Uncategorized

CP2014 / CP5608 Major Project

CP2014 / CP5608: Major Project
Requirement Overview
A game studio engaged you to create a series of 3D models and animations for their new game title. This game has a main story character,
which can be in realistic human look, humanoid or in metaphorical form. The game world can be earthly or fanaticised world of any genre.
The main story character will navigate in the game world you modelled and interact with some of the objects and effects (animations) you
created.
This game will be played from the off-the-shelf commercial devices such as laptops, game consoles, and smart phones. Therefore, the
game studio requires the 3D models you created must be low-resolution polygon models.
The game studio also requires you to rig the character professionally, and create some animation for the character such as idling, walking
and actions interacting with the game world.
Finally, you will integrate the models and animation created into one or multiple scenes, add some dynamics simulations to enrich the
game world, setup lighting and camera(s) to create an animation demo reel. Make a presentation to the game studio in which you will
demonstrate how the requirements from the game studio are satisfied and the creativity part(s) you contributed but are not explicitly
described in this requirement overview.
Project Key Data
This individual project is divided into 3 parts. Each part depends on the outcome of previous part(s). The table below lists some of the key
information of this major project. Detail requirements of all tasks in each part see rest of this document and section 6 (assessment
criteria) of the subject outline.

Key Task Weight (CP5608) Weight (CP2411) Due Date
Part 1 • Model game objects (include game world) and
the story character
15% 20% Week 6
5pm Friday
Part 2 • Apply shaders and texture to all models created
in part 1
• Create some object animation
10% 10% Week 9
5pm Friday
Part 3
(Including
presentation)
• Create character animation (include character
rigging)
• Add dynamics simulation
• Setup scene lighting
• Setup camera and render full animation
sequence
• Create a video for presentation.
20% (Project)
10% (Presentation)
20% (Project)
10% (Presentation)
Week 13
5pm Friday

Submission: compress all types of project files into one zipped file and submit it to a drop-in box that will be setup on learnjcu.
Part I
You will create a set of polygon models that will be categorised as either game world or game objects by you. The total
quadrilateral faces (quads) for this set of polygon models is around 3000. Requirement for modeling methods and techniques,
and number of objects see the assessment criteria. You will create a polygon character using around 3000 quads. The
assessment criteria provides requirement about the geometric feature of the character.
You determine how many scene files to create. One approach is one scene file for one object. Another is a couple of scene files,
for example one for character, and one for all the objects. If using latter approach you shall organise objects in content layer
properly, for example objects belong to game world are assigned to a content layer named as environmentLayer. Bottom line is
you do not put character and all objects into one scene file at this stage of the project.
In your Maya project all objects are named properly and are grouped where requires. The modeling history that demonstrates a
progressive development of this part shall be included in the Maya project. You may consider retaining the modeling history in
the format of two or more versions of one scene file.
See the assessment criteria for more details.
You will make a document (2 pages or more) that records your initial design for the animation story to be created gradually
throughout parts 1 to 3 of this major project. There is no format limitation for this document, but it shall include but not limited to
these components: overall description of the game world, appearance of the character and a storyline in which animations
happen.
For submission, compress the document and your Maya project that includes all scene files and all versions of a scene file if
applies into ONE zip file. Submit the zipped file only.
Part II
You will create a group of shaders and textures, and apply them to decorate the surface of the 3D models created in part I. You
are encouraged to use UV mapping technique where applicable because it gives you more flexibility to design the texture details
and reduce the total number of materials to be loaded into a game engine.
You will use key frame animation technique to make some object animation that mayhelp driving your animation story in part 3.
These animations will be used in part 3, for example by importing the animated object (include animation) into the final scene
file.
Remember to check the assessment criteria for requirement about techniques and animation duration.
For submission, compress the Maya project that includes all part 2 scene files, texture files and the playblast of all animations
into ONE zip file. Submit the zipped file only.
Part III + Presentation (recorded)
In this final stage, the animation story is to be realised following a serial of sub phases.
First is character rigging. You will create a hierarchical skeleton with number of joints that are suitable for the character animation
to be created, and create handles and controllers to facilitate the animation process. Then binding the character object created
in previous parts to this skeleton. Create a couple of poses and adjust the binding weights where necessary so that the surface
of your character deforms in a realistic way. See corresponding assessment criteria for detail requirement.
After the character is rigged, you will create some character animation sequences that drive the story. Some of the character
actions are repetitive for example walking while others are not for example standing up. Here we consider one type of action as
one animation sequence. The corresponding assessment criteria give you a guide about mandatory and desirable animation
per grade category.
You will select a set of techniques from the dynamics simulation to enrich the game world or driving the story development. The
corresponding assessment criteria give you a guide about the types of technique required per grade category.
Before the final animation product can be rendered you will setup appropriate lighting in the game world scene to add a realistic
touch. You decide how many render scene files are required.
Setup rendering camera(s) in each render scene file. With camera following and/or movement, you guide your audiences’ eye
through the animation story.
Finally, you will render all the animation in one or multiple separate image sequences or video. You can consider editing the
rendered results, for example add background music with any video editing tool you already know how-to, or use the method
learnt in the subject workshop.
You will make a video presentation using the record narration function in PowerPoint or any other software tool. In the
presentation, you will give an introduction of the animation story produced, present the animation with clear explanation, discuss
the techniques used in the project, how you creatively apply knowledge and skill learnt from the subject. At the end of the
presentation includes a reference to the resources used in the project.
For submission, compress following items into ONE zip file:
• Your Maya project that includes all part 3 scene files and texture files.
• Rendered result
• Video presentation
There are 4 to 5 types of scene files: fully rigged character scene file(s), character scene files with pose (1 for each pose),
character animation scene files (1 for each animation sequence), render scene files and other scene file(s) if any.
For the recorded video presentation, instead of submitting the zipped video file, you can upload your file in cloud storage
and share/submit the link.
Submit the zipped file only. Contact your instructor for advice if your zip file exceeds the size limit of drop-in box.
Marking Criteria
Overview:
• Outcome that falls in category A will receive at least 85% of the marks assigned to the corresponding component.
• Outcome that falls in category B will receive 75% to 84% of the marks assigned to the corresponding component.
• Outcome that falls in category C will receive 65% to 74% of the marks assigned to the corresponding component.
• Outcome that falls in category D will receive 50% to 64% of the marks assigned to the corresponding component.
• Outcome that falls in category E will receive at most 49% of the marks assigned to the corresponding component.

