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Required Submissions
for the 48 Credit Point course:
Assigned Projects (COSC1002) and their percentage
value are as follows:
Script Writing Assignments 15%
Assigned Production Exercises 35%
Collaborative Group Project (Invisible Cities) 15%
Minor Project 35%
Minor Project Pitch schedule:
http://aim.adc.rmit.edu.au/kcawley/sch_index.html
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Interactivity:
Web Portrait (compulsory)
The internet can be used as environment for self authorship
and the expression of ideas. You are to create a web 'representation'
or 'portrait' of one of your colleagues which consists of making
at least two HTML web pages. The project should take advantage of
some of the unique characteristics of the web in its technical and
conceptual approach. The portrait needs to be uploaded and viewable
online from the AIM server (http://aim.adc.rmit.edu.au/students2005/webportraits/)
Notes:
Written
Due
date:
Assigned by:
Matthew Riley
matthew.riley@rmit.edu.au
Interactive
Piece (optional)
Develop an interactive flash piece based on one or more of the
principles of interactivity - feedback, input/output, randomness,
time, participation, adaptivity etc This is an open project, the
content largely driven by you with consideration of the theme.
An engaging and challenging idea is the only pre-requisite. The
piece should invite user participation and modification. Interactivity
should be used to convey an idea that would be impossible to articulate
within a linear narrative sequence. Explore the possibilities
and subtleties of mixing, interacting and combining text, sound,
movement, animation and image. Use flash and submit/upload the
project online, you can use the space available on the AIM server.
Email the URL when completed.
Theme: Re-Order, Re-Combine, Re-Constitute
Keywords: Non-linear, reactive, dynamic, responsive, temporal,
transitional, juxtaposition
Notes: Written
Due
date:
Assigned by:
Matthew Riley
matthew.riley@rmit.edu.au
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Animation:
Cut-Out
Animation
(compulsory)
Design
a paper cut-out character or object consisting of at least one
articulated part. Try not to be too figurative. Symbolic or stylised
characters have greater potential for play as the audience has
fewer expectations as to how they should move. The cut-outs will
be 'back-lit' to produce silhouettes. This form of abstraction
and the speed and immediacy of the cut-out technique will help
you better focus on the aims and objectives of this exercise which
are: to gain an understanding of the frame by frame animation
process; to discover through play and experimentation, how you
can use small packets of time to make things move in different
ways; to use and put into practice some of the basic principles
of animation; to attempt some characterisation and story-telling;
to become familiar with the advantages and disadvantages of the
'straight-ahead' animation method.
Notes: Online
Cut Outs
Due date: 5
pm Friday 25 February
Assigned by:
David Atkinson
david.atkinson@rmit.edu.au
Metamorphosis
- hand drawn animation
- (compulsory)
Design a monogram
of your initials. This will be the starting point of your sequence.
Now design some object or creature that you associate with your
personality. These two drawings will become your 'key-drawings'
which map out the start and end points of your sequence. Create
a magical transformation between these drawings
using about 10-15 drawings.
This exercise will give you practice in the use of traditional
animator's tools - pegs bars, punched paper and field guides.
This project will be completed on paper.
Notes:
Online
Metamorphosis
Due date: 5
pm Friday 4 March
Assigned by:
David Atkinson
david.atkinson@rmit.edu.au
Key
Pose Exercise - (compulsory)
Notes:
Online
Key Poses
Pose to Pose Animation Technique
Due date: 9
am Thursday 10 March
Assigned by:
David Atkinson
david.atkinson@rmit.edu.au
Walk
/ Locomotion Cycle - (compulsory)
Design
a character or lifeform in profile facing to the right and walk
it on the spot as though on the continuously moving belt of a
treadmill exercise machine. This means that the feet of your character
will slide smoothly underneath its body. Use pencil and punched
paper for this exercise. Think about your character's personality
and the way it is feeling and see if you can capture this
not only by the way it looks, but also through the way it moves.
Reflect upon the 'save-time, save-work' advantages offered through
using a repeating sequences of drawings over and over again. Create
a locomotion cycle that is rich and interesting to look at.
Notes:
Online
Walk Cycle
Cyclic Animation
Due date: 9
am Thursday 10 March
Assigned by:
David Atkinson
david.atkinson@rmit.edu.au
Choose
1 or 2 of the optional assignments below:
Lip
Synchronisation Animation - (optional)
Script
a single amusing, weird or dark line of dialogue and make your
character deliver this in a memorable fashion which takes into
account the performance encoded within the recording of your voice
talent. Audition and direct your voice talent to get the kind
of qualities you are looking for. Use a head and shoulders or
head to waist view of your character. Think very carefully about
the design of your character and the way facial expressions can
tell us something about its personality and its mood. Try and
work at least three different poses into your animation which
expressively
use body language, hand gestures and eyes
to convey the meaning of the dialogue.
Notes:
Online
Lip Sync
Due date: 5
pm Friday 13 May
Assigned by:
David Atkinson
david.atkinson@rmit.edu.au
Experimental
(Alternative) Animation - (optional)
Notes:
Online
Paint-on-Glass
Due date: 5
pm Friday 13 May
Assigned by:
David Atkinson
david.atkinson@rmit.edu.au
Claymation
/ Tabletop Animation - (optional)
Notes:
Online
Table-top Animation
Due date: 5
pm Friday 13 May
Assigned by:
David Atkinson
david.atkinson@rmit.edu.au
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The
Digital Image:
Screen Exercise
- (compulsory)
Screen
Ink Simulates the additive effects of light. The point of this
exercise is to get you to concentrate on building an image from
a black background by 'screening' successive layers of simulated
light onto one another.
