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Evidence Guide: ICTGAM519 - Manage technical art and rigging in 3-D animation

Student: __________________________________________________

Signature: _________________________________________________

Tips for gathering evidence to demonstrate your skills

The important thing to remember when gathering evidence is that the more evidence the better - that is, the more evidence you gather to demonstrate your skills, the more confident an assessor can be that you have learned the skills not just at one point in time, but are continuing to apply and develop those skills (as opposed to just learning for the test!). Furthermore, one piece of evidence that you collect will not usualy demonstrate all the required criteria for a unit of competency, whereas multiple overlapping pieces of evidence will usually do the trick!

From the Wiki University

 

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

What evidence can you provide to prove your understanding of each of the following citeria?

Use reference or source materials to assess rig requirements

  1. Use organisational procedures and production documentation to determine model rigging requirements
  2. Maintain a portfolio of reference materials
  3. Determine the range of software features available, when using various rigging technologies
Use organisational procedures and production documentation to determine model rigging requirements

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Maintain a portfolio of reference materials

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

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

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Plan rig suitable for animation/movement

  1. Analyse the inner workings of the object to select appropriate skeletal or structural systems
  2. Analyse required bones or joints behaviours to select correct orientations
  3. Examine object geometry topologies to select the correct bone and joint placement
  4. Analyse critical object movement to select forward kinematics (FK) or Inverse Kinematics (IK) requirements, or a hybrid solution
  5. Record the results for use at the rigging implementation phase
Analyse the inner workings of the object to select appropriate skeletal or structural systems

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Analyse required bones or joints behaviours to select correct orientations

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

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

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

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

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Record the results for use at the rigging implementation phase

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Implement character skeleton requirements

  1. Use 3-D software to place the bones and joints, according to rigging plan
  2. Use 3-D software to orientate the bones and joints, according to rigging plan
  3. Use 3-D software to construct FK or IK requirements in adherence to the rigging plan
  4. Use 3-D software to construct hierarchies and pivotal sets
  5. Trial and refine rotations and movement attributes
Use 3-D software to place the bones and joints, according to rigging plan

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

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

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

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

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Use 3-D software to construct hierarchies and pivotal sets

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Trial and refine rotations and movement attributes

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Employ character movement and implement character attributes and control handles

  1. Use 3-D software to construct specific driven attributes for manipulation purposes
  2. Use 3-D software to create, and place, control handles with the appropriate attributes
  3. Use 3-D software to link control handles to improve the animation procedures
  4. Trial and refine the controls, and attributes
  5. Negotiate modifications, where appropriate
  6. Use 3-D software toolsets to skin/bind object geometry, to created skeletal systems or mechanical structures
Use 3-D software to construct specific driven attributes for manipulation purposes

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

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

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

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

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Trial and refine the controls, and attributes

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Negotiate modifications, where appropriate

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

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

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Test and refine rig integrity

  1. Use 3-D software to test and refine, object rig interaction
  2. Use 3-D software toolsets to test and refine, geometry skeleton systems or mechanical structure interaction
  3. Negotiate modifications, where appropriate
Use 3-D software to test and refine, object rig interaction

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

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

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Negotiate modifications, where appropriate

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Produce animated sequences of rigged object

  1. Create 3-D animations of rigged models using animation and rigged modelling techniques, to suit design specifications
  2. Render the completed animated sequences
  3. Save and store the animated sequences, using appropriate output file formats, standard naming conventions, and version-control protocols
  4. Present the 3-D animated sequences of rigged models to the relevant personnel for evaluation by agreed deadlines
Create 3-D animations of rigged models using animation and rigged modelling techniques, to suit design specifications

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Render the completed animated sequences

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

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

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

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

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Assessed

Teacher: ___________________________________ Date: _________

Signature: ________________________________________________

Comments:

 

 

 

 

 

 

 

 

Instructions to Assessors

Evidence Guide

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

Required Skills and Knowledge

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.