal people. Water resources: Use and over-utilization of surface and ground water, floods, drought, conflicts over water, dams-benefits and problems. Mineral resources: Use and exploitation, environmental effects of extracting and using mineral resources, case studies.Food resources: World food problems, changes caused by agriculture and overgrazing, effects of modem agriculture, fertilizer-pesticide problems, water logging, salinity, case studies. Energy resources: Growing energy needs, renewable and non-renewable energy sources, use of alternate energy sources. Case studies. Land resources: Land as a resource, and degradation, man Induced landslides, soil erosion and desertification. - Role of an individual in conservation of natural resources. - Equitable use of resources for sustainable lifestyles. (8 lectures).

Unit - III: Ecosystems, Biodiversity and Its Conservation

• Concept of an ecosystem. • Structure and function of an ecosystem. • Producers, consumers and decomposers. • Energy flow in the ecosystem. • Ecological succession. • Food chains, food webs and ecological pyramids.

Introduction: types, characteristic features, structure and function of the following ecosystem:-

1. Forest ecosystem 2. Grassland ecosystem 3. Desert ecosystem 4. Aquatic ecosystems (ponds, streams, lakes, rivers, oceans, Estuaries) 5. (6 lectures)

Definition: genetic, species and ecosystem diversity.

Biogeographically classification of India Value of biodiversity: consumptive use, productive use social, ethical, aesthetic and option values. Biodiversity at global, National and local levels, Hot-spots of biodiversity

Threats to biodiversity: habit loss, poaching of wildlife, man-wildlife conflicts Endangered and endemic species of India Conservation of biodiversity: In --situ and Ex-- situ conservation of biodiversity

Unit - IV: Human Population and the Environment / Field Work

Page 15: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

Population growth, variation among nations. Population explosion - Family Welfare Program Environment and Human Health Human Rights Value Education HIV/AIDS Women and child welfare Role of information Technology in Environment and Human Health Case studies (6 lectures)

Visit to a local area to document environmental assets-river / forest / grassland / hill / mountain Visit to a local polluted site — Urban / rural / industrial / agricultural Study of common plants, insects , birds Study of simple ecosystems — pond, river, hill slopes, etc. (Field work Equal to 5 lecture hours Unit – V: Environmental Pollution, Social Issues and the Environment Definition Causes, effects and control measures of: -

a. Air pollution b. Water pollution c. Soil pollution d. Marine pollution e. Noise pollution f. Thermal pollution g. Nuclear hazards

Solid waste Management: Causes, effects and control measures of urban and industrial wastes.

Role of individual in prevention of pollution Pollution case studies

Disaster management: floods, earthquake,cyclone and landslides. (8 lectures)

From Unsustainable to Sustainable development Urban problems related to energy Water conservation, rain water harvesting, watershed management Resettlement and rehabilitation of people; its problems and concerns case studies. Environmental ethics: Issues and possibility~ solutions. Climate change, global warming, acid rain, ozone layer depletion, nuclear accidents and holocaust, case

studies. Wasteland reclamation. Consumerism and waste products. Environment protection Act. Air (Prevention and Control of Pollution) Act. Water (Prevention and control of Pollution) Act. Wildlife Protection Act.Forest Conservation Act. Issues involved in Enforcement of Environmental legislation. Public awareness.(7 lectures)

Page 16: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

Year 2 | Semester 2

1. ADVANCED CG MODELING CODE: AV 2.2.1 P Unit – I: Set Modeling

Introduction Building the living room architecture Setting up Maya for Modeling

Unit – II: Modeling the windows,

Setting the scene, Modeling furniture and art frame work, Lighting, Texturing and Rendering Revolving, lofting and extruding curves to create surfaces, attaching and detaching surfaces, socking,

stitching surfaces Setting up the Scene Scale and Setting up New Project Modeling Walls, Wall Trims, Windows, Curtain and Ceiling Creating polygon primitive objects, polygon components, editing polygon surfaces, combining and

separating polygons Modeling Furniture: Couch, Chairs, Table, Palm Tree, Lamp and Carpet, Finishing up and Arranging the

scene. Unit – III: Terrain Modeling

Choosing a model type Laying out the scene Creating a camera Adding detail Splitting polygons Deleting edges and vertices Using soft selection Sculpting geometry Extrudingpolygons Projecting UV coordinates Using Mesh Smooth with the Maya software renderer

