M.Sc. Animation Game Design & Development (SDE) 2011-12 P age 1 of 11



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M.Sc. Animation Game Design & Development (SDE) 2011-12 P age 1 of 11 BHARATHIAR UNIVERSITY- COIMBATORE -46 SCHOOL OF DISTANCE EDUCATION (SDE) M.Sc ANIMATION GAME DESIGN & DEVELOPMENT Annual Pattern (with effect from 2011-12 Batch onwards) Scheme of Examinations Duration of Exam: Theory 3 hours practical- 5 hours Max marks: Theory -25 Practical 75 First Year S.No Subject Theory Practical Total Marks 1 Advanced Animation Art 25 75 100 2 Advanced Digital Image Compositing 25 75 100 3 Advanced Modeling 25 75 100 4 Advanced Texturing 25 75 100 5 Advanced Lighting & Cameras 25 75 100 Second year S.No Subject Theory Practical Total Marks 1 Advanced Rigging 25 75 100 2 Advanced Animation 25 75 100 3 3D Interactive Intermediate & 25 75 100 Advanced Game environment 4 Advanced 3D interactive scripting 25 75 100 5 3D Game scripting & Virtools SDK 25 75 100 Intermediate TOTAL Marks 1000

M.Sc. Animation Game Design & Development (SDE) 2011-12 P age 2 of 11 1st YEAR ADVANCED ANIMATION ART Unit - I Advanced man made drawing- linear perspective- color- pencil shade techniques- organic drawing perspective color application- study of Live models humans- Birds animal- alien study Unit - II Organic drawing and painting - advanced Painting & Color mixing techniques -Still life Organic drawing, Still life Inorganic drawing & painting. History of art- Memory Drawing western History- Indian History- perspective drawing- live Landscape painting- elevation for buildings-aesthetics theory western and Indian aestheticstraditional color understanding Unit - IV Preproduction- importance of character- conceiving characters- designing main characters ancilliary characters- environment camera language story telling. Unit - V Molding & fabrication- vegetables as characters models from recycled items-building models- mixed media murals advanced Set designing- finishing : Story boarding the Simpsons way - Chris roman How to Draw Anime & Game Characters - Tadashi Ozawa Perspective - A Guide for Artists, Architects and Designers - Gwen White How to draw Portrait Drawing A Step-By-Step Art Instruction Book (2005) - Watson-Guptill

M.Sc. Animation Game Design & Development (SDE) 2011-12 P age 3 of 11 ADVANCED DIGITAL IMAGE COMPOSITING Unit - I Interface overview - Color Correction - Layer Blends - Resolution- Masking- Application of all above. Unit - II Familiarity with the color tools- contrast levels-brightness - contrast under image menu - Match color- Duotone-Replace Color-Hue & Saturation- Retouching (intermediate) change replace and match BG and color Blends styles (intermediate)- create layers- name the layers- arranging works in separate layers while working on a project/design - change layer styles Using the Styles Panel- handling pen tool Unit - IV Masking techniques (intermediate) intermediate selection commands - Editing palette understanding parameters - short cuts using Quick Mask mode- familiarizing vector paths- improving Tracing speed. Unit - V Webpage layout- Header banner Design Design aesthetics- layouts- Poster Layout Design collage - inputting Text - Adding Title - Matte painting for webpage creating webpages to suit client needs. : Photoshop book for Digital Photographers - Scott Kelby

M.Sc. Animation Game Design & Development (SDE) 2011-12 P age 4 of 11 ADVANCED MODELING Unit I (MODELING FUNDAMENTALS) Introduction to modeling,- Maya Interface, Maya Tools for modeling - Nurbs modeling - Surface and polygon formation requirements - Space Ship Modeling. Unit II (INTERMEDIATE MODELING) Introduction to Curve tools - Car Modeling - Guitar Modeling - Sword Modeling - Nurbs to Polygon-Structure Detail- Nurbs component Fine tuning Car Model. Interior Modeling - Detail work flow on polygon items-polygon Tools Split Polygon Tool,-Insert Edge Tool-Cutface Tool-Extrude face/edge-create models like Sofa, chair, Lights, Screen etc Unit IV (ADVANCE MODELING) High Poly Modeling - Helmet Model - Advance character model Human Anatomy - Mesh flow-muscular Study - Detail Mesh flow-muscle Study Leg, Leg Fingers-Extrude-Shape formation-detail UNIT V Detail Face Model -Mesh flow-muscle Study for face -Extrude-Shape formation-detail - Refine Mesh flow-final Detailing of Character-Loop check for Rigging and Animation. Stop Staring: Facial Modeling and Animation Done Right - Jason Osipa Texturing and Modeling : A Procedural Approach - David S. Ebert, F

