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Information Literacy

H7E9 45

https://www.sqa.org.uk/sqa/files/nu/H7E945.pdf

Introduction

In this unit you will learn the difference between data and information

Test

This test will demonstrate your ability to;

  • Describe the value of information

  • Organize information using information tools

  • Solve routine problems using information.

Practice Test

Semester 1

Week 1

Data, Information and Knowledge

Data is processed by computers, the resulting information can then be used to form judgements and make predictions.

Work your way through the tasks below - make a note of your answers in a new Word Document, which you will save into a one drive folder

Semester 1 > Information Literacy > Week 1

If you get stuck, hints can be found at the bottom of the page

Task 1

Read pages 1-5 using the link below

Task 2

Use the internet to find the hidden message in the text below - Make a note of your answer

Task 3

Use the internet to find the hidden message - Make a note of your answer

Task 4

Use the internet to find the hidden message - Make a note of your answer

Task 5

Use the internet to find the hidden message - Make a note of your answer

Task 6

Look at the graph below, what does it tell you? - Make a note of your answer

Task 7

Use the internet to find the hidden message - Make a note of your answer

Task 8

Look at the graph below, which Nintendo Console sold the most units?

Hints

Try using Google Translate

Binary to text converter

Hex to Text converter

https://www.rapidtables.com/convert/number/binary-to-ascii.html
https://www.rapidtables.com/convert/number/binary-to-ascii.html
https://www.rapidtables.com/convert/number/hex-to-ascii.html
コンピューティングへようこそ
بلیوں کتے سے بہتر ہیں
Mae'r coleg hwn yn yr Alban
01001100 01100101 01110111 01101001 01110011 00100000 01101100 01101001 01101011 01100101 00100000 01110100 01101111 00100000 01110000 01101100 01100001 01111001 00100000 01100011 01101111 01101101 01110000 01110101 01110100 01100101 01110010 00100000 01100111 01100001 01101101 01100101 01110011
44 6f 6f 6d 20 45 74 65 72 6e 61 6c 20 77 61 73 20 61 20 67 72 65 61 74 20 67 61 6d 65

Week 2

Introduction

Welcome to NC Computing with Digital Media course

You will be taught by three lecturers on this course

Lewis Sturrock

Heckie Cormack

Charles McCrimmon

lewis.sturrock.whc@uhi.ac.uk

heckie.cormack.whc@uhi.ac.uk

charles.mccrimmon.whc@uhi.ac.uk

Video/Audio/Animation

Web Design/Development

Video Intro

Next please read through the FAQ Section 😁

Programming and Networking

Week 4

Week 3

Games Design

F915 11

https://www.sqa.org.uk/files/nq/F91511.pdf

Introduction

Useful Links

Technical Specifications

Type

Handheld, games console, phone, tablet.

Processor

To include the manufacturer - speed and architecture.

RAM

To include accurate size and specification ( DDR4 ), older systems will be more difficult to define as system memory is sometimes on a cartridge or could be expanded.

Graphics Configuration

This will include the resolution and colour depth - can also include video capabilities

Backing Storage

Modern systems have large amounts of storage built in and also have different SDKs - older systems had no backing storage. Some included battery backup inside cartridges.

Input Devices

  • Microphones

  • Cameras

  • Joysticks - Analogue

  • Buttons

Output Devices

  • Rumble

  • Lights

  • Display

  • Speakers

Design Elements

  • Narrative Design

  • Character Design

  • Level/Environment Design

  • Game Mechanics

Flow Charts

Tasks

Test

Triggers

  • D-pad - Digital

  • Touch pad

  • Accelerometer

  • Gyroscope

  • GPS

  • Steering Wheel

  • Light Gun

  • Keyboard

  • Mouse

  • Ambi-light

  • Haptic Feedback

  • User Interface Design

  • Audio Design

  • 50KB
    F915_11_IofA_word.doc
    Open
    Worksheet

    Week 1

    Week 2

    Week 2

    Week 4

    Week 3

    Week 1

    Week 3

    Week 1

    NC Computing with Digital Media Level 5

    Course Code: WHCICDMF

    Home

    Week 4

    Week 3

    Week 2

    Week 4

    Social Media Literacy

    H7EB 45

    https://www.sqa.org.uk/sqa/files/nu/H7EB45.pdf

    Introduction

    This unit will introduce you to the history, impact and issues of social media - you will also demonstrate your ability to communicate using social media

    History

    Web 2.0

    is the idea that the internet transitions from a largely top down service to a user produced model - including social features like discussion, remix and redistributing. We largely see what used to be consider social features as basic features on all websites.

    BBS ( Bulletin-Board System ) - 1978 Bulletin-Board Systems are similar to Forums and predate the World Wide Web. They are still in use. They offer a way for like minded people to get together and discuss topics

    IRC ( Internet-Relay Chat ) - 1988 IRC offers chat rooms that where easy to access and could be embedded into websites using javascript. They rose to popularity but, after the dangers for young people where highlighted they returned to a niche following.

    MSN - Windows Live Messenger - 1999 Microsft Messenger and also Yahoo Messenger became the primary way for school kids to communicate in the late 90's

    Friends Re-united - 1999 Friends re-united had a simple premise, to allow you to get in touch with friends from school, but, never quite got traction

    Friendster - 2011 Friendster was the first of the social networks to resemble what we see today, it was a popular website with millions of users.

    LinkedIn - 2002 LinkedIn is a business social network, aimed at helping users secure work. It is essentially a replacement for the Rolodex or collection of business cards for yesteryear.

    Myspace - 2003 Myspace started as a music platform - success such as Arctic Monkeys and Lilly Allan originated on the service. It became the dominant social platform of the time and was the most used website of 2005. Featuring friends, messages, a wall. It was common to see advertisements that included a Myspace url

    Facebook - 2004 Facebook remains the dominant platform - it was initially shunned by many due to it's lack of customization and personality. Ultimately this is what made it easy to understand for new users and now it is predominantly used by boomers and for messenger

    Bebo - 2005 Bebo was large in youth communities, it included the customization of MySpace with no musics basis. It allowed users to share out their love once a day.

    Twitter - 2006 Twitter allows users to contact celebrities and high profile users directly. It started as a text only services with a maximum of 140 Characters. It now support 280 Characters and allows user to share image and videos. It is considered a good way of allowing large amounts of people to assemble quickly around a single topic.

    Weibo - 2009 Weibo is basically the Chinese speaking equivalent of Twitter

    VK - 2006 VK is basically the Facebook of the Russian speaking and ex-soviet world/nations

    Instagram - 2010 Instagram is a photo sharing social network - it also includes direct messaging.

    Google+ - 2011 Googles attempt to break into the social media space never seemed to break through, despite having a high number or users. YouTube briefly integrated with Google+ much to users annoyance.

    SnapChat - 2011 SnapChat is a video/photo sharing service where the messages self-destruct. It also includes AR face filters and location sharing. Concerns over the dangers of sharing private sexual images continue.

    Tinder - 2012 Tinder is an app that allows users to connect based on location and perceived attractiveness. It is the first time that online dating became totally mainstream

    Vine - 2013 Vine was a short lived video sharing platform limited to 6 seconds. You needed Twitter to login to the services. Logan Paul originated on this platform.