Unit – IV: Shading

Understanding Artisan and Paint Effects Painting on objects Customizing 2D Paint Effects brushes Saving Paint Effects brushes Managing 3D paint textures Creating layered maps Applying 2D procedural textures Applying 3D procedural textures Baking textures

Reference Software: Autodesk Maya

Page 17: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

2. TEXTURING & SHADING CODE: AV 2.2.2 P Unit 1 Introduction to Shaders

Study of different shaders Understanding the rendering engine Basic texturing

Unit 2 Un-wrapping the 3D objects

Various Projections technics Editing the UVs Exporting UV maps and getting ready for texture painting

Unit 3 Painting Textures

Painting different channels Specular Diffuse Translucence Bump

Unit 4 Applying texture maps

Normal mapping Basic rendering of the objects Refining and advanced texture study

Reference Software: Autodesk Maya & Adobe Photoshop

3. FUNDAMENTALS OF VISUAL EFFECTS CODE: AV 2.2.3 P Unit -I: Introduction and Nuke Workflow

Migrating from Aftereffects to Nuke Introduction to node base compositing Keyboard Shortcut Node Trees Viewer Navigation Controls Timeline Controls Project Settings Reformat Flip Book Setting Up A Shot

Unit -II: Transformations and Merging Techniques

Introduction about Transform Jack Setting Keyframes Curve Editor Linking Parameters Expressions Math Functions Cropping Images Image Blending Basic Merge Node

Page 18: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

Keymix Node Addmix Node

Unit -III: Roto in Nuke

Drawing Shapes in Roto Drawing Complex Shapes Editing Shapes Animating Shapes Merging Shapes Outputing Masks

Unit -IV: Paint In Nuke

Drawing Strokes Editing Strokes The Clone Tools The Reveal Tool The Blur Tool The Dodge Tool

Unit -V: Rig Removals In Nuke

Observing Various Techniques Automated Rig Removals Executing F_Rigremoval Node Production Example Establishing Finishing Touches

Preferred Software: Foundry NUKE

4. DIGITAL PAINTING CODE: AV 2.2.4P Unit I - Introduction

Overview Brush creation and customization Vector tools

Unit II - Basic Painting

Painting techniques Blending techniques Understanding visual language for paintings

Unit III - Painting in detail

Painting the foreground Painting the background Painting the character Adjusting color balance

Unit IV - Lighting and texturing

Spotlight, Omni Light, Directional light, Area lights Ray-trace shadows, Shadow maps, area shadows

Page 19: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

Global illumination, Final gather Ambient occlusion

Reference Software: Autodesk Maya, Adobe Photoshop and Z-Brush

5. PRE-PRODUCTION CODE: AV 2.2.5 P Unit -1 : Pre-Production - 1

Character Turnaround Character Lip Sync Chart

Unit -2 : Pre-Production - 2

Character Attitudes Character Size Comparison

Unit -3 : Pre-Production - 3

Rule of Thirds, Foreground, Middle Ground and Background Short Angles Building The Storyboard

Unit -4 : Live Sketching

Quality of pencil strokes Character and manner of grouping of strokes

Unit -5 : Claymation

Modeling basic shapes Posing basic shapes Animating the poses and filming

ReferenceBook:The art of storyboard – John Hart | Pencil Sketching by George W. Koch

Year 3 | Semester 1

1. RIGGING CODE: AV 3.1.1 P Unit I: Constrains

Parenting and grouping objects using point, orient, parent constrains Creating controllers, set driven keys etc

Unit II: Creating Skeletons

Creating joints, editing joints, parenting joints, orienting joints Creating hierarchical structures and skeletons for biped and quadruped characters

Unit III: Kinematics

Understanding Forward Kinematics and Inverse Kinematics Using IK solvers on skeletons, blending FK and IK Creating controllers and adding custom attributes Creating facial setups, blend shape deformers

Page 20: ANIMATION & VISUAL EFFECTS

6-3-902/C, 5th floor, Mandhani Complex, Next to Yashoda Hospital, Somajiguda, Hyderabad.

