2016 – 2017
Florida Department of Education
Curriculum Framework 

Program Title:	3-D Animation Technology
Program Type:	Career Preparatory
Career Cluster:	Arts, A/V Technology and Communication

PSAV	
Program Number	I480200	
CIP Number	0610030400	
Grade Level	30, 31	
Standard Length	1050 hours	
Teacher Certification	BUS ED 1 @ 2 
COMM ART @7  7G
COMPU SCI  6 
ELECT DP @7 %G
TEC ELEC $7 G
TV PRO TEC @7  7G	
CTSO	SkillsUSA	
SOC Codes (all applicable) 	27-1014 - Multimedia Artists and Animators	
CTE Program Resources 	http://www.fldoe.org/academics/career-adult-edu/career-tech-edu/program-resources.stml	
Basic Skills Level	Mathematics:	10
Language:	10
Reading: 	10	

Purpose

The purpose of this program is to prepare students for employment in 3-D animation.

This program offers a sequence of courses that provides coherent and rigorous content aligned with challenging academic standards and relevant technical knowledge and skills needed to prepare for further education and careers in the Arts, A/V Technology and Communication career cluster; provides technical skill proficiency, and includes competency-based applied learning that contributes to the academic knowledge, higher-order reasoning and problem-solving skills, work attitudes, general employability skills, technical skills, and occupation-specific skills, and knowledge of all aspects of the Arts, A/V Technology and Communication career cluster. 

The content includes, but is not limited to, practical experiences in 3-D Animation design and production.  Specialized skills including video editing, audio features, and animation and authoring software are used to produce a variety of multimedia productions.
Additional Information relevant to this Career and Technical Education (CTE) program is provided at the end of this document.

Program Structure

This program is a planned sequence of instruction consisting of four occupational completion points.

This program is comprised of courses which have been assigned course numbers in the SCNS (Statewide Course Numbering System) in accordance with Section 1007.24 (1), F.S.  Career and Technical credit shall be awarded to the student on a transcript in accordance with Section 1001.44(3)(b), F.S.

The following table illustrates the postsecondary program structure:

OCP	Course Number	Course Title	Length	SOC Code	
A	DIG0060	3-D Animation Production Assistant	150 hours	27-1014	
B	DIG0061	Modeler	300 hours	27-1014	
C	DIG0062	Texture Artist/Rigger	300 hours	27-1014	
D	DIG0063	Animation/Motion Capture Technician	300 hours	27-1014	

Common Career Technical Core – Career Ready Practices

Career Ready Practices describe the career-ready skills that educators should seek to develop in their students.  These practices are not exclusive to a Career Pathway, program of study, discipline or level of education.  Career Ready Practices should be taught and reinforced in all career exploration and preparation programs with increasingly higher levels of complexity and expectation as a student advances through a program of study. 

1. Act as a responsible and contributing citizen and employee. 

2. Apply appropriate academic and technical skills. 

3. Attend to personal health and financial well-being. 

4. Communicate clearly, effectively and with reason. 

5. Consider the environmental, social and economic impacts of decisions. 

6. Demonstrate creativity and innovation. 

7. Employ valid and reliable research strategies. 

8. Utilize critical thinking to make sense of problems and persevere in solving them. 

9. Model integrity, ethical leadership and effective management. 

10. Plan education and career path aligned to personal goals. 

11. Use technology to enhance productivity. 

12. Work productively in teams while using cultural/global competence. 

Standards

After successfully completing this program, the student will be able to perform the following:

01.0	Understand the history of 3D Animation. 
02.0	Understand the production process.
03.0	Understand intellectual property rights, copyright laws and plagiarism as it applies to creative assets.
04.0	Demonstrate proficiency in computer skills.
05.0	Demonstrate knowledge of photo editing software.
06.0	Demonstrate a knowledge of production writing as it relates to 3D animation.
07.0	Demonstrate knowledge of art direction.
08.0	Demonstrate knowledge of character development.
09.0	Demonstrate knowledge of storyboarding.
10.0	Demonstrate knowledge of animatics.
11.0	Demonstrate knowledge of video editing software.
12.0	Demonstrate appropriate voice acting skills.
13.0	Demonstrate basic audio production. 
14.0	Demonstrate knowledge of audio editing software. 
15.0	Demonstrate knowledge of funding presentations and pitches.
16.0	Understand modeling in relation to the production process. 
17.0	Demonstrate knowledge of animation principles as they relate to modeling.
18.0	Demonstrate knowledge of modeling principles.
19.0	Demonstrate knowledge of 3D Animation software.
20.0	Demonstrate knowledge of 3D Animation software navigation.
21.0	Demonstrate knowledge of NURBS modeling.
22.0	Demonstrate knowledge of polygon modeling.
23.0	Demonstrate knowledge of basic lighting.
24.0	Demonstrate knowledge of basic materials and textures.
25.0	Demonstrate knowledge of basic animation.
26.0	Demonstrate knowledge of basic character setup.
27.0	Demonstrate knowledge of basic 3D rendering.
28.0	Understand the role of texture artist in relation to the production process. 
29.0	Demonstrate knowledge color theory.
30.0	Demonstrate knowledge of advanced material and texture creation.
31.0	Demonstrate knowledge of cloth and hair.
32.0	Demonstrate knowledge of cell-shading.
33.0	Demonstrate knowledge of texture baking.
34.0	Demonstrate knowledge of texture maps.
35.0	Demonstrate knowledge of 3D painting software.
36.0	Demonstrate knowledge of rigging.
37.0	Demonstrate knowledge of morphing.
38.0	Demonstrate knowledge of facial animation.
39.0	Demonstrate knowledge of advanced rigging.
40.0	Demonstrate knowledge of motion capture systems. 
41.0	Demonstrate knowledge of motion capture system setup. 
42.0	Demonstrate knowledge of motion capture preproduction. 
43.0	Demonstrate knowledge of motion capture production.
44.0	Demonstrate knowledge of motion capture post production.
45.0	Understand the role of a 3D Animator in relation to the production process. 
46.0	Demonstrate knowledge of advanced animation. 
47.0	Demonstrate knowledge of motion graphics. 
48.0	Demonstrate knowledge of animation behaviors and scripting.
49.0	Demonstrate knowledge of particle systems.
50.0	Demonstrate knowledge of advanced audio production.
51.0	Demonstrate knowledge of dynamics (physics).
52.0	Demonstrate knowledge of distributed rendering.
53.0	Demonstrate knowledge of video compositing software.
54.0	Demonstrate knowledge of post-production.
55.0	Develop professional portfolio of work. 
01.0	