    TikTok - 2014 TikTok, previously Music.ly is new kid on the block. It features seamless loading to the next video - and, encourages users to act along to a collection of audio samples.

    Negative Impact

    Mental Health There have been a rise in studies pointing towards a link between a degradation in mental health and Social Media use. FOMO - Fear of Missing Out

    Witch hunts Individuals can be targeted by mobs online either because of a difference of opinion, mistaken identity or even honest mistakes. This can lead to malicious bullying and death threats

    Facebook/MySpace/Bebo Parties Teenagers arranging houseparties have at time seen huge numbers of people attend their parties. Often - someone else would upload the details of a party. This has led to large scale police deployment and property damage - not to mention the damage to family relations.

    Abduction/Vulnerable People Lonely individuals are open to abuses of trust and being befriended by nefarious individuals online. This can lead to financial loss, embarrassment or even abduction

    Positive Impact

    Charity Social media allows people to organise quickly around a cause and to raise lot's of money. In 2013 we saw an example of this as the

    Open-Source Open Source Projects are usually developed completely online - notable successes include Chrome - Linux - WordPress

    Marketing Social Media is an essential tool for marketing as it allows you to get your message out to a large number of people quicker than traditional methods. For a small fee you can boost your message even further.

    Web 2.0
    Ice Bucket Challenge

    Audio Editing

    F1KT 11

    http://www.sqa.org.uk/files/nu/F1KT11.pdf

    Introduction

    Work Sheet

    Audio Notes

    Example

    Multi-Track Editing Techniques

    Traditionally Audio Editing was performed by physically cutting magnetic tape and over-recording.

    Non-Linear Editing allows us to easily arrange multiple tracks and temporally adjust the position of audio samples.

    Cutting simulates the act of physically cutting magnetic tape with scissors.

    Once cut, audio can be easily arranged multiple times with little effort.

    DAW ( Digital Audio Workstation )

    There are many DAW's available - you will have access to in class and in the recording studio.

    Effects

    Commonly used effects include - Reverb, Dynamic Range Compression, Delay, Equalization ( EQ ), Distortion, Chorus.

    In Reaper you can apply and adjust these effects by opening the FX window

    Reverb

    Reverb is used to smooth over errors in vocal pitch.

    It can also be used to make it sound like the audio has been recorded in a different location.

    Dynamic Range Compression

    Dynamic Range Compression is usually referred to just as compression.

    It differs from File Compression in that it reshapes and audio file to make quiet sounds louder, and loud sounds quieter

    Delay

    Delay is similar to reverb and can be used to create an Echo effect.

    Equalization ( EQ )

    We use equalization to boost or limit certain frequencies within the audio mix. We can use this to increase Bass or reduce Treble.

    Distortion Distortion is when we intentionally push the gain too far - it is commonly associated with the sound of an electric guitar.

    Chorus Chorus creates the effect that the same audio is being reproduced from multiple locations.

    Mixing

    Mixing is the process of balancing audio levels to create a finished audio product.

    Audio Formats

    There are many types of commonly used audio formats. Some include File Compression.

    .wav Uncompressed Waveform

    .mp3 MPEG Layer-3, lossy compression and granular control of compression

    .ogg Ogg Vorbis - an open source alternative to MP3

    .flac A lossless audio format

    .aac Apples propriety lossless audio format

    Sound Waves We use two-dimensional visualisations to represent the physical phenomena of sound vibrations moving through the air.

    The vertical axis of these representations is described as the amplitude, and can be more easily imagined as the volume.

    The horizontal axis of these representations is described as the wavelength

    Digital Recording

    When audio waves are converted from analogue to digital they change from continuous representations to discreet points.

    This conversion process creates an artifact called stair-stepping which can be partially mitigated by using a higher bit depth and frequency.

    Tasks

    Test

    Level 5

    Semester 2

    Reaper
    ProTools
    Practice Test
    Reaper
    ProTools
    enter image description here

    Moving Images

    F1KV 11

    https://www.sqa.org.uk/files/nu/F1KV11.pdf

    Introduction

    Worksheet

    Software

    You will have access to in the class

    Resolve is a professional NLE ( Non-linear Editing ) suite used across the Film Industry.

    You can cut and move footage in a similar way to cutting and moving audio in Reaper.

    Formats

    MPEG 4 Motion Picture Experts Group

    .mp4 H.264 is the most common format for transmission online

    H.265 a smaller format but takes more processing power to encode

    MPEG 2 Used to master DVD Video ( 4.7 GB ) and Blu-ray Disc ( 50 GB )

    WebM An opensource alternative to MP4

    Quicktime .mov, Apples propriatry video format

    MKV Matroska is an open-source standard mainly used for Blu-Ray rips

    Video file are complicated by the facts that we have containers ( file names ) and codecs, which can be different.

    For example, you can store a H.264 MP4 inside a .mov

    Video containers guarantee compatibility with several codecs.

    Codecs compress and decompress video information.

    RAW RAW Video can be recorded on high end cameras - RAW files are very large and can be difficult to work with - however, they represent the maximum possible quality and colour depth.

    Blackmagic RAW Apple ProRes RAW Cinema DMG Magic Lantern MLV

    Resolutions

    The resolution is the number of pixels on screen at any one time

    720 x 480 NTSC 720 x 576 PAL 1280 x 720 HD 1920 x 1080 FHD 3840 x 2160 4K ( Consumer ) 4096 x 2160 4K ( Pro )

    Frame Rates

    12 Animation 24 Film 25 PAL 48 HFR 30 NTSC 50 PAL 60 Slow-motion

    Filming at a high frame rate allows us to reduce the speed of the played back footage in order to create a slow motion effect.

    Slow motion is generally used to increase the emotional impact of a scene or to highlight small details that would ordinarily be missed.

    Cameras

    Depending on your location you will be exposed to different cameras - the equipment available in class will be

    Nikon L340 Bridge Camera Nikon D3300 Canon Legaria HF G40

    All Digital Cameras rely on a CCD ( Charge-Coupled Device ) in order to convert light into an electrical signal.

    All of these cameras are capable of recording good quality video

    A selection of external microphones, lights and cages are available

    DSLRs

    A Common way to capture video is using a DSLR ( Digital Single-Lens Reflex ) due to their relatively affordable prices and good quality images.

    Increasingly Mirrorless and Phone Cameras are becoming viable for good quality video capture.

    Common brands for both DSLR and Mirrorless Cameras include;

    Nikon Sony Alpha Canon Panasonic Lumix

    SD Cards

    Not all SD Cards are created equal - contemporary cards are measured in Gigabytes ( GB ).

    SD Cards also have different speeds, which can be confusing - SDXC is required for FHD ( Full HD Video ).

    Broadcast Cameras Historically broadcast cameras did not need to record footage, only broadcast it.

    This has led to them developing independently for news and live television.

    Common Broadcast cameras include;

    Sony PDW Range Sony EX3 Range Canon XF Range

    Dedicated Cinema Cameras

    Historically the cameras used for film have been very expensive, however it is now viable for a small company or freelancer to buy or rent a cinema camera. Cinema cameras generally require a lot of additional equipment to use - they are not 'point and shoot'.

    Common brands include;

    RED Blackmagic Design Cinema Camera Sony CineAlta Arri Alexa Panavision Genesis

    Chroma Keying

    Chroma Keying ( Green / Blue - Screening ) allows us to replace all the pixels of a certain colour with another image. This is commonly used to switch in a replacement background or overlay.

