Introduction to 3D Animation
Track Digital Designing
Duration 30 hours
Skill Level Intermediate
Language English

About this Course

Start building 3D animated sequences with basic rigging, keyframing, and rendering processes.
Learning Mode: Learn at ALC or at Home

Detailed Course Curriculum

Hands-on module breakdown aligned with MKCL production standards and industry requirements.

  • Downloading and Installation of Maya
  • Differences between 2D and 3D
  • Software Interface and Navigation
  • Perspective, Control and Viewport Understanding
  • Introduction to Modelling
  • Type of Primitives and Its Uses
  • Modelling Tools (Extrude, Bevel, Bridge, Connect)
  • Modelling Tools (Combine, Separate, Fill, Mirror)
  • Model a Props
  • Geometry of Model Study
  • Understanding UV Mapping
  • UV Unwrapping and Its Type
  • UV Unwrapping of 3d Model
  • Basics of Texturing
  • Introduction to Material and Its Type
  • Different Types Texture Maps
  • Introduction to Lighting
  • Types of Lights in Maya
  • Setting up Lighting for Scenes
  • Rendering Settings
  • Case Study on Lighting and Texturing
  • Introduction of Rigging
  • Creating Joint Structures of Face
  • Creating Joint Structures of Body
  • Skinning and Weight Painting
  • Setting up Controllers for Animation
  • IK/FK Setup
  • Facial Rigging Basics
  • Deformers in Rigging
  • Advanced Character Rigging Techniques
  • Rigging for Mechanical Models
  • How to Rig in Production Pipeline
  • Conceptualizing a 3D animation project
  • Asset Management
  • Asset creation
  • Human character poses
  • Pose to pose animation
  • Straight ahead animation
  • Graph Adjustment
  • Weight Shifting Push
  • Character Animation
  • Timeline and milestones
  • Collaborative aspects of production
  • Blender Introduction and Installation
  • Introduction to 3D modelling
  • Types of 3D Models - Mesh and NURBS Models
  • Type of Object
  • Modelling Tools
  • Modelling Techniques
  • Creating simple 3D models
  • Geometry of Model
  • Model a Props
  • Edit a Model
  • Understand Sculpting
  • Sculpting for Character
  • Introduction to renderer Engine Cycle
  • Introduction to renderer Engine EEVEE
  • Why Lighting in Important
  • Understanding Lighting
  • Basics of 3D lighting
  • Types of Point Light, Sun Light.
  • Types of Spot Light, Area Light.
  • Different Lighting effects
  • Lighting setup for Interior and Exterior Scene
  • Enhancing mood with lighting
  • Working with HDRI
  • Image Based Lighting
  • Understanding Shading Workspace, UV Mapping, Texture Painting
  • Applying Material to Object
  • Understand Different Maps
  • Applying textures to 3D models
  • UV Mapping
  • Unwrapping Model
  • Understanding Perspectives
  • Principles of 3D Composition
  • Navigating in 3D Space
  • Viewport Control
  • Camera Angles and Movements
  • Introduction to Mesh Modeling
  • Selecting Mesh Components
  • Joining & Merging a Mesh
  • Extrude Tool
  • Bevel Tool
  • Loop Cut Tool
  • Subdivision Surface Modifier
  • Demo of Modeling a Prop
  • Introduction to Materials
  • Principled BSDF Shader
  • Understanding the Shader Nodes Editor
  • Demonstrating a few types of surfaces
  • Introduction to Textures
  • Basics of UV Unwrapping
  • Using Image Textures in Materials
  • Creating Procedural Textures
  • Using Normal Map & Bump Map
  • Introduction to Lighting
  • Sun Light
  • Spot Light
  • Understanding HDRI Map
  • Introduction to Animation
  • Introduction to Rendering in Blender
  • Animating Object Transforms
  • Setting Up the Render Engine
  • Understanding Render Resolution and Aspect Ratio
  • Installing and understanding Unity
  • Unity Interface and Navigation
  • Basic Object Manipulation
  • Unity Workflow Overview
  • Creating Basic 3D Objects
  • Using the Transform Tools
  • Organizing Assets in Unity
  • Applying Materials and Textures
  • Saving and Exporting Projects
  • Case Study 1: Creating a Simple Scene
  • Unity’s 3D Coordinate System
  • Navigating Unity’s Scene View
  • Creating and Modifying Objects in Unity
  • Using Move, Rotate, and Scale Tools
  • Introduction to Unity’s Prefabs
  • Managing Scenes and Lighting
  • Using Layers and Tags in Unity
  • Adding Colliders and Rigid body Components
  • Creating Animations in Unity
  • Case Study 2: Designing a Game Level Layout
  • Using Unity Asset Store
  • Advanced Object Manipulation
  • Creating Custom Scripts in Unity
  • Working with Particle Systems
  • Setting Up Lighting for Realism
  • Creating Interactions with Scripts
  • Optimizing Performance
  • Exporting Projects for Multiple Platforms
  • Debugging and Error Handling
  • Case Study 3: Designing a Fully Interactive Scene
  • Unity Collaboration Tools
  • Using Timeline for Cinematics
  • Preparing Assets for Presentation
  • Annotating Projects in Unity
  • Setting up Multiplayer Components
  • Using Unity Recorder for Animations
  • Importing and Exporting Assets
  • Enhancing Visuals with Post-Processing
  • Optimizing Game Performance
  • Case Study 4: Multiplayer Game Setup
  • Capstone Project Overview
  • Planning and Setting Up the Project
  • Creating Detailed Game Levels
  • Applying Advanced Textures and Materials
  • Lighting and Post-Processing for Final Output
  • Scripting Advanced Interactions
  • Testing and Debugging
  • Finalizing and Exporting the Project
  • Reviewing the Final Project
  • Case Study 5: Presenting the Final Game Project
Eligibility Criteria
• Basic knowledge of computers and keen desire to build skills in this field.
• Open to students, job seekers, and working professionals.
Official Certification
• Official MKCL KLiC Certificate upon successful completion of the course and evaluations.
Work-Centric Learning Approach
• Step 1: Learners are given an overview of the course and its connection to life and work
• Step 2: Learners are exposed to the specific tool(s) used in the course through the various real-life applications of the tool(s).
• Step 3: Learners are acquainted with the careers and the hierarchy of roles they can perform at workplaces after attaining increasing levels of mastery over the tool(s).
• Step 4: Learners are acquainted with the architecture of the tool or tool map so as to appreciate various parts of the tool, their functions, utility and inter-relations.
• Step 5: Learners are exposed to simple application development methodology by using the tool at the beginner’s level.
• Step 6: Learners perform the differential skills related to the use of the tool to improve the given ready-made industry-standard outputs.
• Step 7: Learners are engaged in appreciation of real-life case studies developed by the experts.
• Step 8: Learners are encouraged to proceed from appreciation to imitation of the experts.
• Step 9: After the imitation experience, they are required to improve the expert’s outputs so that they proceed from mere imitation to emulation.
• Step 10: Emulation is taken a level further from working with differential skills towards the visualization and creation of a complete output according to the requirements provided. (Long Assignments)
• Step 11: Understanding the requirements, communicating one’s own thoughts and presenting are important skills required in facing an interview for securing a work order/job. For instilling these skills, learners are presented with various subject-specific technical as well as HR-oriented questions and encouraged to answer them.
• Step 12: Finally, they develop the integral skills involving optimal methods and best practices to produce useful outputs right from scratch, publish them in their ePortfolio and thereby proceed from emulation to self-expression, from self-expression to self-confidence and from self-confidence to self-reliance and self-esteem!

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