Mobile: +91 7032 6565 71 :: E-mail: [email protected] :: Website: digiquestacademy.com

Unit IV: Skinning Understanding Rigid Bind and Smooth Bind Binding skeletons to characters Painting skin weights, editing skin weights using component editor, mirroring skin weights Adding influence objects and muscles Reference Software: Autodesk Maya

2. ACTING FOR ANIMATORS CODE: AV 3.1.2P

Unit I: STUDY OF ACTION SEQUENCES

Study of some of the action sequences in feature films and animated films by observing them repeatedly Analyzing and understanding the character style, behavior, body language, body dynamics, anticipation,

follow-through and weights shifts Unit II:ACT AND OBSERVE

Working with short takes Preparing and warming up the body, mind, human senses Acting and recording some of the action sequences including drama and comedy and observing them

Unit III:CHANGE ACTION INTO PERFORMANCE

Try to act and develop rhythm in an action Understanding the tense and relaxed situations Dramaand comedy situations Attitude and emotions

Unit IV:PERFORMING A SCENE

Study the scene Rehearsing and playing action with scene partners, improvisation Working with a Director Performing scene in front of the audience

Practical

3. CHARACTER ANIMATION CODE: AV 3.1.3P Unit – I: ANIMATION TECHNIQUES

Learning animation tools Motion path animation Ghosting, play blasting, setting key frames Copying and pasting key frames Graph editor, tangents Dope sheet, playback speed

Unit – II:ANIMATING CHARACTERS

Creating bouncing ball Animation, pendulum animation etc Creating important story telling poses, pose to pose vs. straight ahead animation Line of action, extremes and breakdowns Walk cycles, progressive walk, adding attitude in walks

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Unit – III:BODY MECHANICS

Animating small actions to familiarize body weight, volume, gravity etc Lifting heavy objects, pushing and pulling objects, Character interaction with objects

Reference Software: Autodesk Maya

4. LIGHTING AND RENDERING CODE: AV 3.1.4P

Unit – I: CREATING LIGHTS,WORKING WITH SHADOWS

Creating various types of lights, light properties, understanding light attributes, direct and indirect lighting, using maps on light attributes, break light links, make light links

Understanding visual functions of shadow, shadow algorithms, depth-map shadow, ray traced shadow, soft shadows, hard shadows, faking shadows

Unit – II: ILLUMINATING 3D SCENES,GLOBAL ILLUMINATION

Using various lights to illuminate scenes, day lighting, night lighting, adding fog to environments, light glows, indoor and outdoor lighting, diffused lighting, 3-point lighting, key light, fill light and back light

Understanding global illuminations, GI photons, photon maps, final gathering, combining GI and FG, HDRI images, caustics, subsurface scattering, creating physical sun and sky

Unit – III: CREATING SHADERS AND MATERIALS, UV MAPPING TECHNIQUES

Understanding Renderers Basic to advanced renderers Multi pass and multilayer rendering Managing render layers Rendering scene in to multi passes Advanced lighting techniques

Unit – IV: Mental Ray and Vray

Understanding MentalRay renderer Mentalray materials and shaders Ambient Occlusion Understanding Vray Vray materials and shaders Rendering output using MenralRay and VRay

Reference Software: Autodesk Maya and V-Ray

5. BASIC & ADVANCED KEYING IN VISUAL EFFECTS CODE: AV 3.1.5P

Unit -I: Basic Keying

Introduction to Keying The Keyer Node Chroma Key The Difference Key

Unit -II: Keying with Primatte Primatte Theory

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Primatte Operations Basic Key Garbage Matte and De-grain