2016 – 2017
Florida Department of Education
Student Performance Standards

Program Title:	3-D Animation Technology 
PSAV Number:	I480200 

Course Number:  DIG0060
Occupational Completion Point:  A 
3-D Animation Production Assistant – 150 Hours – SOC Code 27-1014	
01.0	Understand the history of 3D Animation – the student will be able to:	
01.01	Understand the history of animation (2D, cell, stop motion).	
01.02	Understand the history of computer animation.	
01.03	Identify the advantages and limitations of computer animation.	
01.04	Identify industry and business uses of 3D animation.	
01.05	Identify 3D assets and associated end products.	
02.0	Understand the production process – the student will be able to:	
02.01	Identify the job titles associated with animation production.	
02.02	Identify various tools and equipment used to produce 3D animation.	
02.03	Understand speed and efficiency concepts.	
02.04	Understand a production pipeline.	
02.05	Identify the departments of an animation studio.	
02.06	Understand the interrelationships between departments.	
02.07	Understand basic communication concepts (verbal, memos, paperwork).	
02.08	Identify the stages of production.	
02.09	Understand studio terms and jargon.	
02.10	Create and organize production paperwork into production bibles or prepare for presentations.	
03.0	Understand intellectual property rights, copyright laws and plagiarism as it applies to creative assets – the student will be able to:	
03.01	Understand the limits and expectations of copyright protection.	
03.02	Understand the use of “Fair Use” and “Fair Dealing.”	
03.03	Understand the transfer and licensing of creative works.	
03.04	Understand the use of “exclusive rights” to intellectual creations.	
03.05	Demonstrate the use of digital watermarking.	
04.0	Demonstrate proficiency in computer skills – the student will be able to:	
04.01	Identify all computer parts.	
04.02	Demonstrate understanding of computer performance specifications.	
04.03	Compare and contrast business machines and workstations.	
04.04	Demonstrate best practices of computer safety and ergonomics.	
04.05	Demonstrate understanding of operating systems.	
04.06	Perform software installation and setup.	
04.07	Perform peripheral device installation and setup.	
04.08	Perform computer upgrades (memory/hard disk/cards).	
04.09	Perform storage management operations (project/file).	
04.10	Demonstrate knowledge of computer maintenance.	
04.11	Demonstrate ability to troubleshoot computer hardware and software issues.	
05.0	Demonstrate knowledge of photo editing software – the student will be able to:	
05.01	Demonstrate understanding file formats and storage options.	
05.02	Identify parts of the software interface (menus/palettes).	
05.03	Demonstrate ability to use each of the basic tool sets.	
05.04	Demonstrate ability to import, export and save images.	
05.05	Demonstrate understanding of layers and channels.	
05.06	Demonstrate understanding of filters, effects and plug-ins.	
05.07	Demonstrate understanding of file presets.	
05.08	Demonstrate ability to select portions of an image for manipulation.	
05.09	Demonstrate ability to transforms selections and images (crop, scale).	
05.10	Demonstrate ability to color correct images (brightness, hue, contrast).	
05.11	Demonstrate ability to use brushes for image creation and correction.	
05.12	Understand non-destructive and destructive operations.	
05.13	Demonstrate the ability to import, paint and export 3D objects.	
05.14	Demonstrate the basic use of video in Photoshop.	
06.0	Demonstrate a knowledge of production writing as it relates to 3D animation – the student will be able to:	
06.01	Understand the job of a scriptwriter.	
06.02	Identify target audiences, markets, and demographics.	
06.03	Identify the elements of a script.	
06.04	Develop the intended message of a script.	
06.05	Demonstrate ability to write a treatment.	
06.06	Demonstrate ability to write a professionally formatted script.	
06.07	Identify the genre of a story.	
06.08	Define characters and setting for a story.	
06.09	Demonstrate ability to breakdown a script into production elements (cast, props).	
07.0	Demonstrate knowledge of art direction – the student will be able to:	
07.01	Develop the overall visual appearance of an animation.	
07.02	Demonstrate the ability to create moods with style.	
07.03	Determine the geographic location and time period of the story. 	
07.04	Understand the importance of art direction as it pertains to the message.	
07.05	Understand the use of color in art direction.	
07.06	Document the technical aspects of the art direction for use in production.	
