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749 views10 pages

821 Multimedia

Uploaded by

heenaknoor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CBSE | DEPARTMENT OF SKILL EDUCATION

CURRICULUM FOR SESSION 2022-2023


MULTI - MEDIA (SUB. CODE-821)
JOB ROLE: ANIMATOR
CLASS XI & XII
1. Introduction
An Animator is an artist who creates multiple images, which when displayed in rapid sequence give
an illusion of movement called animation. An Animator needs to refer to the concept of artwork
prepared by animation artists to produce a sequence of 2D or 3D images by producing multiple images
called frames, which when sequenced together rapidly create an illusion of movement. The images
can be made up of digital or hand-drawn pictures, models or puppets. An Animator has the
responsibilities of developing animation as per client requirement and work with editors to composite
the various layers of animation.

2. Course Objectives
1. Apply effective oral and written communication skills to interact with people and customers;
2. Identify the principal components of a computer system;
3. Demonstrate the basic skills of using computer;
4. Demonstrate self-management skills;
5. Demonstrate the ability to provide a self-analysis in context of entrepreneurial skills and abilities;
6. Demonstrate the knowledge of the importance of green skills in meeting the challenges of
sustainable development and environment protection;
7. Demonstrate the knowledge of uses and applications of Animation;
8. Demonstrate the knowledge of principles of Animation
9. Demonstrate the knowledge of basics compositing
10. Demonstrate the knowledge of various features of 2D Animation
11. Demonstrate the knowledge of the concept of 3D production pipeline
12. Demonstrate the concept of bouncing balls and various other steps of animation
13. Demonstrate the knowledge of project setting and animation rendering

3. Curriculum
This course is a planned sequence of instructions consisting of Units meant for developing employability
and Skills competencies of students of Class XI & XII opting for Skills subject along with general education
subjects.

Theory 50 marks
Practical 50 marks
Total Marks 100 marks
The unit-wise distribution of Periods and marks for Class XI & XII is given on the next page.
The unit-wise distribution of periods and marks for Class XI is as follows:

MULTI-MEDIA (SUBJECT CODE – 821)


CLASS – XI (SESSION 2022-2023)
Total Marks: 100 (Theory-50 + Practical-50)

No. of Periods Max. Marks


for Theory and for Theory
Units
Practical and Practical

Employability Skills

Unit 1: Communication Skills-III 10 2

Unit 2: Self-management Skills- III 10 2


Part A

Unit 3: Information and Communication


10 2
Technology Skills- III

Unit 4: Entrepreneurial Skills- III 15 2

Unit 5: Green Skills- III 05 2

Total 50 10

Subject Specific Skill Theory Practical

Unit 1: Introduction to Animation 20 20


Part B

20
Unit 2: Principles of Animation 20 20

Unit 3: Introduction to 2D Animation 60 70 20

Total 100 110 40

Practical Work
Practical Examination -- 15
Part C

Written Test -- 10
Viva Voce -- 10
Total -- 35

Project Work/Field Visit


Part D

Practical File/Student Portfolio -- 10


Viva Voce 05
Total -- 15
Grand Total 100
CONTENTS
PART A: EMPLOYABILITY SKILLS
Units
1. Communication Skills -III
2. Self-management Skills- III
3. Information and Communication Technology Skills- III
4. Entrepreneurial Skills -III
5. Green Skills -III
Detailed curriculum of Employability Skills is available separately

PART B: SKILLS
Units
1. Introduction to Animation
2. Principles of Animation
3. Introduction to 2D Animation

