Subject: Fundamentals of Engineering Animation (17 - IGB340)


Basic Information

CategoryProfessional-applicative
Scientific or art field:Design
Interdisciplinaryyes
ECTS8
Native organizations units

Chair of Animation in Engineering
Course specification

Course is active from 01.10.2010..


Precondition courses

Course idMandatoryMandatory
Rendering TechniquesYesYes

Course which have preconditioned courses Fundamentals of Engineering Animation

Course idMandatoryMandatory
Character AnimationYesYes
Simulation in animationYesYes
Learning topics related to creating simple animations of rigid bodies or animals that have relatively simple geometry and skeleton.
Creating geometry of rigid body and simple animals, setting up appropriate rigging, creating skinning and creating characters key positions. Creating an animation.
Creating geometry (Mesh) of character. Creating character rigging. Creating bones, as well as controlling these bones, setting the parameters that prevent unnatural movement. Set bones and create Inverse Kinematik and Forward Kinematik chains. Using curve editor to better control movement. Control of twisting of the hand, torso or neck. Creating bones of the head, eyes and eyelids, eyebrows, lips and their controls. Skinning creating, i.e. connecting the geometry (Mesh) of a character with a set of rigging of character. Setting Character in Key Poses. Using different techniques, i.e. skin modifiers (Weight tool and Parameters Rollout) to correct a characters Mesh.
Lectures and Practice in the computer laboratory. Consultations. Computer practice is based on the use of 3D Studio Max, After Effects and Premiere softwares. During the semester colloquiums are organized after completed thematic wholes. During the semester computer animation are being done and each students work on his/her own personal animation, but also the Practice group creates a common animation. In order for the student to pass the examination, besides other prerequisites, he/she has to win at least 30% of the points in each obligation.
AuthorsNameYearPublisherLanguage
Watt, A.3D Computer Graphics2000Addison-Wesley, New YorkEnglish
Rick ParentComputer Animation Algorithms & Techniques2008ElsevierEnglish
Watt, A., Policarpo, F.3D Games : Real-time Rendering and Software Technology2001Addison-Wesley, New YorkEnglish
Angel, E.Interactive computer graphics : a top-down approach with OpenGL2003Addison-WesleyEnglish
Mark Gerhard, Jeffrey Harper, Jon McFarlandMastering Autodesk 3ds Max Design 20102009Wiley PublishingEnglish
Boaz LivnyMental Ray for Maya, 3ds Max and XSI a 3D artist’s guide to rendering2008Wiley PublishingEnglish
Pete DraperDeconstructing the Elements with 3ds Max Create natural fire, earth, air and water without plug-in2009AutodeskEnglish
Banchoff, T., Lovett, S.Differential Geometry of Curves and Surfaces2016CRC Press, Boca RatonEnglish
Hooks, E.Acting for Animators2017RoutledgeEnglish
Course activity Pre-examination ObligationsNumber of points
Project taskYesYes15.00
Project taskYesYes15.00
ProjectYesYes30.00
Written part of the exam - tasks and theoryNoYes30.00
Lecture attendanceYesYes5.00
Computer exercise attendanceYesYes5.00
Name and surnameForm of classes
Missing picture!

Obradović Ratko
Full Professor

Lectures
Missing picture!

Kekeljević Igor
Assistant Professor

Lectures
Missing picture!

Mirčeski Filip
Assistant - Master

Computational classes