07.07	Perform the various assignments in a professional manner according to industry standards.	
08.0	Demonstrate knowledge of character development – the student will be able to:	
08.01	Demonstrate and understanding of character profiles.	
08.02	Demonstrate the ability to develop character résumés/profiles.	
08.03	Develop a look and design of a character that reflects the art direction.	
08.04	Understand the technical challenges/limitations of a character. 	
09.0	Demonstrate knowledge of storyboarding – the student will be able to:	
09.01	Demonstrate understanding of visual storytelling and how storyboards are used during production.	
09.02	Identify common aspect ratios and how to calculate ratios.	
09.03	Demonstrate understanding of camera framing and camera movement.	
09.04	Develop a visual style using art direction.	
09.05	Break down a script into the various camera shots and character actions.	
09.06	Demonstrate understanding of perspective and depth of field.	
09.07	Demonstrate knowledge of lighting and color use.	
09.08	Demonstrate ability to sketch a storyboard including characters.	
09.09	Demonstrate ability to use storyboarding software or illustration software.	
10.0	Demonstrate knowledge of animatics – the student will be able to:	
10.01	Demonstrate understanding of animatics and how they are used during production.	
10.02	Identify the different types of animatics.	
10.03	Demonstrate understanding of shot timing.	
10.04	Break down a script into the various camera shots and character actions.	
10.05	Understand the concept of a working print.	
11.0	Demonstrate knowledge of video editing software – the student will be able to:	
11.01	Demonstrate understanding file formats and storage options.	
11.02	Identify parts of the software interface (menus/palettes).	
11.03	Demonstrate ability to use each of the basic tool sets.	
11.04	Demonstrate ability to import, export and save video.	
11.05	Demonstrate understanding of layers and compositing.	
11.06	Demonstrate understanding of filters, effects and plug-ins.	
11.07	Demonstrate understanding of file presets.	
11.08	Demonstrate understanding of rendering processes.	
11.09	Demonstrate ability to transform video (crop, scale).	
11.10	Demonstrate ability to color-correct images (brightness, hue, contrast).	
11.11	Demonstrate ability to use brushes for image creation and correction.	
11.12	Understand non-destructive and destructive operations.	
11.13	Demonstrate the compositing integration of rendered 3D animation with video.	
12.0	Demonstrate appropriate voice acting skills – the student will be able to:	
12.01	Demonstrate an understanding of how to mark a script for voice-over.	
12.02	Demonstrate the ability to read aloud in a professional manner.	
12.03	Demonstrate the ability to receive and properly act upon direction. 	
12.04	Demonstrate an understanding of the use of phonemes and facial morphs for lip-sync animation.	
12.05	Understand the concept of voice acting and playing a role while speaking.	
12.06	Perform various assignments in a professional manner according to industry standards.	
13.0	Demonstrate basic audio production – the student will be able to:	
13.01	Demonstrate the ability to set up a recording environment.	
13.02	Demonstrate understanding of digital audio recording hardware.	
13.03	Demonstrate understanding of the proper use of microphones.	
13.04	Demonstrate knowledge of audio codecs and media. 	
13.05	Understand the history of Foley and sound effects production.	
13.06	Demonstrate the ability to record location sounds.	
14.0	Demonstrate knowledge of audio editing software – the student will be able to:	
14.01	Demonstrate understanding of file formats and storage options.	
14.02	Identify parts of the software interface (menus/palettes).	
14.03	Demonstrate ability to use each of the basic tool sets.	
14.04	Demonstrate ability to import, export and save audio.	
14.05	Demonstrate understanding of multiple tracks.	
14.06	Demonstrate understanding of filters, effects and plug-ins.	
14.07	Demonstrate understanding of file presets.	
14.08	Demonstrate understanding of audio rendering processes.	
14.09	Demonstrate ability to edit, cut, and delete.	
14.10	Understand non-destructive and destructive operations.	
15.0	Demonstrate knowledge of funding presentations and pitches – the student will be able to:	
15.01	Understand the ecosystem associated with product distribution.	
15.02	Identify the job titles and roles of the distributors.	
15.03	Identify potential markets, target audiences, and products.	
15.04	Develop the materials needed to effectively convey the message.	
15.05	Develop a script of talking points.	
15.06	Effectively communicate a message or pitch.	
	
