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