SYLLABUS
Course Description:
Contemporary computer animation in art and science is an experiment
with dual semantic notions of “surface” and “depth”.
Whether through programming or refined visual motion, in scientific
visualization and cinema respectively, computer animation demonstrates
the congruence between actual and virtual worlds, even if its
surfaces or appearances are merely “faking depth”.
In this course we will learn how to use three dimensional modeling
and animation software, Maya, to create “depth” in
appearances through the use of “skin deep” 3D models
and through dynamic animation, for a complexity of meaning in
communication. In asking, “How do virtual appearances signify
complexities of life, of artistic and scientific phenomena?”,
students will identify what makes meaning-rich and compelling
as well as complex 3D animation using “a collection of
animate surfaces”. Through knowledge of the types of production
and transformation in 3D, including the qualities of intuitively
mathematical form creation, students will become proficient in
alternative 3D graphics: modeling, motion, and meaning, in between
the filmic and interactive.
Course Objectives:
To learn the procedures of modeling, setting up scenes, rendering
images of scenes, and creating animation through a virtual 3D
space or component, animation that is somewhere in between interactive
art and single channel video.
To explore the potential of meaning in 3D through its intuitive
mathematics without formal mathematics knowledge, and to explore
other metaphors of surface and depth in virtual and actual environments.
To understand the “play” between surface and depth,
which stands in for the “play” between visual aesthetics
and meaning rich communication in 3D modeling and animation.
To learn how to use kinematics in animation, both forward and
inverse, for character animation or complex virtual activity.
To Learn Intermediate to Advanced Maya 3D Modeling and Animation
software, an industry standard production tool.
Week One:
Context, and Depth?: The Cartesian Grid and the Space of
Virtual Modeling and Animation. 3D modeling and animation history in
the short term. In the long term. Is 3D modeling and animation
Descartes
revisited, or does it have other distinguishing features? The
virtual in any drawing process; the virtual of perspective
drawing.
Practice, and Surface?: Downloading Maya Personal Learning
Edition. Begin Tutorial One, Maya Foundation Series Chapters
1-3. The notion
of visual math and visual intelligence. What is modeling and
simulation REALLY?
Surface/Depth: Studio Project One, Mazes of Meaning: Using
horizontal and vertical planes and text and image texture-maps,
create an
animation of viewpoint along a path through a virtual architecture
or display.
Week Two:
Context, and Depth?: Taxonomies, Cabinets, Encapsulation,
and Disruption: from Space to Non-Space and the Relationship
between
Knowledge,
Environment, Spatial Organization and Movement. The “Space
of Possibles” and the contribution of enlarged choices
in virtual environments.
Practice, and Surface?: Second Half of Tutorial One, Maya Foundation
Series, chapters 4 through 6. Spatial metaphors and orienting
users in the Maya environment. The right-hand rule. Clipping
Planes,
Matrices, Transformations, and Translations. A tool chest
of “Platonic” forms.
Week Three:
Context, and Depth?: Virtual Architecture, Complex systems
and Hybrids of Image and Environment. Instructor’s
Take: Is the architectural metaphor still relevant to paradigms
of
cyberspace?
Practice, and Surface?: Critique Mazes of Meaning
Week Four:
Context, and Depth?: The notion of dynamics in the history
of science. Background of systems for complex motion. The
contribution of error
systems to science and art.
Practice, and Surface?: Maya Foundations Series Tutorial
Two, chapters 7 through 9. The convergence of the traditional
and
the virtual
in Maya Artisan, a model sculpting tool. Introduction to
kinematics and simple skeletal setups.
Surface/Depth: Studio Project Two: Robotic Arms and Steam Engines,
Metaphors of Dynamics and Kinematics from the 18th century
to the
21st.
--Using inverse kinematics skeletons and hierarchical animation,
students will build a cross between Early Steam Devices,
Our Robotic Future, and Tuingley's Machine that Destroyed
Itself.
Consciousness
of similarities and differences in past and current eras
of dynamics is required.
Week Five:
Context, and Depth?: The Concept of Emergence
Obtained from Older Physical Models of Motion. In creating a dynamics
based
upon Newton's
laws, how can the virtual quality of such an exercise demonstrate
concepts of emergence in artificial life studies. Looking
at the whole as greater than the sum of its parts, though
organically
indebted to only those parts. What we know since we create
art
from these systems .