Unit -III: Keying with IBK Node Setup Adjusting IBK Color Node Adjusting IBK Gizmo Node

Unit -IV: Keying with Keylight Basic Compositing Screen Controls Screen Matte Controls Garbage Mattes Tuning Controls Multipass Keying Dynamic Keying

Unit -V: Advanced Keying

Advance Keying Breakdown Keying Series IBK Stacked Technique Despill Techniques Premulting and Over Addmix and Key mix Techniques Production Workflow Reference Software:Nuke

Year 3 | Semester 2

1. FUNDAMENTALS OF DYNAMICS CODE: AV 3.2.1 P Unit – I: Building a simulation

Understanding the rigid body solver Setting animation References Choosing a scale convention Laying out the scene Modeling proxy objects Constraining renderable objects to proxies Organizing display layers Creating passive rigid bodies Creating active rigid bodies Adding a Gravity field Moving the center of mass Setting an initial state Imparting initial velocity

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Unit – II: Directing a Simulation Improving performance with stand-ins Disabling rigid body nodes with Ignore Adding bounce Adding friction Adjusting mass Applying damping Tuning rigid body solver attributes Adding a Radial field Limiting a field with Max Distance Softening a field with attenuation Adjusting field attributes with manipulators

Unit – III: Working with key frames

Disabling solver evaluation Key framing field magnitude Pushing an active body with Impulse Keying the active attribute Baking the simulation to keyframes Deleting all rigid body nodes Editingkeyframes in the Graph Editor Simplifying animation curves

Unit – IV: Applying Dynamic constraints

Understanding dynamic constraints Creating dynamic objects Creating a Hinge constraint Creating a Spring constraint Fine-tuning attributes

Reference Software: Foundry NUKE

2. DYNAMICS ESSENTIALS CODE: AV 3.2.2P Unit – I: Creating Images from Animated Particles

Mapping the image onto the plane Creating a surface emitter with image colors Setting particle attributes Creating a vortex field Creating and animating the first layer of particles Creating and animating the second layer of particles Emitting from a 3D object

Unit – II: Creating smoke

Creating smoke Adding velocity and textures Creating embers Smoke demo

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Unit – III: Technical supplements Working with the forces The dynamic Relationship Editor Creating collisions and events Creating attributes in the particle shape node

Unit – IV: Simple MEL Expressions

Using simple MEL expressions Changing particle life spans with expressions Changing particle radius with expressions Line Step and Smooth Step

Unit – V: Instancing Particl4e and Paint Effects

Instancing particles Instancing paint effects onto particles Randomizing paint effects Instancing animation A flock of butterflies

Reference Software: Foundry NUKE

3. COLOR CORRECTION & MORPHING TECHNIQUES IN VISUAL EFFECTS

CODE: AV 3.2.3 P

Unit -I: Color Management

Color Management Workflow Introduction to LUTs Color Management Viewer Process Color Management Viewer Process Color Picker

Unit -II: Color Correction

Grade Node Settings Color Lookup Node Work Flow Color Correct Node Hue Correct Node Match Grade Settings

Unit -III: Grid Warping

Introduction Grid Editing Grid Morphing with Grid Additional Tabs

Unit -IV: Spline Warping

Drawing Splines Open Spline Warping to a Target Image The Morphing

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The Correspondence Points

Unit -V: Temporal Operations The Read Node Frame Hold Node Time Offsetting Retiming the Clips Variable Speed Timing Freezing Frame Retiming with O-flow Techniques

Preferred Software: Foundry NUKE

4. FUNDAMENTALS OF VISUAL EFFECTS COMPOSITING CODE: AV 3.2.4 P

Unit -I: Introduction Nuke 3D Work Space in Nuke

Overview of 3D Tools Navigating 3d Viewer

Unit -II: Creating 3D Geometry

Intro about the 3D Nodes Working with Cards Working with Cubes Working with Spheres Working with Cylinders