Course Number:  DIG0061
Occupational Completion Point:  B 
Modeler – 300 Hours – SOC Code 27-1014	
16.0	Understand modeling in relation to the production process – the student will be able to:	
16.01	Define modeling as a process.	
16.02	Define the role of a modeler.	
16.03	Identify job titles associated with a modeler.	
16.04	Identify modeling in the production pipeline.	
17.0	Demonstrate knowledge of animation principles as they relate to modeling – the student will be able to:	
17.01	Demonstrate an understanding of the principle of “squash and stretch.”	
17.02	Demonstrate an understanding of the principle of anticipation.	
17.03	Demonstrate an understanding of the principle of staging.	
17.04	Demonstrate an understanding of the principles of “straight ahead action” and “pose to pose.”	
17.05	Demonstrate an understanding of the principles of “follow through” and “overlapping action.”	
17.06	Demonstrate an understanding of the principles of slow in and slow out.	
17.07	Demonstrate an understanding of the principle of arcs.	
17.08	Demonstrate an understanding of the principle of secondary action.	
17.09	Demonstrate an understanding of the principle of timing.	
17.10	Demonstrate an understanding of the principle of exaggeration.	
17.11	Demonstrate an understanding of the principle of solid drawing.	
17.12	Demonstrate an understanding of the principle of appeal.	
18.0	Demonstrate knowledge of modeling principles – the student will be able to:	
18.01	Understand 3D construction theory.	
18.02	Demonstrate understanding of primitives and parametric modeling.	
18.03	Demonstrate an understanding of NURBS, splines, and polygonal modeling.	
18.04	Demonstrate ability to use reference images and files while modeling.	
19.0	Demonstrate knowledge of 3D Animation software – the student will be able to:	
19.01	Identify the computer requirements for 3D animation software.	
19.02	Compare and contrast available 3D animation software.	
19.03	Identify available file formats and protocols.	
19.04	Demonstrate an understanding of naming conventions.	
19.05	Develop a software and file backup plan.	
19.06	Identify common icons within the software.	
19.07	Demonstrate use of keyboard shortcuts. 	
19.08	Understand the use of a three-button mouse.	
20.0	Demonstrate knowledge of 3D Animation software navigation – the student will be able to:	
20.01	Identify the main windows of a 3D program.	
20.02	Identify common window layouts.	
20.03	Identify tool icons within the software.	
20.04	Understand the significance of keyboard shortcut use and efficiency.	
20.05	Demonstrate use of keyboard shortcuts.	
20.06	Demonstrate an understanding of the Euclidean Geometry Model (x-y-z coordinate system).	
20.07	Demonstrate an understanding of attribute managers.	
20.08	Demonstrate an understanding of layers.	
20.09	Navigate the modeling window using pan, rotate, and zoom controls.	
20.10	Demonstrate knowledge of selection tools (lasso, loop).	
20.11	View objects in wireframe, Gouraud shading, lines, boxes modes.	
20.12	Demonstrate use of selection sets.	
20.13	Undo and redo an action within the program.	
20.14	Locate the help menu system.	
21.0	Demonstrate knowledge of NURBS modeling – the student will be able to:	
21.01	Demonstrate an understanding of points, vertices, edges, and polygons.	
21.02	Demonstrate an understanding of poly-count.	
21.03	Demonstrate an understanding of primitives.	
21.04	Define parametric primitives.	
21.05	Locate an object’s properties, attributes, and coordinates.	
21.06	Demonstrate understanding of non-uniform rational basis splines (NURBS).	
21.07	Demonstrate understanding of splines and generators (extrude, lathe, sweep).	
21.08	Understand the use of hierarchy.	
21.09	Demonstrate an understanding of Boolean Objects.	
21.10	Demonstrate an understanding of Null Objects.	
21.11	Demonstrate an understanding of scene management (hiding and un-hiding).	
21.12	Demonstrate an understanding of arrays.	
22.0	Demonstrate knowledge of polygon modeling – the student will be able to:	
22.01	Demonstrate an understanding of N-gons.	
22.02	Demonstrate an understanding of subdivision.	
22.03	Demonstrate basic polygon editing and manipulation.	
22.04	Demonstrate knowledge of point management (location).	
22.05	Demonstrate the ability to create polygonal models from points.	
22.06	Demonstrate an understanding of cutting/division tools.	
22.07	Demonstrate an understanding of extruders.	
22.08	Demonstrate an understanding of symmetry. 	
22.09	Demonstrate an understanding of hyper-NURBS.	
22.10	Demonstrate an understanding of basic deformers (bend, twist, melt).	
23.0	Demonstrate knowledge of basic lighting – the student will be able to:	
23.01	Compare and contrast real lighting with 3D lighting.	
23.02	Demonstrate an understanding 3-point lighting (key, fill, back).	
23.03	Demonstrate an understanding of low-key and high-key lighting.	
23.04	Use “include/exclude” commands to target light on objects.	
23.05	Demonstrate use of negative intensity.	
23.06	Demonstrate an understanding of the hierarchy of lights.	
23.07	Demonstrate an understanding of area lights.	
23.08	Demonstrate an understanding of volumetric lights.	
23.09	Demonstrate an understanding of radiosity/global illumination.	
23.10	Demonstrate an understanding of ambient occlusion.	
23.11	Demonstrate an understanding of HDRI lighting.	
23.12	Demonstrate an understanding of how light settings will affect render times.	
24.0	Demonstrate knowledge of basic materials and textures – the student will be able to:	
24.01	Demonstrate an understanding of material and texture storage. 	
24.02	Apply textures to an object.	
24.03	Demonstrate an understanding of procedural shaders.	
24.04	Demonstrate an understanding of channels.	
24.05	Adjust the transparency, luminance, and reflection of a material.	
24.06	Demonstrate an understanding of displacement maps.	
24.07	Demonstrate an understanding of bump maps.	
24.08	Demonstrate knowledge of material projections.	
24.09	Demonstrate an understanding of UV mapping.	
24.10	Demonstrate an understanding of 3D painting.	
24.11	Understand how light affects the look of materials.	
24.12	Understand how camera angles can affect the look of materials.	
25.0	Demonstrate knowledge of basic animation – the student will be able to:	
25.01	Apply animation principles to object animation.	
25.02	Demonstrate an understanding of animation timelines.	
25.03	Demonstrate an understanding of key framing.	
25.04	Demonstrate an understanding of F-curves.	
25.05	Record and edit key frames.	
25.06	Demonstrate an understanding of the use of controllers.	
25.07	Demonstrate an understanding of ease in/out.	
25.08	Demonstrate an understanding of camera animation.	
25.09	Render low-quality reference animation.	
26.0	Demonstrate knowledge of basic character setup – the student will be able to:	
26.01	Compare and contrast rigging approaches and styles.	
26.02	Demonstrate an understanding of the rig as it relates to the model.	
26.03	Demonstrate an understanding of mesh morphing (targets, driver, driven).	
26.04	Demonstrate an understanding of skeletal systems.	
26.05	Demonstrate an understanding of bones and joints.	
26.06	Demonstrate an understanding of bone/joint hierarchies and naming conventions.	
26.07	Demonstrate an understanding of controllers. 	
26.08	Demonstrate an understanding of IK (Inverse Kinetics) splines.	
26.09	Demonstrate an understanding of IK (Inverse Kinetics) chains.	
26.10	Demonstrate an understanding of skins and weights.	
26.11	Demonstrate ability to create a visual selector for the rig.	
27.0	Demonstrate knowledge of basic 3D rendering – the student will be able to:	
27.01	Demonstrate an understanding of processor, hardware and software rendering techniques.	
27.02	Determine the final render format (size, codec, quality).	
27.03	Demonstrate an understanding of basic render settings.	
27.04	Demonstrate an understanding of title safe, action safe, and render safe.	
27.05	Select the range of frames to be rendered.	
27.06	Demonstrate an understanding of global illumination (radiosity) render settings. 	
27.07	Demonstrate an understanding of anti-aliasing.	
27.08	Demonstrate an understanding of net rendering.	
27.09	Demonstrate an understanding of alpha channels.	
27.10	Render animation as a movie or image sequence.	
27.11	Compile image sequence into a movie.	
27.12	Demonstrate an understanding of the benefits, purpose and workflow of multi-pass rendering.	
27.13	Demonstrate an understanding of the batch render process.	

