B.Sc. Animation, Game Design and Development 2011-12 onwards SDE Page 1 of 10 Bharathiar University- Coimbatore -46 School of Distance Education (SDE) B.Sc. Animation,Game Design & Development Degree course 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 English in Animation 100 NA 100 2 Language II- French 100 NA 100 3 Animation Art 25 75 100 4 History of art and Color 25 75 100 5 Digital Image Compositing 25 75 100 Second year S.No Subject Theory Practical Total Marks 6 Modeling 25 75 100 7 Texturing 25 75 100 8 Lighting 25 75 100 9 Rigging 25 75 100 10 Animation 25 75 100 Third year S.No Subject Theory Practical Total Marks 11 3D Interactive Basics 25 75 100 12 Game environment 25 75 100 13 3D interactive scripting 25 75 100 14 3D Game Scripting & Virtools 25 75 100 SDK basics 15 Game Project 100 TOTAL MARKS 1500 For Project and Viva voce (External) Break up Project Evaluation : 75 Viva Voce : 25
B.Sc. Animation, Game Design and Development 2011-12 onwards SDE Page 2 of 10 B.Sc Animation, Game Design & Development Syllabus 1st YEAR SUBJECT: ENGLISH IN ANIMATION UNIT -I Animation Prose - Life History of Walt Disney, The Art of Ray Harryhausen, Edward Muybridge biography and The Secret of Pixar story telling UNIT -II Story telling- Normal story telling & story telling in animation, Features of animation story telling, Difference between normal story and animation storytelling, Learning stories life experience, time space telling & sharing and Cinematic sequence - Defining the moment, framing, sound & light, continuity, participation & interpretation UNIT III Communication Skills -Persuading and Debating, Sounds and Symbols in English, Word and Sentence Stress and Effective use of Intonation UNIT - IV Interpersonal Communication-Effecting Listening, Understanding the Audience, Interpersonal communication and awareness gap, Roles of verbal communication and Role of Non-verbal Communication UNIT V History of Animation- History & process of 2d animation (Traditional & Classical), History & process of stop motion, History & process of 3D animation, Motion capture technique & its application and Application of 3D Animation in various fields (departments) & its pipeline : http://www.grtleeds.co.uk/storytelling/wendy.html http://www.awn.com/articles/secret-pixar-storytelling http://www.soundsofenglish.org/pronunciation/sounds.htm www.englishraven.com http://www.wikipedia.org/ SUBJECT : LANGUAGE (FRENCH) As per BU examination pattern. SUBJECT : ANIMATION ART Man made drawing, Intro to art & tools Handling, Tonal values-shadings-lightings-shadings, Human anatomy, Live model study, Birds & animal study
B.Sc. Animation, Game Design and Development 2011-12 onwards SDE Page 3 of 10 Drawing and painting, Intro to Painting & Color mixing,still life Organic drawing, Still life (Inorganic) drawing & painting. I 2D Composition &Memory Drawing, perspective drawing, Landscape painting, Outdoor drawing and painting, Indoor drawing and painting, BG Designing- drawing and painting. V Preproduction, Intro to storyboard-camera angles- Character design, BG & lay out Design, Script writing, Storyboard. Unit - V Art & craft, Clay modeling- Portraits, Clay modeling- Character modeling, Mask making, Set designing, Painting : 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 Perspective Drawing Handbook - Joseph D'Amelio SUBJECT: HISTORY OF ART & COLOR THEORY Unit I History of Indian art -Art history-ancient art- Art by region-centuries in art- Islamic ascendancy-indian fresco- Contemporary art- Indian architecture- Indian painting History of Western Art - Ancient Classical art -Medieval- Renaissance- Early Renaissance- High Renaissance- Mannerism-Baroque-Rococo- Modern art I History of Contemporary Art- Abstract Expressionism-Computer art- Conceptual art- Minimalism- Neo-Dada- Pop Art- Post minimalism- Installation art- Photorealism- Graffiti Art V Color theory -Color theory-about colors-rgb-ryb-cmyk-primary colors-secondary colorstertiary colors-rays colors-ink colors-tint-shades