M.Sc. Animation Game Design & Development (SDE) 2011-12 P age 5 of 11 ADVANCED TEXTURING UNIT - I (FUNDAMENTALS) Unwrapping - Maya Maps - Projection methods - Utilizing the UV texture editor & interactive editing its positions in view port & its main attributes to control mapping areas over objects. UNIT II (INTERMEDIATE LEVEL) UV map coordination - UV Texture layout - Merging UV s UV uniformities - Stretching UVs to fit in grid - aligning uv's in grid. UNIT - III 2D,3D textures & Environmental textures Bitmaps Bump Map - Texture Generation using Photoshop - Maya 3D textures Procedure - Resolutions Mathematics - Algorithms. UNIT IV (ADVANCE LEVEL) Texture Utilities - General utilities- Color utilities(photoshop) - Render node utilities - Switch utilities - tuning output results UNIT - V Generating texture without editing the attributes - double side texturing, mixing 3 or more colors & taking output Shading workflow. Advanced Maya Texturing and Lighting with CDROM - Lee Lanier, Wiley Publishing Texturing and Modeling : A Procedural Approach - David S. Ebert

M.Sc. Animation Game Design & Development (SDE) 2011-12 P age 6 of 11 ADVANCED LIGHTING & CAMERAS UNIT I (FUNDAMENTALS) Light Theory - Maya lights - Spot lights - on stage - in motion pictures- Directional lights- Ambient lights - Point lights - Area lights Volume light Light properties and palettes. UNIT II (INTERMEDIATE LEVEL) Concepts of light rigging - 3point lighting concepts Three point lighting in film & animation industry - Still photography computer generated imagery- Effective use of key light- Fill light - Back light UNIT III (ADVANCE LEVEL) Global Illumination - Final Gather - Caustics- Global Illumination in mental ray simulation - Photons - Final Gathering - Caustics phenomena - Reflection & Refraction in transparent surfaces IBL basics. UNIT - IV Advanced Techniques (Physical sun & sky, HDRI) & Generating various passes (ambient, occlusion, diffuse, etc.,) HDRI - Definition & its applications UNIT - V What are cameras- How to use different types of cameras available in maya.- Camera & Aim- Zoom, Pan, focus lenses and filters effective blocking techniques- Maintaining shot continuity Advanced Maya Texturing and Lighting with CDROM - Lee Lanier, Wiley Publishing Essential CG Lighting Techniques - Darren Brooker

M.Sc. Animation Game Design & Development (SDE) 2011-12 P age 7 of 11 II YEAR ADVANCED RIGGING Unit I (FUNDAMENTALS) Rigging Concepts Rigging Tools Techniques - Rigging for animating a mechanical character - Brief description about importance of rigging a character or an object - Constraints Unit II (INTERMEDIATE LEVEL) Robot Rigging Analyzing mesh flow - Joints - Orientation axis - Ik Handles creation - Grouping - Attributes Creation Controls creation Parenting Fine Tuning Unit III Vehicle Rigging - Analyzing Vehicle movements - Joints Creation - Orientation Axis - Attributes Creation Expressions - Controls Creation - Rigid Binding Fine Tuning Unit IV (ADVANCED LEVEL) High poly rig - Biped Rigging (Character Rigging) Analyzing Mesh Flow - Joints Creation - IK Attributes creation - FKIK Switching - Controls creation - Skinning - Skinning Tools & Techniques - Binding - Fine Tuning. Unit - V High poly rig - Quadruped Rigging Analyzing character movements - Analyzing Mesh Flow - Joints Creation FKIK - Controls creation Skinning - Binding - Fine Tuning Influences. An Essential introduction to Maya Character Rigging - Cheryl Cabrera