    Transitions

    Transitions should be used appropriately. A fade to black or dissolve indicates the passage of time.

    Quick cuts maintain location.

    An establishing shot ( external ) can be used to cement location.

    Framing

    The subject of the scene should be on the left looking right. Characters should respect screen direction and move from left to right.

    Rule of thirds

    The rule of thirds is a simplification of the Golden Ratio, in short it estimates the ratios that human being intrinsically find appealing in nature. By lining our subjects up with one of the cross sections on the above grid we can have confidence that our composition will have appeal.

    Symmetry

    Symmetry can be tempting - as it can be visually appealing, however, it can also appear mechanical or artificial. If you are unsure it is best to avoid symmetry in film.

    POV ( Point of view )

    Point of view footage, sometimes called First-Person footage, shows the action from a characters point of view. This can be used to create a sense of authenticity and is often used in found footage movies.

    Titles

    Titles are graphics and text used to inform the viewer about what the are watching. They commonly include an introduction - location name - Characters name - and credits.

    Simple Titles are often more effective than overly complicated Titles.

    Colour Grading

    Colour grading is the process of balancing the colours on screen to give the best output. This process is similar to adjusting the colour / brightness / exposure in photo editing software.

    Compression Techniques

    Video compression techniques encompass Image and Audio techniques.

    Since some frames, or large areas of frames do not differ significantly from one another there are some compression artifacts unique to video.

    As the file expects us the watch the video in linear sequence, unexpected scrubbing can produce unexpected artifacts.

    HDMI

    These days we only have to worry about one video cable - HDMI ( High-Definition Media Interface ).

    However - there are different implementations of HDMI which give different results.

    HDMI 1 specification supports 1080p at 60 fps

    HDMI 1.4 specification support 4k at 30 fps

    HDMI 2.0 specification supports 4k at 60 fps

    Rendering

    Software Video Editing has many advantages - such as being able to randomly access scenes and video.

    However, a large disadvantaged is the need to render your footage when you are finished.

    Rendering is a CPU, RAM and GPU intensive process - so in order to edit video we should seek out the highest spec computer we can find.

    Script

    If you have any spoken elements, it is important to write a script or screenplay.

    This could include multiple characters or it could just detail a short voice-over

    Storyboard

    As part of your planning process it is essential to create a storyboard.

    A storyboard is a visual layout of how how expect your film to play out.

    Extra information including audio and camera movements must be included.

    Video Editing Level 6

    Tasks

    Test

    Level 5

    Project

    H6S7 45

    Introduction

    In this unit you will demonstrate your ability to work together in teams - you will design and develop and application/site as a group

    https://www.sqa.org.uk/files/nu/H6S745.pdf
    15KB
    Computing Project (Team).docx
    Open
    Work Sheet

    Semester 1

    DaVinci Resolve
    https://www.sqa.org.uk/files/nu/F3T612.pdf
    Level 5 Page
    Worksheet
    Practice Test
    SD Cards
    Wolf looking at ice
    enter image description here
    Screenplaye
    Storyboard

    FAQ

    How do I access my timetable?

    You access your timetable information using the Calander in Outlook

    Where do I save my work?

    All work should be saved in OneDrive - You will create a folder for each unit and week. All of your work will be sent to your tutor at the end of the Semester as Evidence. If you do not organise and submit your work, you will not pass.

    You should have folders for each Semester, followed by for each unit, followed by each week.

    You can access your OneDrive via Outlook or through Windows.

    What is Brightspace?

    Brightspace is our online learning platform

    How do I open Brightspace?

    You can access Brightspace here . You login with your Student number and password.

    What is my Username and Password?

    Your username is your student number, your password is your date of birth. the 1st of January 2001 would equal ;

    01012001

    What is my email?

    Your email is your student number followed by @uhi.ac.uk, for example 1240264@uhi.ac.uk

    I am totally lost, can you help?

    Yes, you can email us any time and we will help. You can schedule a one-to-one call if you need one. Always tryif you can complete the task unaided first, and ask another student before giving up 😁

    My Internet is down, what should I do?

    Don't worry, it happens. Let us know if you can, and you can pick up the work via Brightspace. You will still need to complete all work in your own time.

    What is WebEx?

    WebEx Meetings is our video conferencing/calling platform, you will use this to interact with live classes or to speak to your tutor

    How do I access WebEx Meetings?

    You can access WebEx via Brightspace

    How should I name my work?

    All of your submitted work should include your name, student number, unit name and any other relevant information. If you have completed work, but do not submit it in an appropriate manner or when requested, you fill fail.

    Games Development

    Animation Fundamentals

    F1KB 11

    Introduction

    Brief

    https://brightspace.uhi.ac.uk/d2l/home
    https://www.sqa.org.uk/sqa/files/nq/HX9X46.pdf
    You have been approached by the UK Government to produce an advert promoting the benefits of healthy eating.

    You have been asked to produce a 30 second two-dimensional animated sequence created at 1280*720 resolution. It must be submitted as a .mp4 file under 100mb in size.

    Techniques

    Squash & Stretch

    Objects expanding and contracting, often unrealistically to emphasize a movement.

    Anticipation

    Before an Object moves, it will signal which direction it is about to move, with a subtle opposite movement.

    Follow Through

    When an object comes to rest we observe 'follow through', which is essentially the opposite of anticipation

    Staging

    It should be clear where on the screen the audience should be looking - there should be nothing else to distract them happening elsewhere

    Overlapping Action

    Momentum being carried through in other parts - eg. hair and clothes

    Ease In & Out

    Objects take time to accelerate up to speed, and, to decelerate to a stop

    Arcs

    Smooth Curves that features follow during playback

    Secondary Action

    Gestures that support the main action to add more dimension - often conveying an emotion

    Timing

    Great drawings do not equal great animation. It is important to experiment with timing speeds and dropping frames all together

    Exaggeration

    Even realistic or mechanical motion has exaggeration. In cartoon animation we see actions overshoot to the extreme

    Appeal

    Appeal is something we like about a character

    Pose to Pose

    In pose to pose Animation we plan ahead - deciding on the most important poses that the character will assume - we then fill in the smaller details afterwards

    Straight Ahead

    In straight ahead animation we just keep drawing based on the last image - it can significantly harder to preserve volume using this technique - however, it is easy to create a sense of fluidity

    Frame Rates

    12 Frames per second - good for beginners - animating on two's

    24 Frames per second - Cinema and TV - animating in one's

    15 / 30 frames per second - The NTSC standard equivalent of the above

    60 frames per second - Video Games Standard

    Timing

    The closer together frames are the slower the the animation will be

    The further apart the frames are the faster the motion will be

    We can hold onto frames for a little longer to make them pop.

    Often, more less is more

    Storyboards

    Storyboards are a way to plan out visual information for film

    Each panel will show a significant action - along with notes on sound, camera movements and descriptions

    It is much more important for a Storyboard to convey an idea than for it to have a finished look

    Large arrows can be used to indicate direction of movement

    Here is a Blank Template for you to use

    Here is an example from an animated Series

    Motion Tweening

    Motion Tweening is short for 'In Betweening' - We can ask a computer to create the frames between two poses for us. For motion graphics and small movements this is great. For characters however - it tends to create awkward movements

    Adobe Animate CC ( Flash )

    For your project you will have access to Adobe Animate CC which is used in professional Animation studios. Other professional software includes Toon Boom Harmony, TVPaint & Toonz. Some studios produce their 2D animations entirely in 3D Software.