UNIT 1: INTRODUCTION TO ANIMATION


Learning Outcome Theory Practical
1. Describe the 1. Evolution of animation, 1. Visit to a Studio to understand the
history of with examples animation industry and its
animation 2. History of animation evolution
2. Demonstration of the use of
animation
2. Identify various 1. Various traditional 1. Identification of traditional
traditional methods of animation methods of animation
methods of (e.g. hand drawn 2. Demonstrate the knowledge of
animation animation) hand drawn animation and
Claymation (animation using clay)
3. Identify modern 1. Methods of animation – 1. Differentiation of modern
methods of modern animation and animation and traditional
Animation – e.g. traditional animation animation
Stop Motion 2. Meaning of Stop Motion 2. Demonstration of the procedure
Animation Animation adopted for Stop Motion
Animation
4. Identify the various 1. Concepts of computer 1. Differentiation of 2D and 3D
elements involved animation animation
process of 2. Advantages of computer 2. Demonstration of Digital animation
computer animation (2D Animation approaches (frame by frame, shape
Animation (2D and using Adobe Flash and for and motion tweening)
3D Animation) 3D Animation using 3. Identification of pivot point
Autodesk MAYA) over locations of nodes, groups and
traditional animation other 3D animation
methods
Learning Outcome Theory Practical
5. Demonstrate the 1. Concept of production 1. Demonstration of steps
knowledge of pipeline involved in the animation
production pipeline production pipeline
6. Describe the 1. Concepts of pre- 1. Explanation of preproduction
process of production and activities
preproduction and story-boarding 2. Development of a short
story- boarding activities storyboard

UNIT 2: PRINCIPLES OF ANIMATION


Learning Outcome Theory Practical
1. Identify the 1. Twelve principles on which 1. Demonstration of the
principles of animation is established: twelve basic principles
animation • Squash and Stretch of animation
• Exaggeration 2. Enlisting the advantages
• Anticipation and limitations of
• Ease in and Out different animation
• Arcs techniques
• Overlapping Action 3. Demonstration of the
and Follow- through uses of a combination of
• Pose to Pose and Straight- these 2,3 or 4 principles
Ahead Animation to get the necessary feel
• Reference and Planning and action in a shot and
• Timing scene
• Staging
• Appeal
• Personality
2. Application of each of the above
mentioned principles

UNIT 3: INTRODUCTION TO 2D ANIMATION


Learning Outcome Theory Practical
1. Demonstration the 1. Basics of 2D 1. Demonstration of making of
concept of 2D animation storyboard image
Animation using 2. Concept of 2. Demonstration of the phases
Adobe Flash production, pre-production, production and
preproduction and post-production
post-production
Learning Outcome Theory Practical
2. Demonstration 1. Path animation and 1 Demonstration of the process of
different types of stop-motion different 2D animation
2D Animation using animation 2. Demonstration of the details
Adobe Flash 2. Frame composition on functionality
3. Camera blocking 3. Explain the situation of using
4. Situation using each of the frame composition
different frame (MS, Cu, ECu, WS, EWS, WEV,
composition: MS- Mid BEV, DA)
Shot; Cu- Close Up 4. Explain the reason of camera
Shot; ECu- Extreme blocking and animation timing
Close Up Shot; WS-
Wide Shot;
EWS- Extreme Wise
Angle Shot; WEV-
Worm Eye View; BEV
– Birds Eye View
3. Describe the basic 1. Work cycle of 2D 1. Differentiation of between 2D
process of 2D animation and 3D animation
animation using 2. The process of 2. Demonstration of creating a
Adobe Flash creating a torsion torsion
4. Demonstrate the 1. Process of limited 1. Demonstration of creation of
application of animation or cut out flash cartoon
Adobe Flash animation
Animation 2. Email as a mode of
capturing
conversations
3. Meetings as a mode of
capturing
Conversations

2. TEACHING ACTIVITIES
The teaching and training activities have to be conducted in classroom, laboratory/ workshops
and field visits. Students should be taken to field visits for interaction with experts and to
expose them to the various tools, equipment, materials, procedures and operations in the
workplace. Special emphasis should be laid on the occupational safety, health and hygiene
during the training and field visits.