M.Sc. Animation Game Design & Development (SDE) 2011-12 P age 8 of 11 ADVANCED ANIMATION Unit I (FUNDAMENTALS) Principle of Animation - Tools & Techniques - Graph Editor - Dope Sheet - Trax Editor - Linear - Non Linear Pendulum Animation Unit II (INTERMEDIATE LEVEL) Ball Bounce Animation - Primary Animation - Stretch & Squash Animation - Fine Tuning Animation - Obstacle Ball Bounce Animation - Ball concept animation Character Walk Animation - Understanding Walk Animation Normal Walk - Cartoonic Walk Styles - Acting - Blocking - Primary Secondary - Fine Tuning - Unit III (ADVANCE LEVEL) Character Run Animation - Understanding Run Animation - Normal Run - Cartoonic Run Styles - Acting - Blocking - Primary Animation - Secondary Animation - Fine Tuning Unit - IV Jump Animation - Acting - Blocking - Primary Animation - Secondary Animation - Fine Tuning Jump Animation Dive Animation - Fine Tuning Dive Animation Unit V Body Mechanics - Push Animation Acting Keying Blocking Primary - Secondary Animation Fine Tuning Push Animation Layout Animation - Facial Animation Lip Sync Storyboard Concepts. Animation The Mechanics of Motion - Chris Webster Understanding Animation - Paul Wells Timing for Animation - Harold Whitaker, John Halas The Art of 3-D Computer Animation and Effects, Third Edition - Isaac Victor Kerlow Maya Studio Projects: Dynamics - Todd Palaman

M.Sc. Animation Game Design & Development (SDE) 2011-12 P age 9 of 11 3D INTERACTIVE INTERMEDIATE & ADVANCED GAME ENVIRONMENT Unit - I 3d interactive world - virtools process loop- processing behaviours rendering- behaviours and scripts- exporting import platforms- Game Tool interface - building blocks attributes manager hierarchy manager panel- path manager schematic view Unit II Virtools Nomenclature and best practices - gathering model data - adjusting properties palette exporting materials, light, camera, curves, bone data etc rotation, scaling advanced object rotationmaking object move along path. Character study-importing & controlling character (intermediate)- unlimited controller primary and secondary animations- sharing animations - character movement and collision theoryadvanced collision using collision detection- triggering events. Unit IV Understanding cameras - setting Camera Tracking- cameras and lenses - basic- Fx- montagemovement- dolly- setting as active camera getting current camera - static and moving cameras. Unit V Advanced skin, hair, fur cloth Texturing- advanced shadows settings- planar shadowsprojected shadows-advanced virtools grids- movements and interpolation- simulating textures. Building Interactive Worlds in 3D: Virtual Sets and Pre-visualization for Games, Film & the Web - Jean-Marc Gauthier

M.Sc. Animation Game Design & Development (SDE) 2011-12 P age 10 of 11 ADVANCED 3D INTERACTIVE SCRIPTING Unit I Intermediate Text functions -displaying 2d text-displaying 3d text-displaying text messages in game dialogues, Creating a two character dialogue Unit - II Creating new light and positions, adding wait run attack- Sound Effects- adding layer slider BB- adding object collision box creating level script- creating 3D positional sounds Particle interactors and deflectors- creating new 3D frame- creating script for particle emittersetting parameters adding attributes- setting speed, bounce, variance adding bezzier progression BB set position BB setting maget strength preview & fine tuning Unit IV Lights configuration parameters- Types of lights- adjusting its properties advanced light target settings- influence, range attenuation control - lens flare- setting advanced light range Unit V Testing lens flare with camera movement- advanced settings in creating fog- picture in picture - motion blur-glowing trail-mesh explosion-testing wave motion with water fall Building Interactive Worlds in 3D: Virtual Sets and Pre-visualization for Games, Film & the Web - Jean-Marc Gauthier Game Coding Complete, Third Edition [Paperback] - Mike (Mike McShaffry) McShaffry (Author)

M.Sc. Animation Game Design & Development (SDE) 2011-12 P age 11 of 11 3D GAME SCRIPTING & VIRTOOLS SDK INTERMEDIATE Unit - I Creating statistics for characters using an array- using get Row BB creating 2D frames, sizes and texture- linking set texture with Out Pout BB- preview and fine tuning. Unit II Creating a data switch adding set cell creating new array- setting target to interface- connecting script to data for interactivity- preview and fine tuning. Creating an event driven game- the win condition- 18 point process preview and fine tuning - 3D XML import options- mess cutting mode- interface insertion mode normal processing mode material override mode- changing 3D XML variable parameters. Unit - IV Global VSL scripts- global variables dependencies between scripts variable types base types- compiling- debug and release- running VSL scripts limitations. Unit - V Origin of shaders- state vertex shader instructions- pixel shader instructions- shader languages - using existing shaders- writing complex shader Virtools Fundamentals - Daniel Liu & Shaun Le Lacheur Sales (Author), Game Coding Complete, Third Edition [Paperback] - Mike (Mike McShaffry) McShaffry (Author)