Assessor Resource

ICTGAM519
Manage technical art and rigging in 3-D animation

Assessment tool

Version 1.0
Issue Date: April 2024


This unit describes the skills and knowledge required to design, implement, and manage 3-D animation rigs for objects using structural controls, and construct hierarchies to formulate object geometry, and skeletal rigs to a defined project brief.

It applies to individuals with high-level mathematical, technical and communication skills working as concept artists, game designers, games programmers, animators, and other personnel working in the game development industry.

No licensing, legislative or certification requirements apply to this unit at the time of publication.

You may want to include more information here about the target group and the purpose of the assessments (eg formative, summative, recognition)



Evidence Required

List the assessment methods to be used and the context and resources required for assessment. Copy and paste the relevant sections from the evidence guide below and then re-write these in plain English.

ELEMENT

PERFORMANCE CRITERIA

Elements describe the essential outcomes.

Performance criteria describe the performance needed to demonstrate achievement of the element.

1. Use reference or source materials to assess rig requirements

1.1 Use organisational procedures and production documentation to determine model rigging requirements

1.2 Maintain a portfolio of reference materials

1.3 Determine the range of software features available, when using various rigging technologies

2. Plan rig suitable for animation/movement

2.1 Analyse the inner workings of the object to select appropriate skeletal or structural systems

2.2 Analyse required bones or joints behaviours to select correct orientations

2.3 Examine object geometry topologies to select the correct bone and joint placement

2.4 Analyse critical object movement to select forward kinematics (FK) or Inverse Kinematics (IK) requirements, or a hybrid solution

2.5 Record the results for use at the rigging implementation phase

3. Implement character skeleton requirements

3.1 Use 3-D software to place the bones and joints, according to rigging plan

3.2 Use 3-D software to orientate the bones and joints, according to rigging plan

3.3 Use 3-D software to construct FK or IK requirements in adherence to the rigging plan

3.4 Use 3-D software to construct hierarchies and pivotal sets

3.5 Trial and refine rotations and movement attributes

4. Employ character movement and implement character attributes and control handles

4.1 Use 3-D software to construct specific driven attributes for manipulation purposes

4.2 Use 3-D software to create, and place, control handles with the appropriate attributes

4.3 Use 3-D software to link control handles to improve the animation procedures

4.4 Trial and refine the controls, and attributes

4.5 Negotiate modifications, where appropriate

4.6 Use 3-D software toolsets to skin/bind object geometry, to created skeletal systems or mechanical structures

5. Test and refine rig integrity

5.1 Use 3-D software to test and refine, object rig interaction

5.2 Use 3-D software toolsets to test and refine, geometry skeleton systems or mechanical structure interaction

5.3 Negotiate modifications, where appropriate

6. Produce animated sequences of rigged object

6.1 Create 3-D animations of rigged models using animation and rigged modelling techniques, to suit design specifications

6.2 Render the completed animated sequences

6.3 Save and store the animated sequences, using appropriate output file formats, standard naming conventions, and version-control protocols

6.4 Present the 3-D animated sequences of rigged models to the relevant personnel for evaluation by agreed deadlines

Evidence of the ability to:

design, implement and manage rigs for objects according to production documentation and organisational procedures

use and refine skeleton/structural and animation controls for best performance

construct hierarchies to formulate specific controls

combine and refine object geometry to skeletal/structural rigs

create 3-D digital animated sequences of a rigged model

meet production deadlines.

Note: If a specific volume or frequency is not stated, then evidence must be provided at least once.

To complete the unit requirements safely and effectively, the individual must:

summarise basic 3-D digital animation techniques

explain the features of a range of delivery platforms

describe the skills required for geometry topology analysis

explain how to identify appropriate physical attributes to animate

explain rigged 3-D modelling techniques

discuss the theory of anatomy and structural systems and how they relate to 3-D animation techniques.

Gather evidence to demonstrate consistent performance in conditions that are safe and replicate the workplace. Noise levels, production flow, interruptions and time variances must be typical of those experienced in the game development field of work, and include access to:

computer hardware and software

games engines

file storage.

Assessors must satisfy NVR/AQTF assessor requirements.


Submission Requirements

List each assessment task's title, type (eg project, observation/demonstration, essay, assingnment, checklist) and due date here

Assessment task 1: [title]      Due date:

(add new lines for each of the assessment tasks)


Assessment Tasks

Copy and paste from the following data to produce each assessment task. Write these in plain English and spell out how, when and where the task is to be carried out, under what conditions, and what resources are needed. Include guidelines about how well the candidate has to perform a task for it to be judged satisfactory.

ELEMENT

PERFORMANCE CRITERIA

Elements describe the essential outcomes.

Performance criteria describe the performance needed to demonstrate achievement of the element.

