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SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
60213METOZ-CFA0374 Cartoon Workshop II 2 Spring 2 4 4 8
Course Type : Compulsory
Cycle: Bachelor      TQF-HE:6. Master`s Degree      QF-EHEA:First Cycle      EQF-LLL:6. Master`s Degree
Language of Instruction: Turkish
Prerequisities and Co-requisities: N/A
Mode of Delivery: Face to face
Name of Coordinator: Instructor GÖKHAN AYDIN
Dersin Öğretim Eleman(lar)ı: Instructor BURCU KARTAL BEKTAŞ
Dersin Kategorisi: Programme Specific

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: In addition to the basic principles of motion graphics, which the students who take this course have seen in the Cartoon Workshop I lesson; physical animations such as gravity, wind, chain, rope, forward kinematics and inverse kinematics and character animations of their own designs.
Course Content: In this course, gravity, wind, chain, string, forward and reverse kinematics animations will be applied with Duik, Newton3 and Particle Illusion software, which are plug-ins running on the two-dimensional animation software Adobe After Effects software. In addition, Adobe Character Animator software will enable students who take this course to create original projects.

Course Learning Outcomes (CLOs)

Course Learning Outcomes (CLOs) are those describing the knowledge, skills and competencies that students are expected to achieve upon successful completion of the course. In this context, Course Learning Outcomes defined for this course unit are as follows:
Knowledge (Described as Theoritical and/or Factual Knowledge.)
  1) Gains the requirements of physical animation design. Explain the terminology of the basic principles of physical animation and particle animation.
Skills (Describe as Cognitive and/or Practical Skills.)
  1) Makes methodological study and application throughout the idea, design and production processes. It synthesizes its original approach with current approaches and technologies in the field of physical animation and adopts independent decision-making in its designs.
Competences (Described as "Ability of the learner to apply knowledge and skills autonomously with responsibility", "Learning to learn"," Communication and social" and "Field specific" competences.)
  1) Experience all the processes of the animation industry. Gains the competence to analyze and manage the problems and conflicts encountered in project production.

Weekly Course Schedule

Week Subject
Materials Sharing *
Related Preparation Further Study
1) Meeting, course content, teaching and course evaluation criteria, What is physical animation? What are physical forces? By what means are physical animations made?
2) What are plugins of After Effects? How install them and how are they using?
3) Installation of Newton3 in Adobe After Effects and the types of forces used in physical animations.
4) Making an example physical animation with Newton3.
5) Particle Illusion Interface
6) Making particle animation with Particle Illusion and its use in Adobe After Effects.
7) An example animation production with Particle Illusion.
8) Midterm
9) Interface, usage areas and sample files of Adobe Character Animator software.
10) Transfer of the character produced with Adobe Illustrator software to Adobe Character Animator, creation and animation of the bone system.
11) Transfer of the character produced with Adobe Photoshop software to Adobe Character Animator, creation and animation of the bone system.
12) One-on-one work and feedback with the student.
13) One-on-one work and feedback with the student.
14) One-on-one work and feedback with the student.
15) Finalterm
*These fields provides students with course materials for their pre- and further study before and after the course delivered.

Recommended or Required Reading & Other Learning Resources/Tools

Course Notes / Textbooks: • The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators, Richard Williams, 2012
• Layout and Composition for Animation, Ed Ghertner, 2010
• Animation Art: From Pencil to Pixel, the illustrated History of Cartoon, Anime & CGI, Jerry Beck, 2004
• Animation from Pencils to Pixels: Classical Techniques for the Digital Animator, Tony White, 2006
• Timing for Animation, Harold Whitaker & John Halas, 1981
• Art in Motion, Revised Edition: Animation Aesthetics, Maureen Furniss, 1998
• The VES Handbook of Visual Effects: Industry Standard VFX Practices and Procedures, Jeffrey A. Orkun & Susan Zwerman, 2010
• How to Make Animated Films: Tony White's Complete Masterclass on the Traditional Principals of Animation, Tony White, 2009
• Cartoons: One Hundred Years of Cinema Animation, Giannalberto Bendazzi, 1994
• Animation: A World History, Giannalberto Bendazzi, 2015
• Adobe After Effects Classroom in a Book, Lisa Fridsma & Brie Gyncild, 2020
• After Effects Apprentice: Real-World Skills for the Aspiring Motion Graphics Artist, Chris Meyer & Trish Meyer, 2007
• After Effects for Designers: Graphic and Interactive Design in Motion, Chris Jackson, 2018
• Hands-On Motion Graphics with Adobe After Effects CC, David Dodds, 2019
• Creating Motion Graphics with After Effects: Essential and Advanced Techniques, Chris Meyer & Trish Meyer, 2010
• After Effects: The Power Of Expression, Francois Lefebvre, 2018
References: • The Complete Animation Course: The Principles, Practice and Techniques of Successful Animation, Chris Patmore, 2003
• Walt Disney Animation Studios The Archive Series Layout & Background, Walt Disney Animation Research Library, 2011
• The Art and Inventions of Max Fleischer: American Animation Pioneer, Ray Pointer, 2017
• After Effects Expressions, Marcus Geduld, 2009
• The Illusion of Life: Disney Animation, Frank Thomas & Ollie Johnston, 1995
• Cartooning: Animation with Preston Blair: Learn to animate step by step, Preston Blair, 2019
• Animation: The Whole Story, Howard Beckerman, 2003
• The Nine Old Men: Lessons, Techniques, and Inspiration from Disney's Great Animators, Andreas Deja, 2015
• How to Animate Advancing Your Animation Beyond The Basics: A Guide To Becoming A Top Animator, Chris Derochie, 2018
• After Effects and Cinema 4D Lite: 3D Motion Graphics and Visual Effects Using CINEWARE, Chris Jackson, 2015
• Learn Adobe After Effects CC for Visual Effects and Motion Graphics, Joe Dockery & Conrad Chavez, 2019
• The Animation Book: A Complete Guide to Animated Filmmaking--From Flip-Books to Sound Cartoons to 3- D Animation, Kit Laybourne, 1998
• Adobe Animate Classroom in a Book, Russel Chun, 2020
• Draw With Jazza - Creating Characters: Fun and Easy Guide to Drawing Cartoons and Comics, Josiah Brooks, 2016
• Sketching for Animation: Developing Ideas, Characters and Layouts in Your Sketchbook, Peter Parr, 2018