    Keyboard Shortcuts

    F5 - Stretch frame

    F6 - Duplicate Frame

    F7- New Blank Frame

    F8 - New Movie

    Enter - Play

    In order to create a motion tween in animate, we select an object - press F8 to create a new object - press F5 to extend our frame - right-click on the strip and select "Create Motion Tween" - and then click along the strip and then move the object.

    Software

    There are lot's of free animation tools available - they can be very complicated - so these are my recommendations to focus on the actual art of animation

    Working at a low resolution actually ensures strong readability of motion without getting bogged down in the finer details

    Tasks

    Test

    https://www.sqa.org.uk/files/nu/F1KB11.pdf

    Week 1

    Week 3

    Week 3

    3D Modelling and Animation

    FN91 11

    https://www.sqa.org.uk/files/nu/FN9111.pdf

    Introduction

    Tasks

    Test

    3D Objects

    3D objects are made up of point called vertices. These point are joined together by lines called edges. Two or more edges can be filled to create a Face.

    Drawing

    3D Modelling

    Box Modelling

    In box modelling we use a cube and extrude points outwards and inwards to create a rough form, detail is then added using edge loops and tweaking topology

    Sculpting

    In the Sculpting Workflow we start with a high poly blob and use sculpting tools to define the form - we don't worry about topology until later

    Scanning

    We can scan objects into the computer by using a laser scanner or an array of photos - Scanned object have poor topology

    Texturing

    In order to give objects colour and details we need to texture them.

    We can use Vertex Painting to apply just colour

    We can use an existing image tiled across a surface

    We can UV unwrap the model to apply texture detail in specific locations

    We can use a texture painting feature

    We can use procedural textures

    We can layer various materials to create a more realistic surface

    We can use normal maps to 'bake' in surface data

    We can use specularity maps to simulate reflection

    We can use a Physically Based Rendering ( PBR )

    Lighting

    We always want our subject to be well visible and clear on the screen

    Most commonly - a three point lighting system is used

    We can use simple real-time lights to illuminate our scene

    We can use a ray-tracing system to simulate real light

    We can use forced lighting

    Animation

    3D Animation can be achieved in a number of ways

    We can create keyframes at different times to vary the location, scale and rotation of an object

    We can control surface topology over time used shape keys

    We can control mesh deformation by using a skeletal rig

    Rendering

    Software

    4KB
    Blender key shortcuts.txt
    Open

    Week 2

    Week 4

    Week 4

    Week 1

    Week 4

    Week 2

    Games Programming

    https://www.sqa.org.uk/files/nu/FN8R11.pdf

    Upon Completion of this Unit you will be able to

    • Design a game concept

    • Produce a Working Demo

    • Evaluate Demo

    Commenting Indentation Naming Variables Data Structures Control Structures Operators

    Pico-8

    Pico-8 is an IDE ( Integrated Developer Environment ) that uses the Lua programming language.

    Pico-8 attempts to replicate the limitations of 8bit video games systems.

    Sticking to these limitations helps us to control the scope of our projects and means we only have to worry about one program when we are starting out.

    Text Commands Code Editor Sprite Editor Tile Editor Sound Effects Music Tracker

    init draw update

    Making your first game

    We press Escape to enter the blank code screen In order to clear the screen we type;

    If we run this code we can see that the screen is cleared

    Next we can type;

    This will print the word hello on the screen.

    If we want to draw a sprite on screen we will type;

    In this example 0 selects sprite slot 0, 64 draw the sprite 64 pixels along horizontally, and, the next 64 draws the sprite 64 pixels along vertically

    In order to make our sprite move horizontally, we need to perform arithmetic on the first 64. To do this, we need to substitute 64 with a value - for example x. We will need to define what x is, now we can perform arithmetic on the value x.

    At this point we need to split our code into the three built-in functions used in pico-8.

    FUNCTION _INIT() This function contains and initializes all the variables that we will use.

    FUNCTION _DRAW() This function describes all the elements that will be drawn on the screen.

    FUNCTION _UPDATE() This function contains all of the game logic. This function is called 30 times each second.

    This example will sho our sprite moving to the right forever.

    Now we want to move the sprite only when we press a key.

    Now our sprite will only move when we press the right arrow key.

    In order to make the sprite move in two directions, we can reuse our code and change the name of the button used, as well as the arithmetic.

    Now our sprite can move both to the left and to the right.

    As it stand right not, our sprite can move off of the screen - in order to stop this we can set some limits.

    We can use this to limit the movement in the other direction as well.

    In order to animate the sprite, we need to manipulate the sprite value. First we need to substitute 0 for S in our draw function, then we can add S=0 in our init function, then we can apply arithmetic and limits in our update function.

    You should always avoid using sprite slot 0.

    In order to flip our sprite horizontally, we can add additional information to our sprite line.

    In order to manipulate this value 'TRUE', we need to give it a name and then initialize it in our init function.

    Now our sprite will flip direction depending on which way it is travelling.

    At this point our code is becoming difficult to read, so we should add comments.

    Games Design

    https://www.sqa.org.uk/sqa/files/nu/F91512.pdf ​

    Example Game Design Document​

    50KB
    F915_11_IofA_word.doc
    Open
    Worksheet

    Useful Links

    Technical Specifications

    Type

    Handheld, games console, phone, tablet.

    Processor

    To include the manufacturer - speed and architecture.

    RAM

    To include accurate size and specification ( DDR4 ), older systems will be more difficult to define as system memory is sometimes on a cartridge or could be expanded.

    Graphics Configuration

    This will include the resolution and colour depth - can also include video capabilities

    Backing Storage

    Modern systems have large amounts of storage built in and also have different SDKs - older systems had no backing storage. Some included battery backup inside cartridges.

    Input Devices

    • Microphones

    • Cameras

    • Joysticks - Analogue

    • Buttons

    Output Devices

    • Rumble

    • Lights

    • Display

    • Speakers

    Design Elements

    • Narrative Design

    • Character Design

    • Level/Environment Design

    • Game Mechanics

    Flow Charts

    NC Computing with Digital Media Level 6

    Course Code: WHNCDM6F

    Still Images

    Digital Media: Still Images

    Week 1

    HNC Computing

    Week 2

    Triggers

  • D-pad - Digital

  • Touch pad

  • Accelerometer

  • Gyroscope

  • GPS

  • Steering Wheel

  • Light Gun

  • Keyboard

  • Mouse

  • Ambi-light

  • Haptic Feedback

  • User Interface Design

  • Audio Design

  • When this unit is complete you will be able to

    Work to a brief Plan the acquisition of Images Identify copyright requirements Complete a Risk Assessment Capture, edit & export finished Images Present Images appropriately

    Brief

    You have been approached by a music video producer. He represents a well known artist. He requires backdrops for their upcoming music video.

    They are interested in the natural beauty of your surrounding area.

    A portfolio of at least 10 images to choose from is required.

    Care should be given to ensure all images meet the technical requirements for a 1080p video output.