Course Number:  DIG0062
Occupational Completion Point:  C 
Texture Artist/Rigger – 300 Hours – SOC Code 27-1014	
28.0	Understand the role of texture artist in relation to the production process – the student will be able to:	
28.01	Define texturing as a process.	
28.02	Define the role of texture artist.	
28.03	Identify job titles associated with texture artist.	
28.04	Identify texture creation in the production pipeline.	
28.05	Demonstrate knowledge of the difference between textures and shaders.	
28.06	Demonstrate an understanding of texture projection methods.	
28.07	Demonstrate an understanding of coordinates and their application to texture mapping.	
28.08	Demonstrate an understanding of the round-trip integration of photo editing software and a 3D host for texture development.	
28.09	Demonstrate an understanding of how to link texture and shade properties to object movement via either visual or scripted programming relationships.	
29.0	Demonstrate knowledge color theory – the student will be able to:	
29.01	Demonstrate an understanding of additive and subtractive color mixtures.	
29.02	Demonstrate an understanding of hue, saturation and brightness.	
29.03	Demonstrate an understanding of complimentary colors and composition.	
29.04	Identify warm and cool colors.	
29.05	Demonstrate an understanding of the psychology of color influence.	
30.0	Demonstrate knowledge of advanced material and texture creation – the student will be able to:	
30.01	Determine required materials and textures needed for a model based on production design sheets and reference images.	
30.02	Determine material and texture properties to be created.	
30.03	Determine appropriate style (realistic, hyper-real, simplified).	
30.04	Determine appropriate color pallets to be used based on art direction. 	
30.05	Determine appropriate image resolution and file format for use in 3D application.	
30.06	Demonstrate knowledge of material and texture creation techniques and approaches. 	
30.07	Define the tools and software used to create materials and textures.	
30.08	Acquire raw texture images from digital stills or scans.	
30.09	Create tiled textures using photo editing software.	
30.10	Demonstrate a true working understanding of the correspondent relationship between UV polys and related polygons.	
31.0	Demonstrate knowledge of cloth and hair – the student will be able to:	
31.01	Determine cloth or hair requirements based on production design sheets and reference images.	
31.02	Define physical properties associated with cloth and hair.	
31.03	Demonstrate knowledge of hair and cloth toolsets. 	
31.04	Determine appropriate materials to use with hair.	
31.05	Demonstrate knowledge of hair manipulation and management.	
31.06	Demonstrate knowledge of hair and cloth lighting techniques.	
31.07	Demonstrate knowledge of the dynamic simulation parameters required to make cloth and hair perform to production requirements.	
31.08	Demonstrate knowledge of how cloth and hair interact with other objects.	
32.0	Demonstrate knowledge of cell-shading – the student will be able to:	
32.01	Understand the history behind cell-shading.	
32.02	Determine the appropriate use of cell shading techniques.	
32.03	Determine cell-shading requirements needed for a model based on production design sheets and reference images.	
32.04	Demonstrate knowledge of lighting techniques used with cell-shading.	
32.05	Determine appropriate render settings for cell-shading.	
32.06	Determine appropriate materials and shaders to be used with cell-shading.	
33.0	Demonstrate knowledge of texture baking – the student will be able to:	
33.01	Describe the advantages of baking textures.	
33.02	Determine the appropriate use of baking textures.	
33.03	Demonstrate texture-baking procedures.	
33.04	Export models with baked textures.	
33.05	Determine appropriate render settings needed for baked textures.	
34.0	Demonstrate knowledge of texture maps – the student will be able to:	
34.01	Define the properties of a displacement, bump, and normal maps.	
34.02	Determine the appropriate texture mapping requirements for a model based on production design sheets and reference images.	
34.03	Demonstrate knowledge of displacement map placement tools and techniques.	
34.04	Demonstrate knowledge of bump map tools and techniques.	
34.05	Demonstrate knowledge of normal map tools and techniques.	
35.0	Demonstrate knowledge of 3D painting software – the student will be able to:	
35.01	Identify available 3D paint programs.	
35.02	Demonstrate knowledge of UV mapping tools.	
35.03	Demonstrate knowledge of UV unwrapping and organizational techniques.	
35.04	Prepare a UV map for export for use with photo editing software.	
35.05	Demonstrate knowledge of 3D painting tools within 3D software.	
35.06	Apply painted image map to model.	
36.0	Demonstrate knowledge of rigging – the student will be able to:	
36.01	Define rigging as a process.	
36.02	Define the role of rigger.	
36.03	Identify job titles associated with a rigger.	
36.04	Identify rigging creation in the production pipeline.	
36.05	Demonstrate knowledge of forward kinematics vs. inverse kinematics	
36.06	Demonstrate an understanding of the joint weighting process	
36.07	Demonstrate the proper hierarchical structure of goals and nulls to construct effective control objects.	
37.0	Demonstrate knowledge of morphing – the student will be able to:	
37.01	Define morphing as it relates to animation.	
37.02	Demonstrate knowledge of morphing tools.	
37.03	Demonstrate knowledge of model meshes.	
37.04	Define the model area to be morphed.	
37.05	Create morph target points.	
37.06	Demonstrate knowledge of controllers and relational morphs (driver, driven).	
37.07	Demonstrate knowledge of rotational morphs.	
37.08	Demonstrate knowledge of key frame animation and morph tags.	
38.0	Demonstrate knowledge of facial animation – the student will be able to:	
38.01	Demonstrate knowledge of facial modeling techniques in respect to animation.	
38.02	Demonstrate knowledge of phoneme-viseme principles for lip synchronization.	
38.03	Apply facial expression animation to complement lip synchronization.	
38.04	Break down a script into a sound chart.	
38.05	Create a set of controls for each sound and expression.	
39.0	Demonstrate knowledge of advanced rigging – the student will be able to:	
39.01	Determine use for advanced rigging.	
39.02	Demonstrate knowledge of advanced rigging tools.	
39.03	Prepare rigged model for animation.	
39.04	Demonstrate knowledge of advanced scripting as it relates to rigging.	
39.05	Create complex rigs for greater precision and control.	
39.06	Demonstrate knowledge of deformers (muscle).	
39.07	Demonstrate knowledge of motion capture rigging.	
39.08	Determine necessary joint, bone hierarchy for motion capture rigging.	
39.09	Apply pre-captured motion data to a motion capture rig.	
	
