Unit 38 3D Computer Modelling and Animation
· Aim
This unit aims to develop learners’ skills and understanding of the principles and practical applications of 3D modelling and animation.
· Unit abstract
The unit supports learners to visualise and design three-dimensional space and object forms that exist within it. An appreciation of the requirements and applications of computer modeling and animation in commercial contexts may be used to inform learners’ development of personal animation work. Learners may also consider the technical requirements for producing and distributing digital animation effectively. Learners should gain a working knowledge of 3D computer modeling and animation software, through applying techniques in their own animation work. Research elements of the unit allow learners to review the work of 3D computer artists.
Learners should develop creative responses to a set or self-generated brief, through exploring the potential offered by digital animation. Whilst the technical requirements of this field are demanding, learners should also be encouraged to reflect on creative approaches. Learners should work though stages such as visualisation and identifying technical requirements for scenes and models. Animation is a dynamic process, and learners may need to explore alternative approaches to be able to realise their creative intentions.
· Learning outcomes
On successful completion of this unit a learner will:
- Understand how 3D computer modelling and animation are applied in commercial contexts
- Be able to create a complex 3D scene
- Be able to create a 3D model within a scene
- Be able to produce 3D animations to meet a creative brief.
Unit content
1 Understand how 3D computer modelling and animation are applied in commercial contexts
Productions: interactive media; video; web; television; film; CGI; gaming; special effects; animation
Production resources: machine specification; memory requirements; rendering time; software
Output: download time; web-based; machine specification; end-user; interface
Formats: models; animations; environments; factors eg compression, workflow, assets, deliverables,
Output requirements: frames eg per second, size, rate; resolution; colour depth; initialising; bandwidth, real-time; streaming; downloading
Evaluate: purpose eg commercial, artistic, target audience, interactivity; context eg communication, entertainment, promotion, marketing, advertising; references eg work of others, animation studios, mainstream studios, independent animators
2 Be able to create a complex 3D scene
Tools: V plane; H plane; scale; stretch; link; unlink; render; zoom; navigate
Objects: geometric eg cube, sphere, cylinder; light objects; camera objects; adding; deleting; naming; aiming
Lights: colours; intensity; types; invisible; positioning; rotating Render modes: ray trace; shade best; phong; gouraud; wireframe Techniques: select; link; unlink; render
Scene: visualize; location eg interior, exterior; type eg natural, scientific, imaginative, realistic, architectural, environment; references eg historical, contemporary; textures
Technical issues: files; formats; compression; output; memory
3 Be able to create a 3D model within a scene
Objects: extrude; freeform; spline; lathe
Editing objects: spline form; path view; cross-section
Linking: hierarchy eg parent, child; grouping; ungrouping
Surfaces: applying; editing; composing; properties; maps; images; layers
Techniques: Boolean facility; environment maps; rigging; motion capture
Create: visualize; select sources eg subject, photography, drawings,
models, own work, work of others; apply visual language eg shape, form, scale,
colour, contrast
4 Be able to produce 3D animations to meet a creative brief
Animation tools: sequencer eg preview, spool, time bar, timelines, eventmarks; adding; deleting; overlapping; motion paths eg spline-based, linear; velocity eg graphs, control; keyframes; gravity control; simulators
Types: animation eg character, product; capture eg motion, performance
Animation techniques: morphing; kinematics; animating lights; texture mapping; rigging, tweening
Produce: sources eg images, characters, subject; themes eg narrative, action; factors eg clarity, detail, sound, humour, irony
Evaluate: planning; intuition; response; choices eg technology; format,
visual language
Learning outcomes and
assessment criteria
Learning outcomes On successful completion of this unit a learner will: | Assessment criteria for pass The learner can: |
LO1 Understand how 3D computer modelling and animation are applied in commercial contexts | Evaluate the application of 3D computer modelling and animation in a commercial contextAnalyse technical requirements for 3D computer modelling and animation in a commercial context |
LO2 Be able to create a complex 3D scene | Develop a complex scene using available geometric objectsSelect tools and techniques appropriate to creative intentions |
LO3 Be able to create a 3D model within a scene | Use editing tools to create custom objects.Apply knowledge of hierarchy and linkingModify an existing preset object to meet creative intentions |
LO4 Be able to produce 3D animations to meet a creative brief | Use camera views creatively and effectivelyApply morphing techniquesProduce effective animation work that combines scenic and character elements. |
Guidance
Links to National Occupational Standards, other BTEC units, other BTEC qualifications and other relevant units and qualifications
The learning outcomes associated with this unit are closely linked with:
Level 3 | Level 4 | Level 5 |
Unit 30: Digital Graphics | Unit 11: Digital Media in Art and Design | Unit 37: Digital Image Creation and Development |
Unit 35: Digital Graphics for Interactive Media | Unit 12: 2D, 3D, and Time- based Digital Applications | |
Unit 37: 2D Animation Production | Unit 13: Multimedia Design and Authoring |
This unit has links to the Level 4 and Level 5 National Occupational Standards for IT and Telecoms Professionals, particularly the areas of competence of:
- Human Computer Interaction/Interface (HCI) Design