    Formats

    JPEG PNG BITMAP GIF RAW SVG

    JPEG JPEG ( Joint Photographic Experts Group ) .jpg .jpeg Millions of colours, no transparency, lossy compression, can set level of compression.

    PNG PNG ( Portable Network Graphics ) .png Millions of colours, transparency, lossless compression

    GIF GIF ( Graphics Interchange Format ) .gif 256 Colours, dithering, transparency, animation

    BITMAP BITMAP .bmp Uncompressed Image, Large Files

    RAW RAW Image file .cr2 .nef All of the information recorded by the image sensor in a digital camera, Large Files

    SVG SVG ( Scalable Vector Graphics ) Vector Graphics Format, Shapes, Paths, Co-ordinates, Great for Logos, Bad for Photos

    Resolution

    Resolution is the number of pixels recorded in the image. DPI ( Dots per inch ) defines the image detail in print PPI ( Pixel per inch ) define the image detail on a screen

    Comparison of High Resolution Photo versus Low Resolution Photo

    Colour Depth

    Colour Depth describes the number of available colours in an image. Colour banding is a result of a low colour depth.

    Smart use of dithering can be used to improve the perception of colour.

    Demonstration of colour depths

    Data

    Raster Raster Image formats record data in a grid. A 1-bit bitmap can be visualized as below. After brief header information ( which will describe how wide and how high the image is ) this image could be written as;

    Data

    0001111000000100100000010010001111111111111111111101000000101110000111101000010110100001011010000101

    Vector Vector Image formats record co-ordinates, shapes, fill colours and curves.

    In this example we describe a circle, it's position, it's radius, the outlines, it's width and, it's fill colour.

    Copyright

    Adhering to copyright law is essential at all times when working with images. Consequences of ignoring copyright includes fines and imprisonment.

    If you take the photograph yourself then you will own the image and can sell and licence it.

    Royalty Free License Pay Once for an image and then you can use it as much as you like after that.

    Rights-Managed License The images must be use for a specific purpose; such as a specific website, magazine or advert. In order to use elsewhere, you would have to negotiate and purchase the rights again.

    Creative Commons This license is free to use for non-commercial work but you will still need to attribute the author. There are many types of Creative Commons licences with different rules so it is important to make a note.

    Creative Common Zero has no restrictions over how the images can be used.

    Important You must be sure of were your images have come from, you must be able to reference them and prove their licence. There are lot's of websites that claim to host free to use images but are actually stolen from elsewhere. Only trustworthy sources can be used. If you are in any doubt then DO NOT USE the image.

    Software

    Affinity Photo

    Help

    Primarily a raster image editing tool, this software includes features for touching up photographs and exporting to a range of formats.

    Affinity Designer

    Help

    Primarily a vector graphics image editing tool, this software includes features for layout and design, and, exporting to a range of formats.

    https://www.sqa.org.uk/files/nu/F3T512.pdf
    Download Worksheet
    Risk Assessment
    Completed Risk Example
    Completed Example
    26KB
    Task Sheet.docx
    Open
    Task Sheet
    https://www.lexaloffle.com/pico-8.php
    enter image description here

    Still Images Editing

    F1KW 11

    https://www.sqa.org.uk/files/nu/F1KW11.pdf

    Introduction

    Download Worksheet

    Risk Assessment

    Completed Risk Example

    When this unit is complete you will be able to

    Work to a brief Plan the acquisition of Images Identify copyright requirements Complete a Risk Assessment Capture, edit & export finished Images Present Images appropriately

    Brief

    You have been approached by a music video producer. He represents a well known artist. He requires backdrops for their upcoming music video.

    They are interested in the natural beauty of your surrounding area.

    A portfolio of at least 10 images to choose from is required.

    Care should be given to ensure all images meet the technical requirements for a 1080p video output.

    Formats

    JPEG PNG BITMAP GIF RAW SVG

    JPEG JPEG ( Joint Photographic Experts Group ) .jpg .jpeg Millions of colours, no transparency, lossy compression, can set level of compression.

    PNG PNG ( Portable Network Graphics ) .png Millions of colours, transparency, lossless compression

    GIF GIF ( Graphics Interchange Format ) .gif 256 Colours, dithering, transparency, animation

    BITMAP BITMAP .bmp Uncompressed Image, Large Files

    RAW RAW Image file .cr2 .nef .dmg All of the information recorded by the image sensor in a digital camera, Large Files

    SVG SVG ( Scalable Vector Graphics ) Vector Graphics Format, Shapes, Paths, Co-ordinates, Great for Logos, Bad for Photos

    Resolution

    Resolution is the number of pixels recorded in the image. DPI ( Dots per inch ) defines the image detail in print PPI ( Pixel per inch ) define the image detail on a screen

    Colour Depth

    Colour Depth describes the number of available colours in an image. Colour banding is a result of a low colour depth.

    Smart use of dithering can be used to improve the perception of colour.

    Data

    Raster Raster Image formats record data in a grid. A 1-bit bitmap can be visualized as below. After brief header information ( which will describe how wide and how high the image is ) this image could be written as;

    0001111000000100100000010010001111111111111111111101000000101110000111101000010110100001011010000101

    Vector Vector Image formats record co-ordinates, shapes, fill colours and curves.

    In this example we describe a circle, it's position, it's radius, the outlines, it's width and, it's fill colour.

    Copyright

    Adhering to copyright law is essential at all times when working with images. Consequences of ignoring copyright includes fines and imprisonment.

    If you take the photograph yourself then you will own the image and can sell and licence it.

    Royalty Free License Pay Once for an image and then you can use it as much as you like after that.

    Rights-Managed License The images must be use for a specific purpose; such as a specific website, magazine or advert. In order to use elsewhere, you would have to negotiate and purchase the rights again.

    Creative Commons This license is free to use for non-commercial work but you will still need to attribute the author. There are many types of Creative Commons licences with different rules so it is important to make a note.

    Creative Common Zero has no restrictions over how the images can be used.

    Important You must be sure of were your images have come from, you must be able to reference them and prove their licence. There are lot's of websites that claim to host free to use images but are actually stolen from elsewhere. Only trustworthy sources can be used. If you are in any doubt then DO NOT USE the image.

    Software

    Affinity Photo

    Primarily a raster image editing tool, this software includes features for touching up photographs and exporting to a range of formats.

    Affinity Designer

    Primarily a vector graphics image editing tool, this software includes features for layout and design, and, exporting to a range of formats.

    Audio Editing

    Multi-Track Editing Techniques

    Moving Images

    Software

    You will have access to in the class

    Resolve is a professional NLE ( Non-linear Editing ) suite used across the Film Industry.