CLASSROOM ACTIVITIES
Classroom activities are an integral part of this course and interactive lecture sessions,
followed by discussions should be conducted by trained teachers. Teachers should make
effective use of a variety of instructional or teaching aids, such as audio-video materials,
colour slides, charts, diagrams, models, exhibits, hand-outs, online teaching materials, etc. to
transmit knowledge and impart training to the students.
PRACTICAL WORK IN LABORATORY/WORKSHOP

Practical work may include but not limited to hands-on-training, simulated training, role play,
case based studies, exercises, etc. Equipment and supplies should be provided to enhance
hands-on learning experience of students. Only trained personnel should teach specialized
techniques. A training plan that reflects tools, equipment, materials, skills and activities to be
performed by the students should be submitted by the teacher to the Head of the Institution

3. ORGANISATION OF FIELD VISITS/EDUCATIONAL TOURS


In field visits, children will go outside the classroom to obtain specific information from
experts or to make observations of the activities. A checklist of observations to be made by
the students during the field visits should be developed by the teachers for systematic
collection of information by the students on the various aspects. Principals and Teachers
should identify the different opportunities for field visits within a short distance from the
school and make necessary arrangements for the visits. At least three field visits should be
conducted in a year.

4. LIST OF EQUIPMENT AND MATERIAL


The list given below is suggestive and an exhaustive list should be prepared by the teacher.
Only basic tools, equipment and accessories should be procured by the Institution so that the
routine tasks can be performed by the students regularly for practice and acquiring adequate
practical experience.

1. 3-Hole Punched Paper 12. Drawing Pencil Sets


2. Adobe After Effects 13. Drawing sheets
3. Adobe Flash 14. Flipbook
4. Adobe Photoshop 15. Internet Connection
5. Adobe Premiere Pro 16. Marker/Chalk
6. Art Gum Eraser 17. Non-Photo Blue Pencils
7. Autodesk Maya 18. Paints
8. Brushes 19. Printer
9. Computer System 20. Scanner
10. Demonstration Charts 21. Watercolors, Markers, and Pastels
11. Digital Camera 22. Whiteboard
MULTI - MEDIA (SUB. CODE-821)
Class XII
Total Marks: 100 (Theory- 50 + Practical- 50)

NO. OF HOURS MAX. MARKS


UNITS for Theory and for Theory and
Practical Practical

Employability Skills
Unit 1: Communication Skills- IV* 10 -
Part A

Unit 2: Self-Management Skills- IV 10 3


Unit 3: ICT Skills- IV 10 3
Unit 4: Entrepreneurial Skills- IV 15 4
Unit 5: Green Skills- IV* 05 -
Total 50 10
Subject Specific Skills Theory Practical Marks

Unit 1: 3D Production Pipeline 20 20 10


Part B

Unit 2: Basics of Video and Sound Editing 20 40 10


Unit 3: Basic Tools and Techniques of Animation
50 60 20
in Autodesk MAYA
Total 90 120 40

Practical Work
Part C

Practical Examination 15
Written Test 10
Viva Voce 10
Total 35

Project Work/ Field Visit

Practical File/ Student Portfolio 10


Part D

Viva-Voce 05

Total 15

GRAND TOTAL 260 100

Note: * marked units are to be assessed through Internal Assessment/ Student Activities. They
are not to be assessed in Theory Exams

Page 7 of 10
DETAILED CURRICULUM/ TOPICS FOR CLASS XII:
Part-A: EMPLOYABILITY SKILLS

S. No. Units Duration(in Hours)


1. Unit 1: Communication Skills- IV* 10
2. Unit 2: Self-management Skills- IV 10
3. Unit 3: Information and Communication Technology Skills- IV 10
4. Unit 4: Entrepreneurial Skills- IV 15
5. Unit 5: Green Skills- IV* 05
TOTAL DURATION 50

Note: * marked units are to be assessed through Internal Assessment/ Student Activities. They
are not to be assessed in Theory Exams

The detailed curriculum/ topics to be covered under Part A: Employability Skills can
be downloaded from CBSE website.

