23.11.2015 bfa animation & vfx

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4-year BACHELOR OF FINE ARTS in ANIMATION&VISUAL EFFECTS

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Page 1: 23.11.2015 BFA Animation & VFX

4-year

BACHELOR OF FINE ARTS in

ANIMATION&VISUAL EFFECTS

Page 2: 23.11.2015 BFA Animation & VFX

In Collaboration with

JAWAHARLAL NEHRU ARCHITECTURE AND FINE ARTS UNIVERSITYMasab Tank, Hyderabad

1. Academic Regulations2. Course Structure3. Syllabus

Academic Regulations

Award of Bachelor of Fine Arts Degree

Students will be declared eligible for the award of BFA Degree if he/she fulfills the following academicregulations.

• He/she has to pursue a course of study for not less than 4 academic years and not more than 8 academicyears

• 1st year, 2nd year, 3rd year and 4th year will be semester pattern

Courses of Study:The following courses of study are offered as specializations for BFA degree

• BFA in Animation & Visual EffectsWeightage of Marks:

I. The performance of the student in each semester shall be evaluated Subject-wise as per the coursestructure

II. The distribution of marks for the subjects shall be for theory and practical's: 50% internal evaluation and50% for External evaluation (End Examination)

III. Attendance requirements:A student has to put in minimum of 75% of the attendance in aggregate of all subjects for becomingeligible to register for the end examination, else he / she will not eligible

IIII. A student must obtain 40% in each subject in External Examination with an aggregate of 50% of totalmarks including Internal Examination marks.

Page 3: 23.11.2015 BFA Animation & VFX

Minimum Academic Requirements:

I. The candidate can NOT be promoted to 4th year, if he / she has backlogs in his / her 1st year

Withholding of results:The results of any candidate shall be withheld if

(i) He/She has not cleared any dues to the Institution

(ii) A case of disciplinary action is pending against him/her

Award of class:After a student has satisfied the requirements prescribed for the completion of program and is eligible foraward of BFA degree, he/she shall be placed in one of the following three classes.

Classes with Distinction 75% and above

From the aggregatemarks secured inthe whole program

First class Below 75% but not less than60% Second class Below 60% but not less than 50%

Minimum Instruction days:The minimum instruction days for each semester shall be 90 days

COURSE STRUCTURE - BFA ANIMATION & VISUAL EFFECTSYear 1 | Semester 1

No Subject Code Name of the Subject TeachingHours

ExamDuration

InternalEvaluation

End ExamMarks 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

Page 4: 23.11.2015 BFA Animation & VFX

Year 1 | Semester 2

No Subject Code Name of the Subject TeachingHours

ExamDuration

InternalEvaluation

End ExamMarks 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 TeachingHours

ExamDuration

InternalEvaluation

End ExamMarks 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 100Total : 540 250 250 500

Year 2 | Semester 2

No Subject Code Name of the Subject TeachingHours

ExamDuration

InternalEvaluation

End ExamMarks 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

Year 3 | Semester 1

No Subject Code Name of the Subject TeachingHours

ExamDuration

InternalEvaluation

EndExamMarks

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

Page 5: 23.11.2015 BFA Animation & VFX

Year 3 | Semester 2

No Subject Code Name of the Subject TeachingHours

ExamDuration

InternalEvaluation

EndExamMarks

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 & MORPHINGTECHNIQUES 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 INVFX 108 10 Hrs. 50 50 100

Total : 540 250 250 500

Year 4 | Semester 1

No Subject Code Name of the Subject TeachingHours

ExamDuration

InternalEvaluation

EndExamMarks

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 & PRODUCTIONTECHNIQUES 132 15 Hrs. 50 50 100

Total : 540 250 250 500

Year 4 | Semester 2

No Subject Code Name of the Subject TeachingHours

ExamDuration

InternalEvaluation

EndExamMarks

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

Page 6: 23.11.2015 BFA Animation & VFX

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

Unit-IV: Animation Production Process-2

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• 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

• Semiotics – The meaning of signs and symbols, Importance of Semiotics, Designing Semiotics• Perceiving Visual messages