    CLS()
    PRINT("HELLO")
    SPR(0,64,64)
    SPR(0,x,64)
    X=64
    X=X+1
    FUNCTION _INIT()
        x=64
    END
    
    FUNCTION _DRAW()
        SPR(0,x,64)
    END
    
    FUNCTION _UPDATE()
        X=X+1
    END
    FUNCTION _UPDATE()
        IF BTN(1) THEN
            X=X+1
        END
    END
        FUNCTION _UPDATE()
             IF BTN(1)
                 THEN X=X+1
             END
    
               IF BTN(0)
                 THEN X=X-1
             END
        END
    FUNCTION _UPDATE()
        IF BTN(1) THEN
            X=X+1
        END
    
        IF BTN(0)THEN
             X=X-1
        END
    
        IF X>120 THEN
            X=120
        END
    
    END
    FUNCTION _UPDATE()
        IF BTN(1) THEN
            X=X+1
        END
    
        IF BTN(0)THEN
             X=X-1
        END
    
        IF X>120 THEN
            X=120
        END
    
        IF X<0 THEN
            X=0
        END
    
    END
     FUNCTION _INIT()
        X=64
        S=1
     END
    
     FUNCTION _DRAW()
          CLS()
        SPR(S,X,64)
     END
    
     FUNCTION _UPDATE()
       IF BTN(1) THEN
        X=X+1
         END
    
        IF BTN(0)THEN
        X=X-1
        S=S+1
        END
    
        IF X>120 THEN
        X=120
        END
    
        IF X<0 THEN
        X=0
        END
    
        IF S>2 THEN
        S=1
        END
    
    END
    SPR(S,X,64,1,1,TRUE)
    SPR(S,X,64,1,1,F)
    F=FALSE
       FUNCTION _INIT()
        X=64
        S=1
        F=FALSE
     END
    
     FUNCTION _DRAW()
          CLS()
        SPR(S,X,64)
     END
    
     FUNCTION _UPDATE()
       IF BTN(1) THEN
        X=X+1
        S=S+1
        F=FALSE
        END
    
    
        IF BTN(0)THEN
        X=X-1
        S=S+1
        F=TRUE
        END
    
        IF X>120 THEN
        X=120
        END
    
        IF X<0 THEN
        X=0
        END
    
        IF S>2 THEN
        S=1
        END
    
    END
    FUNCTION _INIT()
        X=64--HORIZONTAL SPRITE VALUE
        S=1--SPRITE SLOT
        F=FALSE--FLIP SPRITE HORIZONTALLY
    END
    
    FUNCTION _DRAW()
         CLS()--CLEAR SCREEN
        SPR(S,X,64)--DRAW SPRITE
    END
    
    FUNCTION _UPDATE()
        IF BTN(1) THEN--RIGHT KEY
        X=X+1--MOVE SPRITE RIGHT
        S=S+1--ANIMATE
        F=FALSE
        END
    
    
        IF BTN(0)THEN--LEFT KEY
        X=X-1--MOVE SPRITE LEFT
        S=S+1--ANIMATE
        F=TRUE--FLIP SPRITE
        END
    
        IF X>120 THEN--LIMIT X AT RIGHT EDGE OF SCREEN
        X=120
        END
    
        IF X<0 THEN--LIMIT X AT LEFT EDGE OF SCREEN
        X=0
        END
    
        IF S>2 THEN--LOOP ANIMATION
        S=1
        END
    
    END

    Semester 2

    Untitled

    HNC Digital Design

    Project

    Traditionally Audio Editing was performed by physically cutting magnetic tape and over-recording.

    Non-Linear Editing allows us to easily arrange multiple tracks and temporally adjust the position of audio samples.

    Cutting simulates the act of physically cutting magnetic tape with scissors.

    Once cut, audio can be easily arranged multiple times with little effort.

    DAW ( Digital Audio Workstation )

    There are many DAW's available - you will have access to Reaper in class and ProTools in the recording studio.

    enter image description here

    enter image description here

    Effects

    Commonly used effects include - Reverb, Dynamic Range Compression, Delay, Equalization ( EQ ), Distortion, Chorus.

    In Reaper you can apply and adjust these effects by opening the FX window

    Reverb

    Reverb is used to smooth over errors in vocal pitch.

    It can also be used to make it sound like the audio has been recorded in a different location.

    Dynamic Range Compression

    Dynamic Range Compression is usually referred to just as compression.

    It differs from File Compression in that it reshapes and audio file to make quiet sounds louder, and loud sounds quieter

    Delay

    Delay is similar to reverb and can be used to create an Echo effect.

    Equalization ( EQ )

    We use equalization to boost or limit certain frequencies within the audio mix. We can use this to increase Bass or reduce Treble.

    Distortion Distortion is when we intentionally push the gain too far - it is commonly associated with the sound of an electric guitar.

    Chorus Chorus creates the effect that the same audio is being reproduced from multiple locations.

    Mixing

    Mixing is the process of balancing audio levels to create a finished audio product.

    Audio Formats

    There are many types of commonly used audio formats. Some include File Compression.

    .wav Uncompressed Waveform

    .mp3 MPEG Layer-3, lossy compression and granular control of compression

    .ogg Ogg Vorbis - an open source alternative to MP3

    .flac A lossless audio format

    .aac Apples propriety lossless audio format

    Sound Waves We use two-dimensional visualisations to represent the physical phenomena of sound vibrations moving through the air.

    The vertical axis of these representations is described as the amplitude, and can be more easily imagined as the volume.

    The horizontal axis of these representations is described as the wavelength

    Digital Recording

    enter image description here

    When audio waves are converted from analogue to digital they change from continuous representations to discreet points.

    This conversion process creates an artifact called stair-stepping which can be partially mitigated by using a higher bit depth and frequency.

    Audio Editing Level 6

    https://www.sqa.org.uk/files/nu/F3T712.pdf

    Practice Test

    Work Sheet

    Audio Notes

    Phase Problem

    In short, the phase problem is cause when multiple microphone record an inverted waveform.

    Playing a waveform over another copy of the same waveform, but, inverted, results in no sound being produce.

    This is the technology used in Noise Cancellation.

    The Nyquist–Shannon Sampling Theorem

    In short, this theorem describes why we need to record at double the rate of our hearing range.

    Over 40khz when we can only hear up to 20khz.

    Waves

    Impedance

    A mismatch in electrical impedance creates either low volume or low quality, depending on the sources used.

    https://www.sqa.org.uk/files/nu/F3T712.pdf
    Practice Test
    Work Sheet
    Audio Notes
    Example
    You can cut and move footage in a similar way to cutting and moving audio in Reaper.

    Formats

    MPEG 4 Motion Picture Experts Group

    .mp4 H.264 is the most common format for transmission online

    H.265 a smaller format but takes more processing power to encode

    MPEG 2 Used to master DVD Video ( 4.7 GB ) and Blu-ray Disc ( 50 GB )

    WebM An opensource alternative to MP4

    Quicktime .mov, Apples propriatry video format

    MKV Matroska is an open-source standard mainly used for Blu-Ray rips

    Video file are complicated by the facts that we have containers ( file names ) and codecs, which can be different.

    For example, you can store a H.264 MP4 inside a .mov

    Video containers guarantee compatibility with several codecs.

    Codecs compress and decompress video information.

    RAW RAW Video can be recorded on high end cameras - RAW files are very large and can be difficult to work with - however, they represent the maximum possible quality and colour depth.

    Blackmagic RAW Apple ProRes RAW Cinema DMG Magic Lantern MLV

    Resolutions

    The resolution is the number of pixels on screen at any one time

    720 x 480 NTSC 720 x 576 PAL 1280 x 720 HD 1920 x 1080 FHD 3840 x 2160 4K ( Consumer ) 4096 x 2160 4K ( Pro )

    Frame Rates

    12 Animation 24 Film 25 PAL 48 HFR 30 NTSC 50 PAL 60 Slow-motion

    Filming at a high frame rate allows us to reduce the speed of the played back footage in order to create a slow motion effect.