Tasks Major Project Part I
Category A B C D E
Objects
(50%)
• At least 7 polygon objects
(include game environment)
• All polygon objects fall into low
resolution1 model category.
• Demonstrate excellent skills
such as applying at least 3
different modelling tools or
methods, and achieving high
quality mesh layout.
• Scene file(s) include complete
modelling history of all objects
created.
• At least 6 polygon objects
(include game environment).
• All polygon objects fall into low
resolution1 model category.
• Demonstrate good skills such
as applying different modelling
tools or methods, and
achieving good mesh layout.
• Scene file(s) include complete
modelling history for most of
the objects created.
• At least 5 polygon objects
(include game environment).
• All polygon objects fall into
low resolution1 model
category.
• Demonstrate solid skills
such as applying appropriate
modelling tools or methods,
and achieving appropriate
mesh layout.
• Scene file(s) include
comprehensive modelling
history of all objects created.
• 4 to 5 polygon objects
(include game
environment).
• All polygon objects fall into
low resolution1 model
category.
• Demonstrate skills
applying appropraite
modelling tools or
methods.
• Scene file(s) include
comprehensive modelling
history for most objects
created.
• Less than 4 polygon
objects (include game
environment) created.
• Polygon modeling method
is not applied.
• Or none of the polygon
objects created falls into
low resolution1 model
category.
• Scene file(s) include
comprehensive modelling
history.
Character
(25%)
• A low resolution polygon
character
• Rich character features such as
facial, hand, arms, legs etc.
• Character scene file(s) includes
complete modelling history.
• Demonstrates advanced
modelling skills, for example
using 3000 quads achieving a
realistic humanoid look with
high quality mesh layout.
• A low resolution polygon
character
• Demonstrates some character
features such as head, arms,
legs etc.
• Character scene file(s)
includes complete modelling
history.
• Demonstrates intermediate
modelling skills, for example
using 3000 quads achieving a
humanoid look with good
mesh layout.
• A low resolution polygon
character that demonstrates
a metaphoric metaphoric2
humanoid character using
around 3000 quads.
• Character scene file(s)
includes complete modelling
history.
• A low resolution polygon
character that
demonstrates a
metaphoric humanoid
character using around
4000 quads.
• Character scene file(s)
includes comprehensive
modelling history.
• A low resolution polygon
story character with no
more than 5000 quads.
• Character scene file(s)
include comprehensive
modelling history.