Part-B – SUBJECT SPECIFIC SKILLS

Unit 1: 3D Production Pipeline


Learning Outcome Theory Practical
1. Describe the Pre- 1. Story boarding – layouts 1. Demonstration of pre-
production activities modelsheets and animatic production activities
2. Use of Adobe Photoshop for 2. Preparation of a flow chart of
UVMapping and Texturing pre- production activities and
3. 3D animation in Autodesk required materials/ equipment
MAYA (To be assessed in 3. Identification of the various
practical’s only.No question drawing and text tools and the
to be asked in theory utility of the same (geometric,
examination from this line, pen, brush, text, stroke,
portion) fill, point, erase, etc.)
2. Demonstrate the concept 1. Texturing and modeling 1. Creation of model for stop
of texturing in Adobe 2. Basic standards followed in motion 3D animation
Photoshop and modeling texturing and modeling 2. Texturing of character
in Autodesk MAYA
(Production 1)
3. Demonstrate the concept 1. Lighting and rigging 1. Demonstration of the concept
of lighting and rigging in 2. Basic standards followed in oflighting and rigging
Autodesk MAYA lighting and rigging 2. Demonstration of use of
(Production 2) lighting to create a bright
image
3. Importance of lighting in
animation

Page 8 of 10
4. Demonstrate the post - 1. Animatics 1. Demonstration of Post-
production activities 2. Creating .avi files to see the production activities
flowof animation and its 2. Preparation of a flow chart of
timing post-production activities and
3. Creating Animatics required materials/ equipment
4. Post-production
process ofanimation
5. Exporting animation
sequencesand rendering
Unit 2: Basics of Video and Sound Editing

Learning Outcome Theory Practical


1. Use Adobe Premiere 1. Concept of work spaces 1. Demonstration of the use of tool box
CS/CC 2. Video and Sound editing projects of Adobe Premiere CS/CC
and its creation
2. Edit the video 1. Video editing work flow 1. Demonstration of editing the video
2. Timeline panel 2. Handling the linking Audio or Back-
3. Basic standards followed in editing ground Music with the Video in
a video AudioTracks in Adobe Premiere
4. Clips and its types
3. Use Adobe Sound 1. The procedure of increasing or 1. Demonstration of the use of Adobe
Booth decreasing the amplitude of Sound Booth
arrange by using the volume pop-up 2. Giving the demo of editing of the
menu beginning or end of an audio track
4. Edit the sound 1. Various ways of editing audio track 1. Demonstration of increasing or
2. Multi Track Sound Editing (To be decreasing the length of the range
assessed in practicals only. No by clicking and dragging the start
question to be asked in theory and endpoints of the audio track
examination from this portion) 2. Demonstration of editing the sound
3. Rendering the output audio file for track
playing in any Media Player 3. Demonstrate audio output in .WAV
and .MP3 audio file format

Unit 3: Basic Tools and Techniques of Animation in Autodesk MAYA

Learning Outcome Theory Practical


1. Demonstrate the use 1. Key Frame Animation 1. Demonstration of the use of Maya
of edit keys in timeline 2. Use of Auto Keying Animation timeline, workspace, view ports,
3. Disadvantages of auto key tools
4. Maya timeline (To be assessed in 2. Changing the settings in Maya
practicals only. No question to be timeline
asked in theory examination from
this portion)
2. Demonstrate the 1. Frame, timing and frame rate 1. Identification of number of frames,
purpose of frames, 2. Reasons for using key frame timing, frame rate and key frame in
timing, frame rate and 3. Aspects of key frame? (picture size, animation
key frames position, rotation) 2. Demonstration of the difference
4. Concept of setting key frames between tweening and key frame
5. Importance of the Set key 3. Demonstration of setting key frames

Page 9 of 10
3. Create and edit 1. Use of Graphic Editor 1. Demonstration of editing animations
animation sequence 2. Editing animation curves using in the Graphic Editor
graph using Graphic Graphic Editor
Editor
4. Create a bouncing ball 1. Representation of different 1. Demonstration of the knowledge of
bouncing balls use of middle-mouse button
2. Details of bouncing ball 2. Creating bouncing ball - animation of
3. Implementing the principles of 200 frames by implementing two
animation on bouncing ball(e.g. principles of animation
Squash and Stretch, Ease In/Out)

Page 10 of 10

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