B.Sc. Animation, Game Design and Development 2011-12 onwards SDE Page 4 of 10 Unit - V Color Practical color mixing-color making-applying colors-secondary color mixing- tertiary color mixing-making- color wheel-define colors-cool colors-warm colors Color tint & Shades ( P)about tint and shades- making tints-making shades about black and white : The Animator's Workbook - Antony white Watercolour Landscape - David Bellamy SUBJECT : DIGITAL IMAGE COMPOSITING Introduction to Photoshop - Interface overview -Tools & Techniques- About Menu bar and Panels - Resolution- Color mode Color Correction(Auto Levels, Contrast, and Colors-Hue saturation adjustments-make duotone and sepia tone-replacing color- background effect) - Black& white coloring (Pen tool,create New layer and Adjustments)- Retouching (Patch tool, Clone tool, Healing Brush, Red Eye Tool and Blur). I Layer Blends-Using the Styles Panel- Creating Custom Layer Styles - Smart Filters - Sharpen and Blurs- Noise Filter - Filter Gallery - Liquify Filter - Pen Tool- Pen Tool to Create Paths - Understanding paths - Clicking and dragging your way down the path of knowledge-a closer look at the Paths panel. V Masking-The mask-related selection commands - Editing an alpha channel- Working in Quick Mask mode-masking with vector paths- Tracing( Pen tool- Selection-Fill and Storke) Unit - V Collage- Poster Design - Rules in poster design- Poster Layout Design -Typing the Text In Poster Layout - Add Title - Create Matte painting in Photoshop (Sketch - Masking - Adjustments and painting tools) : Photoshop book for Digital Photographers - Scott Kelby The Technique of Film and Video Editing, Fourth Edition: History, Theory, and Practice - Ken Dancyger
B.Sc. Animation, Game Design and Development 2011-12 onwards SDE Page 5 of 10 SUBJECT: MODELING B.Sc. Animation, Game Design & Development 2nd YEAR Introduction to Maya: What is 3D- Coordinates- Application of 3dMaya Interface- the three dimensions- Maya workspace - The axis indicator - Maya scene view Nurbs Modeling - Intro to curves- types of curves available in maya.- EP curve & CV curve - its differentiation, how to edit its positions- foundation of Nurbs - Curves - Proficiency at drawing and editing curves Unit III Nurbs Modeling -Objects- Different objects created using curve- nurbs surface creation,- Edit Nurbs options Unit IV Polygon Modeling I Objects - Different objects created using polygon tools, tips and tricks - Space ship - Tap - Sword Unit V Polygon Modeling II Objects - Different objects created using polygon tools and tips and tricks - Guitar Model - Interior - Car - cartoon character Stop Staring: Facial Modeling and Animation Done Right - Jason Osipa Texturing and Modeling : A Procedural Approach - David S. Ebert, F SUBJECT: TEXTURING UNIT - I What is Unwrapping - concepts - purpose of unwrapping - Maps available in maya, application of maps, how to create and layout UVs for objects using different projection methods & its attributes Utilizing the UV texture editor & interactive editing its positions in view port & its main attributes to control mapping areas over objects. UNIT - II How to generate UV map in UV Texture using UVlayout tools like unfold for flattening UV's over mesh to create flat 2dimensional map using commands, tools available in uv editor like sew for merging 2 or more edge's into single, relax for maintaining uniformity between uv's, cut for detaching uv map, Stretching UVs to fit in grid, aligning uv's in grid.
