ICAGAM518A
Animate physical attributes of models and elements

This unit describes the performance outcomes, skills and knowledge required to animate appropriate physical attributes of models and elements.

Application

This unit applies to concept artists, game designers, games programmers, animators and other personnel working in the game development industry.


Prerequisites

Not applicable.


Elements and Performance Criteria

1. Collect and use reference material

1.1 Create storyboard sequence of required animation

1.2 Determine animation attribute sequence of objects as per the storyboard

1.3 Select 3-D modelling and animation software tools that best suit the type of production and target platform for which 3-D digital animations are being created

1.4 Research and gather reference material to inform the animation process

2. Prepare 3-D digital models using a variety of manipulating techniques

2.1 Determine the most efficient animation methodology

2.2 Ensure that the models topology allows appropriate deformation of objects and its parts as per storyboard animation brief

2.3 Apply a variety of manipulation techniques

2.4 Progressively refine animation attributes and check integrity of models and elements over time until storyboard requirements are met

2.5 Submit pre-models animation to relevant personnel for comment on whether storyboard objectives have been met and make final adjustments as required

3. Create required animations using a variety of animated tools

3.1 Determine the most efficient animation methodology from the required models

3.2 Animate object, applying animation principles and techniques to produce the required motions

3.3 Submit animation for approval

3.4 Make adjustments as required and refine animation in passes until storyboard requirements are achieved

4. Use lighting to evaluate texture, quality and performance

4.1 Use nominal lighting to render component for testing purposes

4.2 Test against plan

4.3 Continue manipulation process until effect achieved

5. Render 3-D digital model using appropriate render engine

5.1 Evaluate the final render, taking steps to satisfy any further client requirements

5.2 Prepare render passes if any

5.3 Render component

5.4 Present edited material to the relevant personnel as well as brief and documents, including concept art in an appropriate format for evaluation

6. Back up work

6.1 Make backup copies of files and complete workplace documentation according to chosen predetermined procedures

Required Skills

Required skills

analytical skills to:

analyse documentation and images to inform implementation of game specifications

interpret briefs, work instructions, and technical and conceptual information

communication skills to:

check and confirm design requirements

collect, interpret and communicate in visual and written forms effectively for various audiences, including engineers and artists

communicate complex designs in a structured format drawn from industry standards, styles and techniques

communicate technical requirements related to software development, graphics requirements and code development to supervisors and other team members

provide practical advice, support and feedback to colleagues and management

translate design requirements into specifications

initiative and enterprise skills to exercise a high level of creative ingenuity in 3-D design and innovation

literacy and numeracy skills to develop 3-D design and technical design documents

planning and organisational skills to:

appropriately refer decisions to a higher project authority for review and endorsement

balance talent, experience and budget

delegate tasks and responsibility appropriately

establish clear roles and goals to achieve required game development outcomes

meet project deadlines

organise equipment and resources to achieve required outcomes

organise own time to meet milestones

problem-solving skills to recognise and address potential quality issues and problems at design development stage

technical skills to:

develop and visualise concepts

use correct file formats and archiving procedures

resolve basic hardware, software and other technical issues associated with game production.

Required knowledge

3-D animation

3-D lighting

3-D modelling

anatomy and physical movement

budgeting and scheduling considerations for game design

capabilities and constraints of game engines

client communication

computer game development, including specific terminology

current game-play hardware and software products

environmental impact and sustainability considerations

dope sheets

graph curve editor

human resources required in the process of creating a game and their respective skills and technology requirements

methods for using reference material

OHS requirements for:

ergonomics

electrical safety

physical attributes to create effects, such as weight and anticipation

rendering

risk and critical path management

scheduling production components

shading

texturing

techniques for using storyboard and script production

time management

transfer methodology, e.g. rotoscope, hand key, motion capture.

Evidence Required

The evidence guide provides advice on assessment and must be read in conjunction with the performance criteria, required skills and knowledge, range statement and the Assessment Guidelines for the Training Package.

Overview of assessment

Critical aspects for assessment and evidence required to demonstrate competency in this unit

Evidence of the ability to:

use 3-D software toolsets to animate models with correct movement and weight

undertake reference and transfer methods to copy real physical attributes.

Context of and specific resources for assessment

Assessment must ensure access to:

computer hardware, software, games engines and file storage

copyright and intellectual property legislation

OHS legislation and enterprise policy

appropriate learning and assessment support when required

modified equipment for people with special needs.

Method of assessment

A range of assessment methods should be used to assess practical skills and knowledge. The following examples are appropriate for this unit:

verbal questioning regarding reasons for use of hardware and software to create physical attributes effects

direct observation of the learner using 3-D animation software

review of project or work activities that show research and reference sourcing to gain best physical attributes effects

review of written and verbal reports or documentation showing research and production plan

review of third-party workplace reports of skills and performance of the learner

evaluation of completed rendered image or sequence.

Guidance information for assessment

Holistic assessment with other units relevant to the industry sector, workplace and job role is recommended, where appropriate.

Assessment processes and techniques must be culturally appropriate, and suitable to the communication skill level, language, literacy and numeracy capacity of the candidate and the work being performed.

Indigenous people and other people from a non-English speaking background may need additional support.

In cases where practical assessment is used it should be combined with targeted questioning to assess required knowledge.


Range Statement

The range statement relates to the unit of competency as a whole. It allows for different work environments and situations that may affect performance. Bold italicised wording, if used in the performance criteria, is detailed below. Essential operating conditions that may be present with training and assessment (depending on the work situation, needs of the candidate, accessibility of the item, and local industry and regional contexts) may also be included.

3-D modelling and animation software may include:

3-D Max

Blender

Cinema 4D

Houdini

Lightwave

Maya

Modo

XSI

Z Brush.

Target platform may include:

arcade

console platforms:

Microsoft Xbox 360

Nintendo DS (hand-held)

Nintendo Wii

Sony PlayStation

hand-held digital device platforms:

Apple Iie/C/C+

Apple IIGS

Blackberry

BREW

Flashlite

Google Android

J2ME

Java

Palm OS

Sidekick

Symbian

WAP

Windows Mobile

personal computer (PC)

web.

Reference material may include:

blueprints

developmental drawings

internet research

museum information

orthographic images

photographs

schematics

video footage.

Manipulation techniques may include:

cloning

deforming

exploding

melting

moving

point and face deformation

rotating

scaling.

Brief and documents may include:

concept drawings

designer’s notes

development environment description

game design document

game-play designs

help notes

information design

operating manual

storyboard

style and design principles

style and medium

target market information

technical design document

technical design review process.

Concept art may include:

illustrations

models

settings

sketches

storyboards.


Sectors

Game development


Employability Skills

This unit contains employability skills.


Licensing Information

No licensing, legislative, regulatory or certification requirements apply to this unit at the time of endorsement but users should confirm requirements with the relevant federal, state or territory authority.