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VFT800 - Motion Graphics

Building on the foundation of VFT 700, VFT 800 pushes thestudent to think of their work in context with the client. The most effective motion graphics design begins with a clear understanding of the client's needs, followed by strategic interpretation and creative execution. This class will teach students how to conceive and design graphic elements using?real world? practices and applications - with the student learning tips, tricks and techniques along the way.

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VFT801 - 2D and 3D Compositing II

This course further continues the exploration of compositing. It will build upon the concepts introduced in VFT 701, and continue with more advanced topics like Deep Compositing, and compositing stereoscopic image sequences.

The students progress through the course accumulating techniques, being introduced to the ef?cient design of project set-ups and ?exible reusable templates, building ?ow graphs to anticipate changes as they might be guided by a compositingsupervisor or sequence lead, and developing the knack ofactively second guessing what might later need changing.Students will learn that since shots can move from artist to artist they need to be built to be readable to others and be logically laid out.

Pre-requisite: 2D and 3D Compositing.

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VFT810 - Maya Dynamics II

In this course students will learn about making particle systems, rigid body simulations and hair and fur move under the forces of physics. Instead of using keyframes to animate, students will besetting simulation behaviours and judging what works and whatdoesn't.  This program builds off of the foundation of VFT 710.

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VFT811 - Procedural Effects Animation II

In this module students will continue to learn about making procedural particle systems, rigid body simulations, cloth, and ?uids move under the forces of physics. This course builds on the skills the student learned in VFT 711.  As before, there will be a particular stress on making these effects procedurally.

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VFT815 - Asset Development for VFX II

Riggers need to design, create, test and maintain character, vehicle, cloth and prop set ups (according to project) and provide a service that responds to animators and works with modellers to create a model that meets technical needs. They collaborate with animators to design appropriate motion controls, often testing extremes of position or pose, ensuring the most ef?cient and ?exible solution is employed.
Rigging work is pivotal in CGI, and therefore has to be carried out on schedule and on budget. psychologically the rigger needs tohandle the challenge of others in their team waiting for theirmodi?cations and the danger that a faulty rig could stymie the?nal animation. Students will need to clearly communicaterigging systems and processes to other team members.
Riggers may need to develop new techniques and processes to solve character production challenges and may even be involved in r&d and tool building to improve and add to the rigging pipeline. as such, the ability to write utility scripts and programs to streamline or automate the rigging set-up process is explored in this module.

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