    Slow motion is generally used to increase the emotional impact of a scene or to highlight small details that would ordinarily be missed.

    Cameras

    Depending on your location you will be exposed to different cameras - the equipment available in class will be

    Nikon L340 Bridge Camera Nikon D3300 Canon Legaria HF G40

    All Digital Cameras rely on a CCD ( Charge-Coupled Device ) in order to convert light into an electrical signal.

    All of these cameras are capable of recording good quality video

    A selection of external microphones, lights and cages are available

    DSLRs

    A Common way to capture video is using a DSLR ( Digital Single-Lens Reflex ) due to their relatively affordable prices and good quality images.

    Increasingly Mirrorless and Phone Cameras are becoming viable for good quality video capture.

    Common brands for both DSLR and Mirrorless Cameras include;

    Nikon Sony Alpha Canon Panasonic Lumix

    SD Cards

    Not all SD Cards are created equal - contemporary cards are measured in Gigabytes ( GB ).

    SD Cards also have different speeds, which can be confusing - SDXC is required for FHD ( Full HD Video ).

    SD Cards

    Broadcast Cameras Historically broadcast cameras did not need to record footage, only broadcast it.

    This has led to them developing independently for news and live television.

    Common Broadcast cameras include;

    Sony PDW Range Sony EX3 Range Canon XF Range

    Dedicated Cinema Cameras

    Historically the cameras used for film have been very expensive, however it is now viable for a small company or freelancer to buy or rent a cinema camera. Cinema cameras generally require a lot of additional equipment to use - they are not 'point and shoot'.

    Common brands include;

    RED Blackmagic Design Cinema Camera Sony CineAlta Arri Alexa Panavision Genesis

    Chroma Keying

    Chroma Keying ( Green / Blue - Screening ) allows us to replace all the pixels of a certain colour with another image. This is commonly used to switch in a replacement background or overlay.

    Transitions

    Transitions should be used appropriately. A fade to black or dissolve indicates the passage of time.

    Quick cuts maintain location.

    An establishing shot ( external ) can be used to cement location.

    Framing

    The subject of the scene should be on the left looking right. Characters should respect screen direction and move from left to right.

    Wolf looking at ice

    Rule of thirds

    The rule of thirds is a simplification of the Golden Ratio, in short it estimates the ratios that human being intrinsically find appealing in nature. By lining our subjects up with one of the cross sections on the above grid we can have confidence that our composition will have appeal.

    Symmetry

    Symmetry can be tempting - as it can be visually appealing, however, it can also appear mechanical or artificial. If you are unsure it is best to avoid symmetry in film.

    POV ( Point of view )

    Point of view footage, sometimes called First-Person footage, shows the action from a characters point of view. This can be used to create a sense of authenticity and is often used in found footage movies.

    Titles

    Titles are graphics and text used to inform the viewer about what the are watching. They commonly include an introduction - location name - Characters name - and credits.

    Simple Titles are often more effective than overly complicated Titles.

    Colour Grading

    Colour grading is the process of balancing the colours on screen to give the best output. This process is similar to adjusting the colour / brightness / exposure in photo editing software.

    Compression Techniques

    Video compression techniques encompass Image and Audio techniques.

    Since some frames, or large areas of frames do not differ significantly from one another there are some compression artifacts unique to video.

    As the file expects us the watch the video in linear sequence, unexpected scrubbing can produce unexpected artifacts.

    enter image description here

    HDMI

    These days we only have to worry about one video cable - HDMI ( High-Definition Media Interface ).

    However - there are different implementations of HDMI which give different results.

    HDMI 1 specification supports 1080p at 60 fps

    HDMI 1.4 specification support 4k at 30 fps

    HDMI 2.0 specification supports 4k at 60 fps

    Rendering

    Software Video Editing has many advantages - such as being able to randomly access scenes and video.

    However, a large disadvantaged is the need to render your footage when you are finished.

    Rendering is a CPU, RAM and GPU intensive process - so in order to edit video we should seek out the highest spec computer we can find.

    Script

    If you have any spoken elements, it is important to write a script or screenplay.

    This could include multiple characters or it could just detail a short voice-over

    Screenplaye

    Storyboard

    As part of your planning process it is essential to create a storyboard.

    A storyboard is a visual layout of how how expect your film to play out.

    Extra information including audio and camera movements must be included.

    Storyboard

    Video Editing Level 6

    https://www.sqa.org.uk/files/nu/F3T612.pdf

    Level 5 Page

    Worksheet

    https://www.sqa.org.uk/files/nu/F3T612.pdf
    Worksheet
    Practice test
    DaVinci Resolve
    Completed Example
    Help
    Help
    Comparison of High Resolution Photo versus Low Resolution Photo
    Demonstration of colour depths
    Data

    Week 3

    Pen tool exercises in Illustrator and then Self Portrait

    Week 5

    Types of Graphics PowerPoint

    Exporting Filters PowerPoint

    Iphone layout.psd

    https://diana-adrianne.com/purecss-lace/

    3D Modelling & Animation

    ​https://www.sqa.org.uk/files/nu/FN9111.pdf​

    Evidence Requirements

    1. Create a Plan

    • Draw an Object from

    • Produce a Schedule

    • Produce a

    2. Produce a minimum of one 3D Object and an environment

    • Model a 3D Object and an environment

    • Texture a 3D Object and an environment

    • Light a 3D Object and an environment

    3. Animate a 3D Scene

    • Apply animation to the object

    • Render 3D Scene to a Video file

    • Use the graph editor

    4. Evaluate a 3D animated sequence.

    • Justify the effectiveness of the sequence in relation to produced plans, citing strengths and weaknesses and methodologies used.

    • Justify any alterations required if applicable.

    • Identify areas of improvement.

    Animation must be a minimum of 15 seconds

    3D Objects

    3D objects are made up of point called vertices. These point are joined together by lines called edges. Two or more edges can be filled to create a Face.

    3D Modelling

    Box Modelling

    In box modelling we use a cube and extrude points outwards and inwards to create a rough form, detail is then added using edge loops and tweaking topology

    Sculpting

    In the Sculpting Workflow we start with a high poly blob and use sculpting tools to define the form - we don't worry about topology until later

    Scanning

    We can scan objects into the computer by using a laser scanner or an array of photos - Scanned object have poor topology

    Texturing

    In order to give objects colour and details we need to texture them.