The real-time graphic rendering in computer games demands high computational resource. One of the many factors that determine this demand is the resolution of polygonal objects
used, i.e. number of polygon faces. Using 400 quadrilateral faces (quads) in total to create 5 game objects of simple shape will be an excellent outcome.
Metaphoric humanoid character can be for example the Android logo, SpongeBob SquarePants, the Minium etc.
Object grouping is applicable only to objects that are made of multiple separate meshes. An appropriate grouping choice can be by functional parts that will be useful for animation later.

Naming and
Organisation
(15%)
• All objects and content layers (if
any) are named appropriately.
• All following practices are used
appropriately: object layers,
scene files, set project and
object grouping3.
• All objects and content layers
(if any) are named
appropriately.
• At least 2 of the following
practices are used
appropriately: object layers,
scene files, set project and
object grouping.
• Most objects and content
layers (if any) are named
appropriately.
• At least 2 of the following
practices are used
appropriately: object layers,
scene files, set project and
object grouping.
• At least 50% of the objects
and content layers (if any)
are named appropriately.
• At least 1 of the following
practices are used
appropriately: object
layers, scene files, set
project and object
grouping.
• Up to 50% of the objects
and content layers (if any)
are named appropriately.
• None of the following
practices are used: object
layers, scene files, set
project and object
grouping.
Documentation
(10%)
• All following designs aspects of
the major project (an animation
product) are excellently
communicated: storyline,
character(s) and objects that will
interact with each other,
background environment.
• All following designs aspects
of the major project (an
animation product) are clearly
communicated: storyline,
character(s) and objects that
will interact with each other,
background environment.
• All following designs aspects
of the major project (an
animation product) are
discussed and at least 2 are
clearly communicated:
storyline, character(s) and
objects that will interact with
each other, background
environment.
• All following designs
aspects of the major
project (an animation
product) are discussed:
storyline, character(s) and
objects that will interact
with each other,
background environment.
• Half of the following
designs aspects of the
major project (an
animation product) are
discussed: storyline,
character(s) and objects
that will interact with each
other, background
environment.
Tasks Major Project Part II
Category A B C D E
Shading and
Texturing
(45%)
• All objects are shaded.
• UV Mapping are utilised where
are applicable.
• Achieve realistic look with
appropriate choice of underlying
shaders.
• All objects are shaded.
• UV Mapping are utilised to at
least 1 object.
• Achieve realistic look with
appropriate choice of
underlying shaders.
• Most objects are shaded.
• Choices of underlying shaders
are appropriate.
• Most objects are shaded. • Most objects are in
default greyish Lambert.
Object
Animation
(45%)
• Demonstrate animation of single
object or between objects.
• Demonstrate intermediate
animation skills, for example
animating with motion path and
deformer (or simple joint
system).
• Demonstrate animation of
single object or between
objects.
• Demonstrate intermediate
animation skills, for example
animating with motion path.
• At least 70 frames for all
animation sequences added
up together
• Demonstrate animation of
single object or between
objects.
• Around 50 frames for all
animation sequences added
up together
• Created preview video
(playblast) for most animation
sequences
• Demonstrate animation of
single object or between
objects.
• Around 30 frames for all
animation sequences
added up together
• Created preview video
(playblast) for some of the
animation sequences
• Demonstrate some
animation.
• At least 100 frames for all
animation sequences added up
together
• Created preview video
(playblast) for all animation
sequences
• Created preview video
(playblast) for all animation
sequences
Naming and
Organisation
(10%)
• All shaders/textures are named
appropriately.
• All shaders/textures are
named appropriately with at
most 1 to 2 are not named.
• All shaders/textures are
named appropriately with at
most 3 to 4 are not named.
• Most s shaders/textures
are named appropriately.
• Most shaders/textures
are not named.
Tasks Major Project Part III
Category A B C D E
Character
Rigging
(20%)
• Skeletal hierarchy and joints
placement are appropriate.
• Demonstrate solid rig with at
least 2 suitable poses.
• Demonstrates intermediate
rigging skills, for example uses
FK/IK handles and applies
controllers to torso, leg and arm.
• 80% of the joints, handles and
controllers are named
appropriately.
• Skeletal hierarchy and joints
placement are appropriate.
• Demonstrate solid rig with 2
suitable poses
• Demonstrates comprehensive
rigging skills, for example
uses FK/IK handles.
• 80% of the joints and handles
are named appropriately.
• Skeletal hierarchy is
appropriate.
• Most joints are placed at
suitable position.
• Demonstrate rig outcome
with 2 suitable poses.
• Most of the joints are named