Unit -III: Introduction to 3D Modifiers

Transform Geo Node Merge Geo Node Displace Geo Node Edit Geo Node

Unit -IV: Setting up the 3D Scene

Basic Set up of the scene Adding Cmeras to the Scene Adding Lights To the Scene Using multiple Cameras

Unit -V: Animation and Shaders

Basic Bicubics Animating Bicubics Transforming Geometry Look at features Displacing the Geometry Procgeo Node Diffuse Node Setup Project 3D Node Applying Material to Geometry Environment Light Setup

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Preferred Software: Foundry NUKE

5. MATCH MOVING &CAMERA PROJECTION IN VISUAL EFFECTS

CODE: AV 3.2.5 P

Unit -I: Introduction to Tracking Setting Up Trackers Automatic Tracking Keyframe Tracking Offset Tracking Matchmoving

Unit –II Stabilizing& Camera Tracking

Basics of Stabilizing Tracking Corner Pin Camera Tracker

Unit –III Introduction to UV Projection

Planner Projection Spherical Projection Cylindrical Projection Adding Axis Nodes

Unit –IV Setting 3D Background

Shot Setup Roughing Bg Finala Bg Alignment

Unit –IV Camera Projection Shot Setup View Wireframe Over BG Setup Projection Adding Projection Camera Adding Scene Camera Creating Re-projection Preferred Software: Foundry NUKE

Year 4 | Semester 1

1. POST-PRODUCTION CODE: AV 4.1.1 P Post production is a process in which elements of animation are put in order to execute the final output which may include editing, preparing for distribution of final output in various formats. Unit – I: Introduction To Video Editing Work Area, Bins, Importing Footage etc

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Unit – II: Video Editing Ii File formats – PAL, HD, NTSC, Slice, Ripple Edit, Tools and Techniques Unit – III: Video Editing Iii Video Effects, Audio Effects, Text, Text Animation, Movie Export, Media Encoder Unit – IV: Colour Correction Adjusting an image to improve overall output color. Unit -V: Sound Composing Multi-track program for composing, editing and mixing of music using sampled instrument sounds and also compose won sounds for the backgrounds. Reference Software: Adobe Premiere or FCP

2. ADVANCED DYNAMICS CODE: AV 4.1.2 P Unit – I: Fluid Pond Simulation

Setting up the scene Creating a pond Understanding fluid node attributes Adding a pond wake Adding emission turbulence Adjusting fluid shader attributes Matching a wake emitter to an object Testing with Interactive Playback Controlling dynamic simulation quality Making collisions Setting an initial state Keyframing emission Keyframing an object in a pond Renderingraytraced water Caching a fluid Smoothing pond polygons

Unit – II:Open Ocean Effects

Creating an ocean Working with a preview plane Customizing the Ocean shader Controlling render tessellation Floating objects Adjusting attributes of a floating object Creating motorboats Adding an ocean wake Improving realism with Emit from Object Fine-tuning the look

Unit – III: Rendering Underwater Scenes

Laying out the scene

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Building a shader network Setting Refractive Index Adjusting the environment color ramp Creating a fluid for underwater fog

Reference Software: Autodesk Maya and RealFlow

3. CINEMATOGRAPHY TECHNIQUES IN 3D SPACE CODE: AV 4.1.3 P Unit – I: Camera Basics

Working with the perspective viewport camera Undoing camera movements Using the Zoom tool Using the Fly Tool Displaying and moving orthographic cameras Setting clipping plane attributes Hiding the ViewCube Using bookmarks for alternative orthographic views Creating new preset orthographic views

Unit – II: Rendering camera Basics

The importance of renderable cameras Creating a Camera and Aim Increasing Locator Scale Moving the Camera and Aim Enabling the Resolution Gate Setting display options Creating node presets in the Attribute Editor Framing shots Adjusting focal length and the field of view Locking attributes Setting drawing overrides and hiding connectors Using a manipulator to set clipping planes