Course Number:  DIG0063
Occupational Completion Point:  D 
Animator/Motion Capture Technician – 300 Hours – SOC Code 27-1014	
40.0	Demonstrate knowledge of motion capture systems – the student will be able to:	
40.01	Demonstrate knowledge of the history of motion capture.	
40.02	Demonstrate the awareness of emerging technologies in the industry.	
40.03	Demonstrate understanding of motion capture for 3D production.	
40.04	Define the role of a motion capture technician.	
40.05	Demonstrate understanding of optical, magnetic, and mechanical systems.	
40.06	Demonstrate understanding of software based or simulated motion capture systems.	
40.07	Demonstrate understanding of the motion capture production pipeline.	
41.0	Demonstrate knowledge of motion capture system setup – the student will be able to:	
41.01	Determine the capture volume based on available space and cameras.	
41.02	Demonstrate understanding of XYZ perimeters in lab orientation.	
41.03	Demonstrate ability to properly position and calibrate capture cameras or sensors.	
41.04	Demonstrate ability to safely connect camera/sensor cables to the capture computer station securing cables across walkways.	
41.05	Demonstrate understanding of motion capture computer hardware requirements and software security dongles.	
41.06	Determine hardware and software requirements for motion capture software, update computer operating system as needed and install or update motion capture software.	
41.07	Demonstrate understanding of motion capture specific tools and instruments.	
41.08	Demonstrate ability to create individual optical markers and arrays using optical tape and Velcro strapping.	
41.09	Connect and verify real-time motion capture performance software video systems.	
41.10	Verify capture area to be safe including but not limited to camera/sensor mounts, sand bags, tethers, securing cables, camera power connections and electrical power connections.	
41.11	Complete Mocap Facility Log indicating system user, inventory, previous session review, session time in/out, and any problems or damaged parts.	
42.0	Demonstrate knowledge of motion capture preproduction – the student will be able to:	
42.01	Identify the use of motion capture as it relates to a production plan.	
42.02	Mark script and shot list for motion capture.	
42.03	Understand the role of a motion capture talent/actor.	
42.04	Rehearse performance with talent to be captured.	
42.05	Identify necessary captured performance props.	
42.06	Determine real-time video needs.	
43.0	Demonstrate knowledge of motion capture production – the student will be able to:	
43.01	Verify marker locations and connections to be used.	
43.02	Demonstrate ability to properly fit motion capture suit for talent/actor.	
43.03	Demonstrate ability to properly place markers on talent/actor/prop.	
43.04	Demonstrate understanding of static system calibration and markers.	
43.05	Demonstrate understanding of dynamic calibration or range of motion.	
43.06	Open, create, and adjust skeletal rig within motion capture software.	
43.07	Label markers for use in motion capture software.	
43.08	Demonstrate understanding of real-time live motion capture.	
43.09	Demonstrate use of naming conventions and file storage protocol as it relates to the motion capture pipeline.	
43.10	Record session, saving after each motion capture.	
44.0	Demonstrate knowledge of motion capture post production – the student will be able to:	
44.01	Load session for post clean up.	
44.02	Identify gaps in data collected.	
44.03	Determine appropriate cleaning method; correct for physical discrepancies including, but not limited to, occlusions, marker fall off, incorrect marker numbers.	
44.04	Prepare cleaned motion capture data for export.	
44.05	Import motion capture data into 3D animation or motion package.	
45.0	Understand the role of a 3D Animator in relation to the production process – the student will be able to:	
45.01	Define animation as a process.	
45.02	Define the role of an animator.	
45.03	Identify job titles associated with an animator.	
45.04	Identify animation in the production pipeline.	
46.0	Demonstrate knowledge of advanced animation – the student will be able to:	
46.01	Demonstrate knowledge of how nondestructive deformers affect animation.	
46.02	Demonstrate knowledge of how muscle deformers integrate with a character rig.	
46.03	Demonstrate knowledge of transforms and animation transfers from one object (or object hierarchy) to another.	
47.0	Demonstrate knowledge of motion graphics – the student will be able to:	
47.01	Demonstrate knowledge of 3D animated motion graphics.	
47.02	Demonstrate knowledge of motion graphics tools and techniques.	
47.03	Demonstrate knowledge of integrated dynamics to simulate gravitational and collision effects.	
47.04	Demonstrate the integration of standard animation techniques to drive motion graphics elements based on node-based visual programming.	
