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|Unit chair:||R Woodcock|
|Note: Online teaching methods require internet access. Please refer to the most current computer specifications.|
This unit builds paths to understanding the creative applications of motion capture technology, focusing on the relationship between movement and its representation through motion capture data and post-processing in animation programs. The unit develops skills of visualisation, representation and manipulation of human motion through reference to established principles of character animation. Students will develop a working knowledge of Motion Builder, which opens up the expressive capabilities of motion capture. Through focused study of human and non-human form and movement within three-dimensional space, students gain creative control of the expressive outcomes of this high-end technology. The unit contextualises motion capture technology in terms of the aesthetic and conceptual aspects of the motion capture concept, and explores issues involved in developing high level creative control of motion capture outcomes. Students will work collaboratively on a number of tasks, including research, planning, presentation, and technical skills development.
Research Folio & Presentation – 25%
In groups, students present to the class a report, based on research material they have used to document and understand motion: observational drawings, designs for armature models, notes and sketches from MoCap studio visits, and interviews with studio professionals. This material and the presentation will contribute to shared knowledge of the range of possible ways human (and non-human) motion can be represented and ‘captured’ in the context of allied media arts disciplines.
Exercise – 25%
Each group will write and storyboard a short sequence of human or non-human motion. Each scene is designed to express visually the dynamics of the particular motions featured in the proposed sequence. The focus of the Exercise assignment is on collaborative, inter-disciplinary learning and resources management, and the application of various research methodologies for the exploration of the possibilities of motion.
Project – 50%
Using a range of approaches, including digital and analogue techniques, students will collaborate to produce an animated sequence featuring the models and motions they have designed, developed and constructed during the trimester, across physical and digital platforms. The model may be accompanied by live action or stop-motion footage, Flash or hand drawn footage, live performance, or a combination of techniques and approaches. The focus of the project is on understanding and exploiting the roles of both analogue and digital methodologies in the context of Motion Capture technologies.
Unit Fee Information
|Student Contribution Rate*||Student Contribution Rate**||Student Contribution Rate***||Fee rate - Domestic Students||Fee rate - International students|
* Student contribution rate for Commonwealth Supported students who commenced studies from 2010
** Student contribution rate for Commonwealth Supported students who commenced studies from 2009
*** Student contribution rate for Commonwealth Supported students who commenced studies from 2008
Please note: Unit fees listed do not apply to Deakin Prime students.