Practice, and Surface?: Maya Foundation Series chapters
10 and 11. Refining motion for emergence. Rendering and
articulating
spatial
features.
Week Six:
Context, and Depth?: Modularity and Reuse. Spielberg's
AI and why our Artificial Intelligence failed; how it might
succeed.
Similarities
between The Industrial Revolution for machines and The
Information Revolution for software.
Practice, and Surface?: Reusing models in your projects.
Transforming models through smoothing and through texturing
organic models.
Maya Foundation Tutorial Three, chapters 12 and 13 Maya
Foundation Series.
Week Seven:
Context, and Depth?: The knowledge disclosed by machines
as "non" humans.
Mute factual structures and the aesthetics of the object,
for critique
Practice, and Surface?: Critique Robotic Arms and Steam
Engines.
Week Eight:
Context ,and Depth?: Bioinformatics, Scientific Visualization,
and the Representation of Genetics and Genomics. Does data
exist prior to a model? The concept of data mining and
the need for visual
intelligence and readability in models of that mined data.
Practice, and Surface?: Using computer simulation for reconstruction.
Diagrammatic animation. How to create viewpoints of the
non-living, the non-human. Chapters 14 and 15, Maya Foundation.
Depth/Surface: Studio Project Three, visualize a biological
process such as cell toxicity, invasion, or multiplication.
Explore the
notions of fundamental building blocks in physics and biology
from atoms to genes, through using spherical and organic
forms, transparency,
texture mapping and motion dynamics.
Week Nine:
Context, and Depth?: Outer Space and Inner Space, the both
Old and New Cinematic Frontier. Character animation
versus vast spaces, “outer
worlds”.
Practice, and Surface?: Introduction to character-based
inverse kinematics, Tutorial Four, Maya Foundation Series,
Chapters
16 and 17.
Week Ten:
Context, and Depth?: When Computer Animation became Bi-Pedal:
A look at Inverse Kinematics and its Early Utilization
in the Cinematic
Experience of Jurassic Park.
Practice, and Surface?: Chapters 18 and 19, Tutorial Four.
Week Eleven:
Context, and Depth?: Ode to the Anatomical Postures of
Venus de Milo and Apollo Belvedere, Or the Aesthetics
of The Nicely
Arched
Spine and Solid, Forward Walking Motion.
Practice, and Surface?: Open Workshop on bi-pedal characters.
Depth/Surface: Final Studio Project: Using inverse kinematics,
cinematic camera movements, and reconstructive animation,
complete a 3 minute animation exploring visual information
and the invisible
information whether the latter is narrative or research
or both. Exercise control of your 3D communication
through relations
and
procedures being developed in conjunction with what
we see in the animation, and so that the visuals mean what
we don’t
see.
Week 12:
Context, and Depth?: The Avatar and the Gendered body:
Embodiment and Lyotard's Can Thought Go On Without a
Body? The objectification
of the virtual subject.
Practice, and Surface?: Time to complete projects.
Week 13
Practice, and Surface?: Time to complete projects.
Week 14:
Practice, and Surface?: Final Critiques.
Grades and Assignments:
Assignments are to be completely finished at the start
of class on the scheduled due date. Late assignments will
receive lower
grades: they will be reduced by 10 percent per day after
the due date and start of class.
Attendance is mandatory and will be recorded at the start
of class. Late arrivals will also be recorded, as well
as early
departures.
Three absences will result in a ten percent grade reduction;
five, in a twenty percent grade reduction. Two instances
of tardiness
or early departure will result in the equivalent of one
absence.
I will determine grades based upon the four studio projects,
a four-page topical essay, and upon group and class participation.
There are also four quizzes on the Maya tutorials. These
factors will determine grading as well as will problem
solving ability
and demonstration of using simulation to dynamically stake
out
a artistic or designer position, and a knowledge of 3D
techniques. The criteria for all the projects follow:
The student includes multiple levels of fully articulated
images and text in his or her animations.
The student creates non-literal meaning with images, information,
and dynamics, and if literal, uses the obvious in new ways.
The student’s visual research for the given project
is thorough, involving significant contributions to
the background of the project.
The student is aware simulation as a medium, while his
or her project is adequately researched to have a definite
message.
The student’s project includes a thorough consideration of
notions of “surface” and “depth”,
incorporating what is learned in the lectures. Students
do not have to agree
with the instructor, but must map out their position
in their work.
The student communicates a space of the intersection of
creative visuals and knowledge and information, in his
or her project.