47.05	Demonstrate the applied working knowledge of motion graphics for broadcast application in TV show opens and commercials.	
48.0	Demonstrate knowledge of animation behaviors and scripting – the student will be able to:	
48.01	Determine appropriate use of behaviors and automated animation.	
48.02	Demonstrate ability to apply behavior to an object.	
48.03	Demonstrate ability to apply multiple behaviors using node or visual systems.	
48.04	Demonstrate ability to use object-oriented programming language to create scripts.	
48.05	Demonstrate understanding of scripting console and commands.	
49.0	Demonstrate knowledge of particle systems – the student will be able to:	
49.01	Demonstrate understanding of particle emitters.	
49.02	Prepare objects to be emitted.	
49.03	Determine direction of emission and coordinate.	
49.04	Determine birthrate and lifetime. 	
49.05	Determine scale, speed, and rotation.	
49.06	Demonstrate ability to use animated particles	
49.07	Demonstrate ability to create smoke, fire, and sparks using emitters and materials.	
49.08	Apply dynamics to an emitter, including wind/gravity.	
49.09	Demonstrate use of key frame animation or triggers.	
50.0	Demonstrate knowledge of advanced audio production – the student will be able to:	
50.01	Demonstrate ability to record final audio vocal tracks and sound effects.	
50.02	Edit and export sound effects for use in video editing software. 	
50.03	Demonstrate the ability to place audio in 3D space using 3D animation software.	
50.04	Demonstrate the ability to control motion graphics using audio file frequency and amplitude characteristics. 	
51.0	Demonstrate knowledge of dynamics (physics) – the student will be able to:	
51.01	Demonstrate a basic understanding physics principles (mass, velocity and collision).	
51.02	Determine when to use physics instead of key frame animation.	
51.03	Apply physics tools and commands to models in a simulation.	
51.04	Demonstrate an understanding of rigid and soft bodies.	
51.05	Demonstrate an understanding of forces (gravity, drag, wind).	
51.06	Demonstrate an understanding of collision detection.	
52.0	Demonstrate knowledge of distributed rendering – the student will be able to:	
52.01	Demonstrate understanding of network-based rendering.	
52.02	Demonstrate understanding of computer networks and protocols (DHCP, TCP/IP).	
52.03	Identify network server and data storage options.	
52.04	Identify minimum system requirements for client computer nodes.	
52.05	Install render software on server and client computers and verify connection to server using name conventions.	
52.06	Prepare 3D project for rendering and submit through web client to the server.	
52.07	Download completed render sequence from server.	
53.0	Demonstrate knowledge of video compositing software – the student will be able to:	
53.01	Demonstrate understanding of file formats and storage options.	
53.02	Identify parts of the software interface (menus/palettes).	
53.03	Demonstrate ability to use each of the basic tool sets.	
53.04	Demonstrate ability to import files and videos to be composited.	
53.05	Demonstrate understanding of layers and compositing.	
53.06	Demonstrate understanding of filters, effects and plug-ins.	
53.07	Demonstrate understanding of motion paths.	
53.08	Demonstrate understanding of lighting effects.	
53.09	Demonstrate understanding of rendering process.	
53.10	Demonstrate ability to mask video.	
53.11	Demonstrate ability to color-correct video (brightness, hue, contrast).	
53.12	Demonstrate ability to use vector and color keying tools.	
53.13	Demonstrate understanding of particle systems.	
53.14	Demonstrate understanding of time correction.	
53.15	Demonstrate ability to export final video to be used with video editing software.	
53.16	Demonstrate ability to prepare the 3D scene for compositing using alpha channel setting in the 3D host as well as object buffers that will be assigned video sources in the compositing software.	
53.17	Demonstrate ability to add camera and lighting positions and rotations for use in the compositing software.	
54.0	Demonstrate knowledge of post-production – the student will be able to:	
54.01	Import composited video into the timeline.	
54.02	Import final audio into the timeline.	
54.03	Edit video using the animatic as a reference.	
54.04	Export video for use in websites, DVDs and other media formats.	
54.05	Encode and assemble DVD for distribution.	
55.0	Develop a professional portfolio of work – the student will be able to:	
55.01	Identify elements of a professional portfolio and résumé.	
55.02	Examine and determine student work to include in a portfolio and résumé.	
55.03	Gather illustrations, audio, video, and work history details to include into portfolio and résumé.	
55.04	Understand the use of Internet websites for portfolio distribution.	
55.05	Determine the format for portfolio and résumé.	
55.06	Produce résumé for final review.	