B.Sc. Animation, Game Design and Development 2011-12 onwards SDE Page 6 of 10 UNIT - III Application & difference between 2d, 3d textures & Environmental textures. Maya 2D textures - categories: water, Perlin, noise, etc.,. Bitmaps- generating textures - Maya 3D textures procedure & resolutions mathematics & algorithms. UNIT - IV Basic utilities for texturing - general utilities- color utilities, render node utilities, switch utilities, tweaking output UNIT - V Generating texture without editing attributes- double side texturing- mixing 3 or more colors & taking output. Advanced Maya Texturing and Lighting with CDROM - Lee Lanier, Wiley Publishing Texturing and Modeling : A Procedural Approach - David S. Ebert, F SUBJECT : LIGHTING UNIT - I What is light & its theory, Maya lights, attributes & shadows. Maya spot lights - on stage - in motion pictures- Directional lights- Ambient lights - Point lights - Area lights application, characteristics, properties and palettes for the above UNIT - II 3-point lighting concepts, Three-point lighting in visual media such as video, film, still photography and computer-generated imagery- effective use of key light- fill light - back light UNIT - III Working with Global Illumination, Final Gather, and Caustics- Global Illumination in mental ray simulation - photons and their applications, Final Gathering - Caustics phenomena reflection and refraction through transparent surfaces. 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 Texturing and Modeling : A Procedural Approach - David S. Ebert, F Rendering with Mental Ray -Thomas Driemeyer Essential CG Lighting Techniques - Darren Brooker
B.Sc. Animation, Game Design and Development 2011-12 onwards SDE Page 7 of 10 SUBJECT : RIGGING Introduction to Rigging - Basic introduction to rigging for animating a mechanical character - Brief description about importance of rigging a character or an object - Constraints -Tools Robot Rigging - Understanding Mesh Flow - Joints Creation - Naming Joints - Orientation axis - Ik Handles for legs - Grouping for legs - Attributes Creation - Set Driven Controls for Legs & Fingers - Body Controls - Master Controls - Parenting I Vehicle Rigging - Understanding Vehicle movements - Joints Creation - Naming Joints - Orientation Axis - Attributes Creation - Expressions for Wheel Rotation - Controls Creation - Rigid Binding - Body Controls - Door Controls - Wheel Controls - Master Controls V Biped Rigging (Cartoon Character Rigging) - Ik Handles for Legs & Hand - Ik Spline Handles for Spine Joints - Attributes creation for legs & Fingers - FKIK Switching - FK Controls - IK Controls - Master Controls - Skinning -Skinning Tools & Techniques- Rigid and Smooth Binding - Fine Tuning Influences. Unit - V Quadruped Rigging - Ik Handles for Legs - Ik Spline Handles for Spine Joints - Attributes Creation - IK Controls - Master Controls- Quadruped Skinning - Skinning Tools & Techniques -Rigid and Smooth Binding - Fine Tuning Influences. An Essential introduction to Maya Character Rigging - Cheryl Cabrera SUBJECT: ANIMATION Animation Tools - Introduction to Animation - History of Animation - Production Pipeline - Types of Animation - Different Animation types - Animation Tools - Principles - Graph Editor - Animation types Ball Bounce Animation - Set Key Animation - Stretch & Squash Animation - Fine Tuning in Graph Editor - Obstacle Ball Bounce Animation - Set Key - Primary Animation - Stretch & Squash - Obstacle Bounce - Fine Tuning - Graph Editor I Walk Cycle & Progressive Walk Animation (Cartoon Character Animation) - Understanding Walk Animation - Normal Walk - Cartoonic Walk Styles - Acting - Blocking - Primary - Secondary -Fine Tuning - Graph Editor - Previewing Animation
B.Sc. Animation, Game Design and Development 2011-12 onwards SDE Page 8 of 10 V Run Cycle Animation & Progressive Run Animation (Cartoon Character Animation) - Normal Run - Cartoonic Run Styles - Acting - Blocking - Primary Animation - Secondary Animation - Fine Tuning - Graph Editor - Previewing Animation Unit - V Jump & Dive Animation (Cartoon Character Animation), Facial Animation ( Cartoon Character Animation), Car Animation ( Cartoon Car Animation) - Understanding Facial Expressions - Acting - Keying - Fine Tuning - Graph Editor - Inorganic Animation 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 SUBJECT : 3D INTERACTIVE BASICS B.Sc. Animation, Game Design & Development 3rd YEAR