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The London College
Qualification - Higher National Diploma in Creative Media Production
Unit Name - Advanced Animation
Unit Number - Unit 60
Level - Level 5
Assessment Title - Character Rigging
Learning Outcome 1: Analyse a client brief to define an animation strategy for a given media format
Learning Outcome 2: Use industry-standard tools and techniques todevelop animation-ready characters in support of an animation strategy
Learning Outcome 3: Create animated characters that express emotion through facial expression and bodylanguage, in support of an animation strategy
Learning Outcome 4: Present finished animations, for a specific mediaproduction, gathering audience feedback and comment
In this assignment you're working as a freelancer for a game design studio who require you to create rig for the main character of their game. The character must have a full body and face rig.
For the purpose of this assignment, you're free to choose the character you want to rig, and you're also allowed to download a royalty free models if you wish to do so.
Before you can start creating this rig there are 2 main aspects you need to research:
1. What would be the best approach for making the rig?
2. How should the studio use your rig to animate the character?
For the first point:
You must research existing rigs, look into what techniques have been used previously and critically evaluate these rigs against this brief. Use examples of rigs you find online, criticise them and complement them. Make sure you mention good and bad practises and what it'll mean at the animation stage.
For the second point:
You must then research different methods of animation. You may choose to discuss keyframe animations vs motion capture animation. Make sure to mention what system you'll need to use, considering the rig will be used in a game engine (i.e. IK systems).
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Scenario For this assignment, you must create your character's rig, which must contain a full body rig, as well as a facial rig. Use appropriate tools and techniques for this. Make sure to use correct IK and FK systems in order to implement this system. You may use bipeds for the creation of your rig, however using bone systems will be much more preferred.
Once your rig has been created, you must write a short repot where you evaluate the rig you have created. Include images and discuss the issues your rig has, why these issues are seen, why are they not resolved and how could they be improved up on?
For this assignment, you must submit:
1. A 3Ds Max file containing the fully rigged character
2. A .PDF report containing your evaluation of your rig.
Upon the completion of your 2nd unit, you must then create a short animation video (no less than 30 seconds) to show the character in different poses. Consider different emotions, such as fear, hate, joy, surprise and so on.
Make sure you use both the body and facial rig to create these poses.
You must then show this video to an audience and ask them to rate each emotion. You want to make sure the character is delivering the message it desires to. You must also ask them to rate these emotions and ask for feedback.
For this assignment, you must submit:
1. A short video animation
2. Audience feedback.
Learning Outcomes and Assessment Criteria
LO1 Analyse a client brief to define an animation
strategy for a given media format
D1 Critically evaluate a client brief to develop an animation strategy that addresses client needs through a proposed animation for a target audience
P1Analyse a brief to establish project parameters for an animation
P2Define an animation strategy, recognising development phases, resources and client requirements
M1Critically analyse animation strategy requirements for different media types, related to a given brief
LO2 Use industry-standard tools and techniques todevelop animation-ready characters in support of an
that reflect a critical
analysis of human or
animal body mechanics
and facial expression, to
create emotion through
P3Compile assets required to develop
animations, in response to a brief
P4Rig characters and apply assets for an animation, based on the requirements of an animation strategy
M2Critically evaluate own animation-ready characters through an iterative process of
testing and revision
LO3 Create animated characters that express
emotion through facial expression and body
language, in support of an animation strategy
expressions and body
language to refine
characters that express
characters to modify rigs
and poses to enhance an
ability to express emotion
LO4 Present finished animations, for a specific media
production, gathering audience feedback and
D3Justify own finished
animation output, based
on critical evaluation of
the way that the final
media production meets
client needs for a target
techniques to integrate
finished animations with
a specific media
animations for a specific
media production and
gather audience feedback
feedback to identify areas
of good practice and
areas for further
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