Unit – III: Pre-VIZ Editing with the Camera Sequencer, Simple camera Movement

Understanding the Camera Sequencer Creating shots Adding image planes Moving and trimming shots Ripple editing and stretching time Creating an ubercam Play blasting a sequence Choosing the right camera for the job Avoiding common pitfalls in camera animation Rotating in Gimbal mode Setting rotation order in the transform node Animating a pan and a truck Keying a truck in only one axis Animating a tilt and a pedestal, Animating a dolly and a zoom

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Unit – IV: Compound Camera Movement

Animating a truck-pan move Animating a pedestal-tilt move Animating a zolly or zoom-dolly, move Animating a crane shot Animating a handheld camera shot Animating an aerial shot with an editable motion trail Using the default Turntable camera

Unit – V:Special Effects

Rendering an isometric view Projecting a texture from a camera Understanding the Film Back Emulating a view camera for tilt-shift effects Adding distance blur with Depth of Field Measuring with the Distance Tool Animating a rack-focus effect

4. ADVANCED VISUAL EFFECTS COMPOSITING CODE: AV 4.1.4 P

Unit -I: Introduction to Channels

Images and Channels Viewer Channels Shuffle Node Setup Shuffle Copy ,Copy, Channel Merge Node Setup Creating New Channels Processing Channels

Unit -II: Composting with Multi pass

Introduction How the RGB Channels Work in Nuke The alpha channel and copying channels Color correcting with channels Combining Render Passes into Channels Writing a Clean Multi channel

Unit -III: Basics of EXRs

Introduction Advantages of EXR Work Flow Layers and Channels, Relative Paths Merging Channels Renaming layers Preparing Presets

Unit -IV: Composting with EXRs

Writing EXRs Workflow with EXRs Building Presets

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Creating Gizmos Choosing the Passes from EXR File Writing a Clean Multi channel

Unit -V: New Feature of Nuke

ZDefocus Deep composting Kronos optical Flow Retime Alembic Geometry Point Cloud Generator Depth Generator-Points,Position Particles Filters

Preferred Software: Foundry NUKE

5. ADVANCED ROTO & PRODUCTION TECHNIQUES CODE: AV 4.1.5 P

Unit-I : Golden Threads of Advanced ROTO

Interface and Introduction Strategies For Multiple Object Roto Speeding Up Roto By Tracking Acrculated Motion Spinning and Occlusion Keying Dealing with Motion Blur Paint FX Getting Data In and Out Shot Break Downs and Analysis

Production Techniques of Advanced Composting (Theory) Unit-II: Principles Photography for VFX

Fundamentals of photography How light a screen, how to judge the exposure on to onset data acquisition How to judge the exposure of the screen through the use of spot meters and digital SLRs. Blue Vs Green Dealing with creases, joins, shadows, light falloff etc.

Unit-III: CGI lighting Priciple and Application

Nature and properties of light Reflection, Refraction, Diffraction, polarization etc Differences between the lights Types of lighting Building blocks of physical lighting Extend beyond real world lighting

Unit-IV: NUKE 32 bit Color Management Pipeline

Pre-graded plates The color decision

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Gamma controls

Unit-V: Esthetics of Composting Establishing depth cues as color, tone, depth of field, scale and position, perspective, scale and position Camera attributes Clean Plates Film Stock Choosing a format Matte creation and manipulation Advance integration Technique Multilane and Depth Composting

Preferred Software:Silhouette and Nuke

Year 4 | Semester 2

VIVA VOCE CODE: AV 4.2.1 P A viva voce is conducted by one external expert of animation and one internal faculty on the final project and practical experience gained during his/her internship.

FINAL PROJECT CODE: AV 4.2.2P Students has prepare on a final project based on their specialization The student must take guidance of an Internal Guide and an External guide The student should select an external guide from any reputed Game company or Post Production studio

THESIS CODE: AV 4.2.3P Submission of a report on any of the topic related to animation under the guidance of the concerned faculty The presentation should have topic related visuals