Introduction about 3d interactive world and its application, Introduction to Game engine and features, virtools its features and improvements, basics of virtools, exporting from maya to virtools, exporting an animated character inside virtools Unit II Game Tool interface -Menu Bar - 3d layout panel-tool bar-selection and transformation controlcamera manipulation controls-preview panel- building blocks panel-building blocks, virtools resources, level manager panel-level manager, status bar Unit III Naming Conventions and Best Practice Concepts- virtools naming conventions-importing from maya- 3d model data- resetting the models transform-exporting materials-exporting lights-exporting camerasexporting dummy objects-exporting curves-exporting groups-exporting bone setup Unit IV Data resources and Initial conditions-loading a data resources-loading an object and adjusting its properties, placing a set inside the stage Unit V object transformation-rotation scaling-adding a movement script to 3d entity-simple object rotationadvanced object rotation- revolving one object around another-object scaling-making an object move along a path controlling an object using the keyboard
B.Sc. Animation, Game Design and Development 2011-12 onwards SDE Page 9 of 10 Building Interactive Worlds in 3D: Virtual Sets and Pre-visualization for Games, Film & the Web - Jean-Marc Gauthier SUBJECT : GAME ENVIRONMENT Character study-importing a character and assigning a controller, character controller, unlimited controller, character curve follow, keyboard controller, keyboard mapper, character go to, share character animation, creating a targeted character movement Collision theory- Floor object collision, creating characters and floors, basic collision, advanced collision using collision detection triggering events, declare floors, declare obstacles, floor slider, prevent collision, sphere slider, sphere intersection Unit III Introduction to camera, adjusting camera target, Camera Tracking,,different types of camera-dolly, camera colour filter, camera zoom extend, switching cameras, get current camera, set as active camera, look around Unit IV Material and Texturing- creating simple shadows- creating planar shadows- creating projected shadows-using grid in virtools-creating grid collision-creating a background-creating a background colour using a background image Unit V Animating and Manipulating material- basic texture animation-creating pseudo-3d characters using sprites, animating material movement,2d interface, creating a 2d sprite-creating a 2d frame Virtools Fundamentals - Daniel Liu & Shaun Le Lacheur Sales (Author), SUBJECT : 3D INTERACTIVE SCRIPTING Basic text functions -displaying 2d text-displaying 3d text-displaying text messages In game dialogues, Creating a two character dialogue Game Dialogues, Game Sound, Sound Effects, Position sound, Panning control, Pitch control, Volume control, MIDI Player, Set listener properties
B.Sc. Animation, Game Design and Development 2011-12 onwards SDE Page 10 of 10 Unit -III Particle Systems- introducing the particle emitter-introducing particle interactor & deflectors Configuring a particle emitter-creating particle collision-using interactors to make particles track an object Unit IV Introduction to lights-different types of lights, adjusting its properties, set light range, set light target, set light type, spot light properties, lens flare Unit V Game Special FX- creating lens flare-creating fog-creating a picture in picture effect-object motion blur-glowing trails-mesh explosion-simulating wave motion Game Coding Complete, Third Edition [Paperback] - Mike (Mike McShaffry) SUBJECT : 3D GAME SCRIPTING & VIRTOOLS SDK BASICS Creating an array-getting array, data-creating a data switch using an array, Event Control- Behavior and Scripting, Behavior Input, Behavior Output, Parameter Input, Parameter output. Messages 3D Interactive through XML, XML Loader, XML debugger, XML Child, XML find Iterator, XML Hierarchy parser, XML Attribute Object Loading, Dynamic Loading - Multi User, Online Multi User, Server Multi user. I Virtools scripting language-vsl overview-run VSL basic-action VSL basic Unit IV Introduction to Shaders in virtools, using existing shaders, writing simple shader Unit V virtools SDK fundamentals, SDK overview, how to create custom building block. How to create custom manager 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)