SECTION III: RELATIONSHIP BETWEEN COURSE UNIT AND COURSE LEARNING OUTCOMES (CLOs)

(The matrix below shows how the course learning outcomes (CLOs) associates with programme learning outcomes (both KPLOs & SPLOs) and, if exist, the level of quantitative contribution to them.)

Relationship Between CLOs & PLOs

(KPLOs and SPLOs are the abbreviations for Key & Sub- Programme Learning Outcomes, respectively. )
CLOs/PLOs KPLO 1 KPLO 2 KPLO 3 KPLO 4 KPLO 5
1 2 3 4 5 6 7 8 1 2 1 2 1 2 3 4 1 2 3 4 5 6 7 8 9 10 11 12
CLO1
CLO2
CLO3

Level of Contribution of the Course to PLOs

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Programme Learning Outcomes Contribution Level (from 1 to 5)
1) Designs visual elements creatively and comprehensibly in Cartoon and Animation. 2
2) Adopts the principle of being original in Cartoon and Animation. 5
3) Synthesizes different disciplines in Cartoon and Animation. 2
4) Applies the theoretical knowledge that he learned by being in business life for a half year. 1
5) Gains advanced competencies developed in line with the expectations of the business world and society and defined as the institutional outcomes of our university. 3

SECTION IV: TEACHING-LEARNING & ASSESMENT-EVALUATION METHODS OF THE COURSE

Teaching & Learning Methods of the Course

(All teaching and learning methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Teaching and Learning Methods defined at the Programme Level
Teaching and Learning Methods Defined for the Course
Lectures
Discussion
Case Study
Problem Solving
Demonstration
Views
Laboratory
Reading
Homework
Project Preparation
Thesis Preparation
Peer Education
Seminar
Technical Visit
Course Conference
Brain Storming
Questions Answers
Individual and Group Work
Role Playing-Animation-Improvisation
Active Participation in Class

Assessment & Evaluation Methods of the Course

(All assessment and evaluation methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Aassessment and evaluation Methods defined at the Programme Level
Assessment and Evaluation Methods defined for the Course
Midterm
Presentation
Final Exam
Quiz
Report Evaluation
Homework Evaluation
Oral Exam
Thesis Defense
Jury Evaluation
Practice Exam
Evaluation of Implementation Training in the Workplace
Active Participation in Class
Participation in Discussions

Relationship Between CLOs & Teaching-Learning, Assesment-Evaluation Methods of the Course

(The matrix below shows the teaching-learning and assessment-evaluation methods designated for the course unit in relation to the course learning outcomes.)
LEARNING & TEACHING METHODS
COURSE LEARNING OUTCOMES
ASSESMENT & EVALUATION METHODS
CLO1 CLO2 CLO3
-Lectures -Midterm
-Discussion -Presentation
-Case Study -Final Exam
-Problem Solving -Quiz
-Demonstration -Report Evaluation
-Views -Homework Evaluation
-Laboratory -Oral Exam
-Reading -Thesis Defense
-Homework -Jury Evaluation
-Project Preparation -Practice Exam
-Thesis Preparation -Evaluation of Implementation Training in the Workplace
-Peer Education -Active Participation in Class
-Seminar - Participation in Discussions
-Technical Visit
-Course Conference
-Brain Storming
-Questions Answers
-Individual and Group Work
-Role Playing-Animation-Improvisation
-Active Participation in Class

Contribution of Assesment & Evalution Activities to Final Grade of the Course

Measurement and Evaluation Methods # of practice per semester Level of Contribution
Quizzes 1 % 10.00
Homework Assignments 1 % 10.00
Midterms 1 % 30.00
Semester Final Exam 1 % 50.00
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

SECTION V: WORKLOAD & ECTS CREDITS ALLOCATED FOR THE COURSE

WORKLOAD OF TEACHING & LEARNING ACTIVITIES
Teaching & Learning Activities # of Activities per semester Duration (hour) Total Workload
Course 14 2 28
Laboratory 0 0 0
Application 14 4 56
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 0 0 0
Presentations / Seminar 0 0 0
Project 0 0 0
Homework Assignments 1 24 24
Total Workload of Teaching & Learning Activities - - 108
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES
Assesment & Evaluation Activities # of Activities per semester Duration (hour) Total Workload
Quizzes 1 24 24
Midterms 1 30 30
Semester Final Exam 1 30 30
Total Workload of Assesment & Evaluation Activities - - 84
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) 192
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) 8