Additional Information

Laboratory Activities

Laboratory investigations that include scientific inquiry, research, measurement, problem solving, emerging technologies, tools and equipment, as well as, experimental, quality, and safety procedures are an integral part of this career and technical program/course. Laboratory investigations benefit all students by developing an understanding of the complexity and ambiguity of empirical work, as well as the skills required to manage, operate, calibrate and troubleshoot equipment/tools used to make observations. Students understand measurement error; and have the skills to aggregate, interpret, and present the resulting data. Equipment and supplies should be provided to enhance hands-on experiences for students.

Career and Technical Student Organization (CTSO)

SkillsUSA is the intercurricular career and technical student organization(s) providing leadership training and reinforcing specific career and technical skills.  Career and Technical Student Organizations provide activities for students as an integral part of the instruction offered.  

Cooperative Training – OJT

On-the-job training is appropriate but not required for this program.  Whenever offered, the rules, guidelines, and requirements specified in the OJT framework apply. 

Basic Skills (if applicable)

In PSAV programs offered for 450 hours or more, in accordance with Rule 6A-10.040, F.A.C., the minimum basic skills grade levels required for postsecondary adult career and technical students to complete this program are:  Mathematics 10, Language 10, and Reading 10.  These grade level numbers correspond to a grade equivalent score obtained on a state designated basic skills examination.  

Adult students with disabilities, as defined in Section 1004.02(7), Florida Statutes, may be exempted from meeting the Basic Skills requirements (Rule 6A-10.040).  Students served in exceptional student education (except gifted) as defined in s. 1003.01(3)(a), F.S., may also be exempted from meeting the Basic Skills requirement.  Each school district and Florida College must adopt a policy addressing procedures for exempting eligible students with disabilities from the Basic Skills requirement as permitted in Section 1004.91(3), F.S.

Students who possess a college degree at the Associate of Applied Science level or higher; who have completed or are exempt from the college entry-level examination; or who have passed a state, national, or industry licensure exam are exempt from meeting the Basic Skills requirement (Rule 6A-10.040, F.A.C.) Exemptions from state, national or industry licensure are limited to the certifications listed on the Basic Skills and Licensure Exemption List which may be accessed from the CTE Program Resources page.

Accommodations

Federal and state legislation requires the provision of accommodations for students with disabilities to meet individual needs and ensure equal access. Postsecondary students with disabilities must self-identify, present documentation, request accommodations if needed, and develop a plan with their counselor and/or instructors. Accommodations received in postsecondary education may differ from those received in secondary education. Accommodations change the way the student is instructed. Students with disabilities may need accommodations in such areas as instructional methods and materials, assignments and assessments, time demands and schedules, learning environment, assistive technology and special communication systems. Documentation of the accommodations requested and provided should be maintained in a confidential file.

Note: postsecondary curriculum and regulated secondary programs cannot be modified.

Additional Resources

For additional information regarding articulation agreements, Bright Futures Scholarships, Fine Arts/Practical Arts Credit and Equivalent Mathematics and Equally Rigorous Science Courses please refer to:
http://www.fldoe.org/academics/career-adult-edu/career-tech-edu/program-resources.stml