1. Use reference or source materials to assess rig requirements

1.1 Use organisational procedures and production documentation to determine model rigging requirements

1.2 Maintain a portfolio of reference materials

1.3 Determine the range of software features available, when using various rigging technologies

2. Plan rig suitable for animation/movement

2.1 Analyse the inner workings of the object to select appropriate skeletal or structural systems

2.2 Analyse required bones or joints behaviours to select correct orientations

2.3 Examine object geometry topologies to select the correct bone and joint placement

2.4 Analyse critical object movement to select forward kinematics (FK) or Inverse Kinematics (IK) requirements, or a hybrid solution

2.5 Record the results for use at the rigging implementation phase

3. Implement character skeleton requirements

3.1 Use 3-D software to place the bones and joints, according to rigging plan

3.2 Use 3-D software to orientate the bones and joints, according to rigging plan

3.3 Use 3-D software to construct FK or IK requirements in adherence to the rigging plan

3.4 Use 3-D software to construct hierarchies and pivotal sets

3.5 Trial and refine rotations and movement attributes

4. Employ character movement and implement character attributes and control handles

4.1 Use 3-D software to construct specific driven attributes for manipulation purposes

4.2 Use 3-D software to create, and place, control handles with the appropriate attributes

4.3 Use 3-D software to link control handles to improve the animation procedures

4.4 Trial and refine the controls, and attributes

4.5 Negotiate modifications, where appropriate

4.6 Use 3-D software toolsets to skin/bind object geometry, to created skeletal systems or mechanical structures

5. Test and refine rig integrity

5.1 Use 3-D software to test and refine, object rig interaction

5.2 Use 3-D software toolsets to test and refine, geometry skeleton systems or mechanical structure interaction

5.3 Negotiate modifications, where appropriate

6. Produce animated sequences of rigged object

6.1 Create 3-D animations of rigged models using animation and rigged modelling techniques, to suit design specifications

6.2 Render the completed animated sequences

6.3 Save and store the animated sequences, using appropriate output file formats, standard naming conventions, and version-control protocols

6.4 Present the 3-D animated sequences of rigged models to the relevant personnel for evaluation by agreed deadlines

Evidence of the ability to:

design, implement and manage rigs for objects according to production documentation and organisational procedures

use and refine skeleton/structural and animation controls for best performance

construct hierarchies to formulate specific controls

combine and refine object geometry to skeletal/structural rigs

create 3-D digital animated sequences of a rigged model

meet production deadlines.

Note: If a specific volume or frequency is not stated, then evidence must be provided at least once.

To complete the unit requirements safely and effectively, the individual must:

summarise basic 3-D digital animation techniques

explain the features of a range of delivery platforms

describe the skills required for geometry topology analysis

explain how to identify appropriate physical attributes to animate

explain rigged 3-D modelling techniques

discuss the theory of anatomy and structural systems and how they relate to 3-D animation techniques.

Gather evidence to demonstrate consistent performance in conditions that are safe and replicate the workplace. Noise levels, production flow, interruptions and time variances must be typical of those experienced in the game development field of work, and include access to:

computer hardware and software

games engines

file storage.

Assessors must satisfy NVR/AQTF assessor requirements.

Copy and paste from the following performance criteria to create an observation checklist for each task. When you have finished writing your assessment tool every one of these must have been addressed, preferably several times in a variety of contexts. To ensure this occurs download the assessment matrix for the unit; enter each assessment task as a column header and place check marks against each performance criteria that task addresses.

Observation Checklist

Tasks to be observed according to workplace/college/TAFE policy and procedures, relevant legislation and Codes of Practice Yes No Comments/feedback
Use organisational procedures and production documentation to determine model rigging requirements 
Maintain a portfolio of reference materials 
Determine the range of software features available, when using various rigging technologies 
Analyse the inner workings of the object to select appropriate skeletal or structural systems 
Analyse required bones or joints behaviours to select correct orientations 
Examine object geometry topologies to select the correct bone and joint placement 
Analyse critical object movement to select forward kinematics (FK) or Inverse Kinematics (IK) requirements, or a hybrid solution 
Record the results for use at the rigging implementation phase 
Use 3-D software to place the bones and joints, according to rigging plan 
Use 3-D software to orientate the bones and joints, according to rigging plan 
Use 3-D software to construct FK or IK requirements in adherence to the rigging plan 
Use 3-D software to construct hierarchies and pivotal sets 
Trial and refine rotations and movement attributes 
Use 3-D software to construct specific driven attributes for manipulation purposes 
Use 3-D software to create, and place, control handles with the appropriate attributes 
Use 3-D software to link control handles to improve the animation procedures 
Trial and refine the controls, and attributes 
Negotiate modifications, where appropriate 
Use 3-D software toolsets to skin/bind object geometry, to created skeletal systems or mechanical structures 
Use 3-D software to test and refine, object rig interaction 
Use 3-D software toolsets to test and refine, geometry skeleton systems or mechanical structure interaction 
Negotiate modifications, where appropriate 
Create 3-D animations of rigged models using animation and rigged modelling techniques, to suit design specifications 
Render the completed animated sequences 
Save and store the animated sequences, using appropriate output file formats, standard naming conventions, and version-control protocols 
Present the 3-D animated sequences of rigged models to the relevant personnel for evaluation by agreed deadlines 

Forms

Assessment Cover Sheet

ICTGAM519 - Manage technical art and rigging in 3-D animation
Assessment task 1: [title]

Student name:

Student ID:

I declare that the assessment tasks submitted for this unit are my own work.

Student signature:

Result: Competent Not yet competent

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Assessor name:

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Assessment Record Sheet

ICTGAM519 - Manage technical art and rigging in 3-D animation

Student name:

Student ID:

Assessment task 1: [title] Result: Competent Not yet competent

(add lines for each task)

Feedback to student:

 

 

 

 

 

 

 

 

Overall assessment result: Competent Not yet competent

Assessor name:

Signature:

Date:

Student signature:

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