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• 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)

Page 9: 23.11.2015 BFA Animation & VFX

Year 1 | Semester 21. 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• 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

Page 10: 23.11.2015 BFA Animation & VFX

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 Looms4. FUNDAMENTALS OF MOTION GRAPHICS CODE: AV 1.2.4 P

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

Page 11: 23.11.2015 BFA Animation & VFX

• 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

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

Page 12: 23.11.2015 BFA Animation & VFX

• 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

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

Page 13: 23.11.2015 BFA Animation & VFX

• 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• 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

Page 14: 23.11.2015 BFA Animation & VFX

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• 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

Page 15: 23.11.2015 BFA Animation & VFX

• 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

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, damsand their effects on forests and tribal people.

Water resources: Use and over-utilization of surface and ground water, floods, drought, conflicts overwater, dams-benefits and problems.

Mineral resources: Use and exploitation, environmental effects of extracting and using mineralresources, case studies.Food resources: World food problems, changes caused by agriculture andovergrazing, effects of modem agriculture, fertilizer-pesticide problems, water logging, salinity, casestudies.

Energy resources: Growing energy needs, renewable and non-renewable energy sources, use of alternateenergy sources. Case studies.

Land resources: Land as a resource, and degradation, man Induced landslides, soil erosion anddesertification. - 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.

Page 16: 23.11.2015 BFA Animation & VFX

• Food chains, food webs and ecological pyramids.

Introduction: types, characteristic features, structure and function of the following ecosystem:-

1. Forest ecosystem2. Grassland ecosystem3. Desert ecosystem4. 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, productiveuse social, ethical, aesthetic and option values. Biodiversity at global, National and locallevels, 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

• 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 / mountainVisit to a local polluted site — Urban / rural / industrial / agriculturalStudy of common plants, insects , birdsStudy of simple ecosystems — pond, river, hill slopes, etc. (Field work Equal to 5 lecture hours

Unit – V: Environmental Pollution, Social Issues and the EnvironmentDefinition Causes, effects and control measures of: -

a. Air pollutionb. Water pollutionc. Soil pollutiond. Marine pollutione. Noise pollutionf. Thermal pollutiong. 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.

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• 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)

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:TerrainModeling• 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

2. TEXTURING & SHADING CODE: AV 2.2.2 P

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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• Keymix Node• Addmix Node

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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• Global illumination, Final gather• Ambient occlusion

Reference Software: Autodesk Maya, Adobe Photoshop and Z-Brush

Page 20: 23.11.2015 BFA Animation & VFX

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

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

Page 21: 23.11.2015 BFA Animation & VFX

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

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

Page 22: 23.11.2015 BFA Animation & VFX

Unit – I: CREATING LIGHTS,WORKING WITH SHADOWS

• Creating various types of lights, light properties, understanding light attributes, direct and indirectlighting, 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, lightglows, indoor and outdoor lighting, diffused lighting, 3-point lighting, key light, fill light and backlight

• 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 andVray.

• 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• 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

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• 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

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

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• 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

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

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• A flock of butterflies

Reference Software: Foundry NUKE

3. COLOR CORRECTION & MORPHING TECHNIQUES INVISUAL 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• 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

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• 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

Preferred Software: Foundry NUKE

5. MATCH MOVING &CAMERA PROJECTION IN VISUALEFFECTS

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

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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 whichmay include editing, preparing for distribution of final output in various formats.

Unit – I: Introduction To Video EditingWork Area, Bins, Importing Footage etc

Unit – II: Video Editing IiFile formats – PAL, HD, NTSC, Slice, Ripple Edit, Tools and Techniques

Unit – III: Video Editing IiiVideo Effects, Audio Effects, Text, Text Animation, Movie Export, Media Encoder

Unit – IV: Colour CorrectionAdjusting an image to improve overall output color.

Unit -V: Sound ComposingMulti-track program for composing, editing and mixing of music using sampled instrument sounds and alsocompose 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

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• 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• 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

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• 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

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

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• 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• 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.

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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• 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 andpractical 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

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