1 - Animation I
This course is part of the programme:
Bachelor's programme in Digital Arts and Practices
Objectives and competences
The key objective of the course is to develop an ability to express oneself in the medium of animation. To master the basic elements of movement, film language, and visual expression, to form one’s individual, movement-based, fine art language, which always and in the first place carries a message.
Within the module, the student will acquire the following general competences:
- ability to make analyses and syntheses, and predict solutions;
- ability to use knowledge in practice;
- ability to communicate and work in a team;
- autonomy in professional work.
Basic knowledge of fine arts fundamentals.
Basic computer literacy.
The prerequisities: student’s active participation in all phases and at all levels of the study process, which, apart from the active attendance at lectures and participation in practice work, presupposes the following: individual creation and development of ideas – independently and within the active, two-way mentor-student communication (exhange of ideas takes place on the personal level and via the internet) and a continual independent (research, creative and performative) work throughout the academic year.
Content (Syllabus outline)
Animation is a complex medium connecting painting, sculpture, photography, and film, into newly created wholes. Due to a wide range of expressive means and new technological possibilities, new individualised languages can be further developed. The space for the use of these languages becomes virtually infinite with the development of digital technologies.
The module is presented pyramidally, while at the same time it is linked, horizontally and vertically, with other programme and content units. In the process of studying, the student moves from acquiring knowledge of the basic fine art techniques and skills (different forms of drawing, painting and plastic expression in materials), different techniques of digital media use (photograph design, vector graphics, 2D and 3D drawing and modelling, internet tools, etc) to techniques needed for the quality foundation of a project (be it a screenplay, film book, or a structure and architecture of interactive animation), animation techniques (from traditional to computer generated) and postproduction (editing, formation and use of sound as a fully valid element).
The peak of the pyramid is a creative assignment (each year, the assignment has its own appropriate weight and value). In the assignment, the student unites and uses the acquired knowledge and sets up and implements the whole project as an individual author as well as in terms of techniques and organisation.
- studying of the basic animation tools and analysing a sample of animated films;
- studying of a variety of animation techniques, both analogue and digital, so that the student may develop a sense for the richness of the medium;
- seminar exercies: studying the regularities inherent in time, space and movement within the art of animation.
Intended learning outcomes
- A coherent mastery of fundamental knowledge;
- ability to connect different forms of knowledge from different fields of animation and applications;
- ability to incorporate new information and interpretations into the context of animated film;
- development of abilities and skills in the use of knowledge in the field of animation and modelling.
- Bendazzi, Giannalberto: Cartoons, One hundred years of cinema animation, John Libbey & Company Ltd 1994.
- Pilling, Jayne: A Reader in Animation Studies, John Libbey & Company Ltd 1997.
- Robinson, Chris: Unsung Heroes of Animation, John Libbey & Company Ltd 2006.
- Williams, Richard: The Animators Survival Kit, Faber and Faber Ltd 2001.
- Muybridge, Eadweard: Animals in Motion, Dover Publications Inc, 1957.
- Muybridge, Eadweard: The Human Figure in Motion, Dover Publications Inc, 1955.
- Gasek, Tom: Frame-by-Frame Stop Motion, Focal Press, 2011.
- OBE, John Halas, Whitaker Harold: Timing for Animation, Second Edition, Focal Press, 2009.
- Laybourne, Kit: The Animation Book, Crown Publications, 1998.
- Animation World Network: http://www.awn.com/
Creative project 30%, Theoretical assignment 10%, Coursework 50%, Oral examination 10%
University course code: 1DU001
Year of study: 1
- Lectures: 40 hours
- Seminar: 20 hours
Course type: obligatory key module
Languages: slovene, english, serbian
Learning and teaching methods:
- lectures (theoretical foundations of the subject) - seminar and practical exercises - case studies from history and contemporary art - presentation of concepts, assignments and products in discussions (under a mentor's supervision) - group work is based upon theoretical sources, case studies and practical assignments - group analysis of ideas and projects. student's independent work: - idea formation and development; - research and independent work at seminar and practical assignments; - preparation, creation and presentation of the creative assignment; - preparation for the examination.