TCH018: 3D Art II-Animation

This list is representative of the materials provided or used in this course. Keep in mind that the actual materials used may vary, depending on the school in which you are enrolled, and whether you are taking the course as Independent Study.

For a complete list of the materials to be used in this course by your enrolled student, please visit MyInfo. All lists are subject to change at any time.

Scope & Sequence : Scope & Sequence documents describe what is covered in a course (the scope) and also the order in which topics are covered (the sequence). These documents list instructional objectives and skills to be mastered. K12 Scope & Sequence documents for each course include:

Course Overview

In this advanced course, students build on the skills they developed in 3D Art I to learn 3D animation techniques. Using Blender, a powerful open-source modeling tool, students master the basics of animation-rigging, bones, and movement-while learning how to apply traditional animation techniques to their 3D models.

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Course Length

One Semester

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TCH017: 3D Art I—Modeling

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Course Outline

Students learn how to start the course, set up their computer to view the course, set up a Web browser, download resources they will need, and complete and turn in assignments.

  • Lab 1: Start the Course
  • Lab 2: Set Up Your Computer
  • Lab 3: Set Up a Browser
  • Lab 4: Download Resources and Zip Assignments

Project 1: Bounce a Ball

Students learn to set up the Blender interface, create a UVsphere, and use the Transform Properties panel. They create and scale lattices, position spheres, and add planes. They change the length of an animation and create starting, ending, and bounce keyframes. They learn how to use F-curves, curve handle, vector handle, squashing, and stretching. They decorate a sphere and plane, change render settings, and render the animation.

  • Lab 1: Create a Ball
  • Lab 2: Add a Lattice and Plane
  • Lab 3: Animate the Ball
  • Lab 4: Adjust the Bounce
  • Lab 5: Squash and Stretch
  • Lab 6: Finalize the Animation

Project 2: Light a Stage

Students learn about lighting rig, spot lamps, energy, ray tracing, fill lights, and linked duplicates. They add and position a fill lamp, remove shadows, and create linked duplicates. They add backlights, overhead lights, and ambient lights and set them to track the movement of a ball. They learn about types of lighting keyframes, the F-Curves Editor, and negative lights.

  • Lab 1: Light the Main Lamp
  • Lab 2: Adjust the Main Lamp
  • Lab 3: Put Up the Fill Lights
  • Lab 4: Add Overhead, Ambient, and Backlights
  • Lab 5: Place the Spotlight
  • Lab 6: Animate the Lights
  • Lab 7: Finish the Animation

Project 3: Grab a Ball

Students learn to move pivot points, and then they create a chain of parent/child relationships to link together the parts of a robot arm. They learn about layers, looping animations, start and end keyframes, and data. Then they add a new ball, change the ball's color, make the lattice its parent, squash and stretch the ball, and render the animation.

  • Lab 1: Set Up the Animation
  • Lab 2: Add a Ball
  • Lab 3: Animate the Claw
  • Lab 4: Animate the Dropping Ball
  • Lab 5: Animate the Ball Bounce

Project 4: Make a Walk Cycle

Students use controller bones to move a model's body, identify the main poses in a walk cycle, and lower the character's center of gravity. They pose the arms to swing as the character walks, rotate the shoulders and hips, create a mirrored keyframe, and add forward motion. They add passing, high-point, and recoil poses; add the rest of the poses for a looping walk cycle animation; and render the animation.

  • Lab 1: Move the Body Parts
  • Lab 2: Prepare the Rig
  • Lab 3: Start the Contact Pose
  • Lab 4: Finish the Contact Pose
  • Lab 5: Add the Other Poses
  • Lab 6: Complete the Cycle

Project 5: Make an Explosion

Students turn a UVsphere into a particle emitter system and make the faces of a UVsphere explode outward. They add a second sphere particle emitter to create a fiery explosion effect, and put a lamp inside the two spheres to increase the brightness of the explosion.

  • Lab 1: Explode an Object
  • Lab 2: Make the Fiery Sphere

Project 6: Pour Liquid

Students add a fluid simulation inside a shape, bake the simulation, make the fluid look like realistic water, and render the simulation.

  • Lab 1: Splash Water
  • Lab 2: Render the Simulation

Project 7: Make Fireworks

Students create two icospheres that will be turned into particles emitters that will explode into fireworks. Then a material and texture will be applied to the fireworks to make them colorful. Students will then render the animation.

  • Lab 1: Make Fireworks
  • Lab 2: Color the Fireworks

Project 8: Fill a Fountain

Students make a half-sphere particle emitter that sprays particles out of a fountain, and then they make the fountain solid so that particles bounce off of it. They make the particles look watery by basing them on a 3D object and render the animation.

  • Lab 1: Fill a Fountain
  • Lab 2: Decorate the Particles

Project 9: Start a Fire

Students create a random vertex group from a plane placed in the middle of the fire logs. A particle system is created. They make the particles look like fire by adding a material and texture. The fire is then rendered.

  • Lab 1: Start a Fire
  • Lab 2: Animate the Flames
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K12 Scope & Sequence documents for each course include:

  • Course Overview (as seen above)
  • Course Outline
  • Lesson Time and Scheduling