CS777
Spring 2003
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This is an update on April 4th.
Warning: this version is current as of March 22nd. It will probably evolve,
but I wanted to put something up.
Project 2: An Animated Production!
Your mission in this project is to produce an animation.
The animation should be 1-3 minutes long, and involve two characters
that interact closely (fight, contact dance, ...). There should be
a story.
(update: 2 characters closely interacting is a recommendation, not a
requirement)
This project should be done in groups of 4. Since there are 14 people
in class, two groups will have 3.
The main thing in this project is the "technical" part - you
are supposed to build tools to help you create the animation. Your grade
will be (primarily) based on this. There must be sufficient challenge
in what you choose to do (more on that later).
Each person will be responsible for (at least) one technical piece. That
means that each project will have (at least) 4 technical pieces. You may
work together on technical pieces, but each person must have one piece
that they are the "lead" on.
The artistic aspects of your project must be "good enough."
Clearly there must be enough artistry to show off your technical prowess.
For this project, really great technical prowess can make up for artistry.
Deadlines:
The final project will be due on May 5th. There will be a "film
show" where each group will present their work to the class (and
whoever else is interested).
There are many intermediate deadlines (note, these are described in more
detail later):
- March 31 - Checkpoint 0: You must send email to the instructor
and TA saying who will be in your project group.
- April 7 - Checkpoint 1: You must provide us with a "plan"
of what you are going to do. By this point, your group must have met
with the instructor.
- April 14 - Checkpoint 2: You must provide details of your animation,
including a story board. You must also have provided "signs of
life" on the technical issues.
- April 21 - Checkpoint 3: Review. You must show that your technical
pieces are working (maybe not done, but working). You must also have
some images to show.
- April 28 - Animatics: You should have an animatic (or at least
the frames that would go into an animatic, and at least a draft sound
file. At this point, all that should be left is rendering and (post-production)
editing.
- May 5 - Project Due! You will have to turn in your final animation
and post your documentation web page.
Project Groups
Because there are (at least) two main characters in the animation, a
logical way to divide up the work is to have each pair of people be responsible
for one of characters. You do not need to divide the work up this way.
You must describe your division of labor as part of Checkpoint 1.
Each group will receive a "group grade." Each group member
will also receive a personal grade. The group grade will count for 1/2
of the overall grade.
Technical Requirements
Each character must have at least one "custom technical piece."
Each group member must be "lead" on at least one technical
piece (e.g. there must be at least as many technical pieces as group members).
Some examples of technical pieces:
- plugins
- complex scripts
- complex sets of expressions or control rigs
- stand alone programs that produce animation data or manipulate scripts
Technical Examples
There is a tradeoff between how technically challenging a piece is, and
the required level of artistry. If you do something really complicated technically,
we will have lower expectations in terms of the artwork.
For guidelines:
- Writing plugins is harder than writing scripts or writing C++ code
to manipulate scripts.
- Dealing with raw motion capture data is harder than dealing with
skeletal data. If you do something that uses raw marker data and applies
it to a character, we will have lower expectations of what that character
looks like than if you use skeletal data. (Even if what you do is process
the marker data into a skeletal form yourself).
So, putting these together...
- If you use raw marker data, it will be impressive even if you do
the processing as a stand-alone C++ program that communicates with Maya
by writing scripts or data.
- Building some simple motion editing tools as Maya plugins is impressive,
even if what these plugins do is simple.
- Building a complex character control rig as a set of Maya scripts
and expressions is more impressive than simply making a complex model
and animating it with "normal" methods.
- Making use of the raw marker swing dance motion (available in /p/graphics/public/Data/Motion/Apple/Raw_Motion_Data/DG)
is impressive not just because it is raw motion data, but because it
is data I have a particular fondness for. Making use of the "raw"
medieval fighting motions is also impressive since its cool data.
This is not to say that merely drawing little squares where the markers
are is fine because you are doing something with raw markers. You need
to do something interesting.
The most important thing about your technical piece is that you built
something that was useful in producing a film. You don't necessarily have
to invent some new technology. Building your own implementation of something
that was inside of Maya is OK. For example, previous students have written
their own particle systems or physics engines.
Resources
In terms of artistic resources (images, models, motion, music, ...), you
can appropriate whatever you find. You MUST document where you found it
(on your project documentation page). Any scripts, plugins, or code-fragments
that you find from other places you need to describe and give proper attributions
to.
In terms of computing resources... You have access to the CS instructional
machines. I will try to provide after hours access to B240 around the
deadline so that you can render frames overnight. No guaruntees. Please
give me a disk space request by April 18th. 400M of AFS space is almost
certainly doable.
We will be able to provide you with some access to video editing facilities
in the graphics lab. However, we cannot provide you with much training.
You might want to pick your group such that there is someone who knows
how to use premiere and/or storm edit, or has access to something else.
The Checkpoints
- March 31 - Checkpoint 0 - Group Selection
- You must send email to the TA saying who you will be working with.
Each group need only send one message.
During this week, your group needs to meet with the instructor to discuss
ideas for your project (to prepare for Checkpoint 1).
There will also be a class meeting devoted to presenting these ideas.
- April 7 - Checkpoint 1 - Plan
- You must provide a list of the technical pieces that you are going
to do, and a description of the animation you plan to produce. You must
describe what your division of labor will be, and provide a schedule
of how things will be accomplished. We will provide feedback at this
point to try to steer groups such that they do a sufficient amount of
technical work, but do not try anything overly ambitious.
In order to do checkpoint 1, your group must meet with the instructor
before the deadline.
For this deadline, you will hand in a written description of your project as a web page.
Details on how to hand things in to follow.
- April 14 - Checkpoint 2 - Signs of Life
- At this point, you must provide a detailed description of your animation,
including a story board. (if your story board is on paper, we will help
you scan it). Also, before this date, you must demonstrate "signs of
life" for each technical piece. For example, if you are writing a plugin,
you must show that you can successfully load a plugin that you have
written. While the pieces do not need to be done, you must describe
enough so that we believe that you can pull it off.
The "written" documentation for this stage will be a set of web pages.
One for the group that describes the overall animation (with the storyboard),
and one page for each technical piece (at least one per person).
- April 21 - Review
- This is a nearly final checkpoint to make sure everyone is on track.
At this point, you must provide a frame or two from the animation (so
we can see how it will look). Your technical pieces should be done (otherwise,
you will have a tough time finishing)
- April 28 - Animatics
- An animatic is a series of still frames with the timing of the movie.
Creating one lets you make sure that you can produce frames, understand
how long rendering is going to take, and to see how the story "plays
out."
- May 5 - Final Deadline
- You will turn in your final video, as well as posting all of your
documentation on the web.
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