Create a Photoshop file (pixel dimensions are unimportant, but
800 * 600 is sufficient).
Use a number of layers of varying degrees of transparency (as
you see fit).
EVERY layer MUST use SCREEN "INK" (also referred to in After Effects
as SCREEN "Transfer Mode").
You are encouraged to use only grey scale image elements, so that
you can focus on what you are doing with the "additive" effects.
Notes: As above
Due date:
Assigned
by: John Power
john.power@rmit.edu.au
Multiply Exercise
- (compulsory)
Multiply
Ink Simulates the subtractive effects of filters (like tinted
glass, plastic, ink, stains, other coloured liquids or slide film).
The point of this exercise is to get you to concentrate on building
an image from a white background by placing successive
layers of simulated filters onto one another.
Create a Photoshop file (pixel dimensions are unimportant, but
800 * 600 is sufficient).
Use a number of layers of varying degrees of transparency (as
you see fit).
EVERY layer MUST use MULITPLY "INK" (also referred to in After
Effects as MULTIPLY "Transfer Mode").
You are encouraged to use only grey scale image elements, so that
you can focus on what you are doing with the "subtractive"
effects.
Notes:
As above
Due date:
Assigned
by: John Power
john.power@rmit.edu.au
After Effects Exercise
- (compulsory)
Conflate the previous two exercises across time.
To put in another way: use your knowledge of "Screen Transfer Mode"
and "Multiply Transfer Mode" to assemble a motion sequence in After
Effects that uses additive and/or subtractive effects to control
light and dark elements across time.
Create an After Effects Project that incorporates at least one composition
(pixel dimensions are unimportant, but 720 * 576 is sufficient)
In your final composite, use a number of layers and/or "precomposited
compositions" of varying degrees of transparency (as you see fit).
EACH individual element MUST use either "MULITPLY TRANSFER MODE"
OR "SCREEN TRANSFER MODE".
As in the Photoshop exercises, you are encouraged to use only grey
scale image elements, so that you can focus on what you are doing
with manipulation of light and shadow over time.
Notes:
As above
Due date:
Assigned by:
John Power
john.power@rmit.edu.au
BONUS Exercise
Create an After Effects Project that incorporates at least one composition
(pixel dimensions are unimportant, but 720 * 576 is sufficient)
Create a short motion sequence in After Effects that uses any or
all of:
- Transfer Modes
- Use of Alpha Masking
- Integration of live action elements using Green Screen "keying"
- Animating Effects which may include blurring, distorting,
Posterise, Edge Find... there are dozens
- After Effects 3D |
Notes:
As above
Due date:
Assigned
by: John Power
john.power@rmit.edu.au
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The
"Game" Project: (compulsory)
Aim
The goal of this project
is to create a virtual room/space using a commercial First Person
Shooter game engine. It is to introduce you to the concept of
3D based game engines and how they can be modified to almost any
purpose. It should reveal the basic workflow needed to produce
such spaces, and how it is the combination of both 3D geometry
and 2D textures that create the sense of place in these virtual
worlds.
Details
The room/space you
produce should demonstrate that you understand and can perform
the following:
- create simple BSP
geometries using brushes to subtract and add "space"
- create textures
then import and place them,
- place various lights
within the space and adjust their brightness and colour.
All textures should
be created from outside of the Unreal package, then imported.
They can made from scratch or sourced from photographs, drawing
etc.
All geometry should
come from BSP cutting (ie subtracting and adding with brushes)
within the Unreal Editor itself - not by importing meshes from
another 3D software package.
The scope of the space
could be as simple as one "room", or a series of room.
Ideally your time should be spent considering the space(1/4 time),
developing textures in Photoshop (1/2 time), creating geometries,
texturing, lighting etc in Unreal Editor (1/4 time).
Consider such things
as mood, novelty, architectural narratives, ideal player's response
etc. as much as you tinker with the technology.
If you are curious
or comfortable with the basics, you may wish to explore the addition
of other elements, such as sound, shaders, emitters, movers, triggers,
but these are not required elements.
Submission
Complete and test drive
your "space", then email, or write down where your Map
file (.ut2), Texture Package (.utx), and any other resouce files
(like sound) are located. Note their name, and on which machine,
and which drive and folder they are to be found. Or you may choose
to submit all these files burnt to a CD (clearly labeled CD at
that) - just makes sure that if you do this you have all the seperate
resource files required to run your space.
email or hand pieces
of paper or CDs to Jeremy.
Information
60 hours of Unreal
Editor Tutorials (quicktime movies using DivX compression) are
located on Sleepy and Bashful computers, on Sleepy HD and Bashful
HD respectively. Also become very familiar with these two sites:
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The Unreal Editing
Wiki
- http://wiki.beyondunreal.com/
Use the search function to discovers specific details on nearly
all topics.
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The Unreal Developer
Network.
- http://udn.epicgames.com/
Go to the Unreal Engine 2 link. Here you will find details and
tutorials about the major areas involved in editing these space.
(Note the links in Red are not
available to the general public, but only to licenced developers.
This is information produced by the creators of the game engine
themselves.)
There are many, many
other sites that offer all sorts of detailed information about
various area of editing these games engines.
Notes:
As above
Due date:
Assigned by: Jeremy
Parker
jeremy.parker@rmit.edu.au
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Script
Writing Assignments:
(These assignments are worth 15% of your marks for this
semester)
Details of weekly assignments can be found at:
http://aim.adc.rmit.edu.au/kcawley/scr_index.html
Notes: Online
Due date:
Assigned by: Kate Cawley
kate.cawley@rmit.edu.au
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