appropriately.
• Skeletal hierarchy is
comprehensive.
• Most joints are placed at
suitable position.
• Demonstrate rig outcome
with 1 suitable pose.
• Most of the joints are
named appropriately.
• A Skeletal system is
created with some joints
• Character mesh is bind
to the skeleton
Character
Animation
(20%)
• Character completes 2
animation sequences of
different behaviour, for example
walking, running, dancing or
animation at equivalent level.
• Animation appears realistic and
believable.
• Character completes 1
walking animation sequence
and 1 animation sequence
such as looking around or
animation at equivalent level.
• Animation appears realistic
and believable.
• Character completes 2
animation sequence such as
looking around, sitting down,
or animation at equivalent
level.
• Animation appears smooth.
• Character completes 1
animation sequence.
• Animation appears smooth
and believable.
• Demonstrate some
character animation.
Dynamics
Simulation
(15%)
• Demonstrate skills applying any
3 of the following dynamic
simulation skills: paint effects,
rigid body, (n)Particles and any
dynamic effects.
• The simulation plays a role in
the animation story, for example
interacts with the character, as
background happening.
• Demonstrate skills applying
any 2 of the following dynamic
simulation skills: paint effects,
rigid body, (n)Particles and
any dynamic effects.
• The simulation plays a role in
the animation story, for
example interacts with the
character, as background
happening.
• Demonstrate skills applying
any 1 of the following
dynamic simulation skills:
paint effects, rigid body,
(n)Particles and any
dynamic effects.
• The simulation serves as a
natural part of the animation
story.
• Demonstrate skills applying
any 1 of the following
dynamic simulation skills:
paint effects, rigid body,
soft body, (n)Particles and
any dynamic effects.
• Demonstrate some
attempt using dynamics
for simulation.
Lighting
(15%)
• Demonstrate skills of deploying
lighting in scene(s), for example
choice of light type and their
configuration (location, intensity,
etc) are appropriate.
• Lighting and shadow looks
natural and realistic in rendered
images/video.
• Demonstrate skills of
deploying lighting in scene(s),
for example configuration
(location, intensity, etc) is
appropriate.
• Lighting looks natural and
realistic.
• Demonstrate fundamental
knowledge of lighting
• Lighting is used • Demonstrate little
knowledge of lighting,
for example default
lighting is used
Cinematography
(10%)
• Demonstrate skills applying
different shot types, use
appropriate camera movement
and following.
• Scene is framed properly in the
rendered images/video.
• Demonstrate skills applying
different shot types, use
appropriate camera
following/movement.
• Scene is framed properly most
time in the rendered
images/video.
• Camera following/movement
is used.
• Scene is framed properly
most time in the rendered
images/video.
• Camera
following/movement is
used.
• Scene is framed properly
over half time in the
rendered images/video.
• Demonstrate little
understanding of
cinematography
techniques
Rendering
(15%)
• All animations (object, character
and dynamics simulation) are
rendered.
• Animation Demo professionally
produced.
• Duration is at least 40 seconds.
• All animation sequences and
most dynamics simulation are
rendered.
• Animation Demo presents
some professional touch.
• Duration is 30 to 40 seconds.
• Most animation sequences
and some dynamics
simulation are rendered.
• Duration is 20 to 30
seconds.
• Most animation sequences
or some dynamics
simulation are rendered.
• Demonstrate some
rendering outcome
Tasks Presentation
Category A B C D E
Presentation • Video presentation gives a vivid
introduction of the animation
story produced, presenting the
animation with clear
explanation, discussing 3 or
more techniques that
demonstrate the student
creatively applies knowledge
and skill learnt from the subject
to the entire major project.
• At the end of the presentation
gives a reference to the
resource used in the project.
• Video presentation gives a
clear introduction of the
animation story produced,
presenting the animation with
comprehensive explanation,
discussing 2 to 3 techniques
that demonstrate the student
applies knowledge and skill
learnt from the subject to the
entire major project.
• At the end of the presentation
gives a reference to the
resource used in the project.
• Video presentation includes
an introduction of the
animation story produced,
presenting the animation or
some images rendered that
represent pivot points of the
animation story, discussing
2 to 3 techniques that
demonstrate the student
applies knowledge and skill
learnt from the subject to the
entire major project.
• At the end of the
presentation gives a
reference to the resource
used in the project.
• Video presentation includes
an introduction of the
animation story produced,
presenting some outcome
whether be scene(s) from
Maya, animation playblast
or in other form.
• Discussion demonstrates
student’s understanding of
knowledge and skill learnt
from the subject.
• Demonstrates some
attempt to the video
presentation.

The post CP2014 / CP5608: Major Project appeared first on My Assignment Online.

Leave a Reply

Your email address will not be published. Required fields are marked *