    We can use Vertex Painting to apply just colour

    We can use an existing image tiled across a surface

    We can UV unwrap the model to apply texture detail in specific locations

    We can use a texture painting feature

    We can use procedural textures

    We can layer various materials to create a more realistic surface

    We can use normal maps to 'bake' in surface data

    We can use specularity maps to simulate reflection

    We can use a Physically Based Rendering ( PBR )

    Lighting

    We always want our subject to be well visible and clear on the screen

    Most commonly - a three point lighting system is used

    We can use simple real-time lights to illuminate our scene

    We can use a ray-tracing system to simulate real light

    We can use forced lighting

    Animation

    3D Animation can be achieved in a number of ways

    We can create keyframes at different times to vary the location, scale and rotation of an object

    We can control surface topology over time used shape keys

    We can control mesh deformation by using a skeletal rig

    Rendering

    Week 6

    Sourcing Materials

    Photoshop Exercise

    After this we will look at some legitimate sources of images including;

    three extreme views and one perspective view
    Storyboard

    Week 8

    Notes and Quiz

    Week 1

    Week 1 Introductory PowerPoint

    Typography Task

    Demonstrate difference between bitmap and vector

    https://www.shutterstock.com/

    Royalty free stock images, photos, and videos. Shutterstock offers the best quality, royalty free stock images, photos, vectors, illustrations, footage, video, and music for nearly any application.www.shutterstock.com

    https://www.gettyimages.co.uk/

    Find the perfect royalty-free image for your next project from the world’s best photo library of creative stock photos, vector art illustrations and stock photography.www.gettyimages.co.uk

    https://stock.adobe.com/uk/

    Search Adobe Stock for millions of royalty-free stock images, photos, graphics, vectors, video footage, illustrations, templates, 3d assets, editorial assets and high-quality premium content. Try risk-free today.stock.adobe.com

    Week 7

    Hi all

    I will start by checking in on how you progressing on your Bike King Project Then we will look at the attached presentation We have an article below to read

    Open White Flag.jpg

    • Import Scotland Flag.webp

    • Change the colours of the Scotland Flag to those of the Jamaican flag using the Fill tool

    • We will set the Layer Effect of to Multiply

    • We will go to Edit > Transform > Warp

    • We will then use quick select on the white flag

    • Apply a Mask to the other flag layer

    • Apply a Drop Shadow to the Flag

    Then we will look at a photo montage, here is an example If we have time we will start our own in class - if not I would like you to do this as homework Start by appropriately sourcing two images that we can build a scene from and then we can begin working on them Many Thanks

    Week 9

    Sourced Assets and Fundamentals

    Face swap in photoshop

    Digital Graphics Fundamentals

    Outcome 1

    Demonstrate knowledge of the fundamentals of digital graphics. Knowledge and/or Skills

    • Bitmap and vector graphics

    Sources and copyright

  • File formats

  • Optimisation

  • Outcome 2

    Produce graphics using appropriate software and tools.

    Knowledge and/or Skills

    • Uses of graphics

    • Acquisition of graphics

    • Creation of graphics.

    • Manipulation of graphics

    • Graphics editing

    Outcome 3

    Prepare graphics for use in an application.

    Knowledge and/or Skills

    • Optimisation

    • Implementation

    • Evaluation

    https://www.sqa.org.uk/files/hn/HF3F34.pdf

    Assessment

    90 minutes to work on a composition

    A closed book test

    Team Working in Computing

    https://www.youtube.com/watch?v=Ck6CmaPZnzQ
    Stock photos, royalty-free images, graphics, vectors & videos | Adobe Stock
    Stock Images, Photos, Vectors, Video, and Music | Shutterstock
    Royalty Free Stock Photos, Illustrations, Vector Art and Video Clips - Getty Images

    Creating a Showreel and Portfolio

    https://www.sqa.org.uk/files/hn/HH5835.pdf

    Digital Media: Audio

    https://www.sqa.org.uk/files/hn/HF5034.pdf

    Digital Imaging: Advanced Bitmap Techniques

    https://www.sqa.org.uk/files/hn/F6BS35.pdf

    Interactive Media Composition

    Digital Imaging: Vector Techniques

    https://www.sqa.org.uk/files/hn/HF8734.pdf

    3D Modelling and Animation

    http://www.mysqa.info/files/hn/DDE2N35.pdf

    Week 3

    Week 4

    Illustrator Guide and Illustrator Lab

    https://www.youtube.com/watch?v=voMyeGfEf28

    Week 2

    Sketch Development and Week 2 PowerPoint

    http://www.dwuser.com/education/content/zero-to-logo-the-creative-process-in-7-steps/

    Zero to Logo: The Creative Process in 7 Steps. by Faith Towers. Aside from being large, successful companies, Nike, Pepsi and Apple have something else in common: the average American consumer can recognize each company’s logo without hesitation.www.dwuser.com

    https://www.bbc.co.uk/news/magazine-22840833

    If you're using certain Android Samsung phones your email icon is even more atavistic - an envelope with a red wax seal. But it's got an @ pressed into it - a weird mish-mash of old and new.www.bbc.co.uk

    Zero to Logo: The Creative Process in 7 Steps - DWUser.com Education Center
    What is skeuomorphism? - BBC News

    Open Learning Resource

    An Introduction to the principles of 3D Modelling and Creative Commons

    Learning the basics of 3D modelling is a great use of open education resources – the software we will be looking at, Blender 3D, is itself free and open-source.

    The Blender Manual can be found here Blender 2.91 Reference Manual — Blender Manual

    As an example of what can be created in Blender, they release films and production assets under creative commons.

    Here is an example of one of their short films Big Buck Bunny Content Gallery - Blender Cloud

    "bbb-splash" by The Blender Foundation is licensed under CC BY 3.0

    We will look at information available on Wikipedia to help us understand want is meant by the term, 3D Model

    "Two Rays and One Vertex" by Wikimedia Foundation is licensed under CC BY-SA 3.0

    This Cube Illustrates three basic concepts of 3d Modelling, Vertices, Edges and Faces.

    The license used allows for remix so I shall remix it to label the image

    I have now labelled the cube and created my own derivative work which is also available under the CC BY-SA 3.0 licence, but the original attribution must remain.

    • The yellow points are vertex or vertices

    • The blue lines are edges

    • The red planes are faces

    Textures are image files that are projected onto our 3d models, a great resource for these is here

    Please find and download a suitable wood texture.

    This concludes our first lesson.

    This resource is made available by Lewis Sturrock under Attribution 4.0 International (CC BY 4.0)

    CC0 Textures - Free Public Domain PBR Materials
    https://creativecommons.org/licenses/by/4.0/
    "Image d’un cube" by Robert Webb's Stella software is licensed under CC BY-SA 3.0 http://www.software3d.com/Stella.php
    "Image d’un cube" by Robert Webb's Stella software is licensed under CC BY-SA 3.0 http://www.software3d.com/Stella.php

    Tools & Resources

    Tools

    Vector Sculpt HTML Prototyping Programming 3D Game Engine 2D Game Engine IDE StackEdit Neocities Photo Audio 3D Animation Flow Chart Spotify Email Word Pages MSPaint https://www.vectary.com/ https://spritestack.io/editor/ https://app.teamweek.com/ https://www.calmlywriter.com/online/ https://www.veed.io/edit https://app.clipchamp.com/editor

    https://www.remove.bg/

    Resources

    Disability

    HND Digital Design

    https://jeremyckahn.github.io/mantra/
    https://www.wesaturate.com/
    https://unsplash.com/
    https://videos.pexels.com/
    https://archive.org/
    https://www.jamendo.com/start
    https://sketchfab.com/models/popular
    https://www.youtube.com/audiolibrary/music
    http://bbcsfx.acropolis.org.uk/
    https://opengameart.org/
    https://www.textures.com/
    https://archive.blender.org/features-gallery/movies/
    https://coverr.co/
    https://giphy.com/
    https://www.freeillustrated.com/illustration
    https://dictation.io/speech
    https://www.steadymouse.com/
    Game Maker's ToolkitYouTube
    Game Maker's ToolkitYouTube
    Flowchart Maker & Online Diagram Softwarewww.draw.io
    Flowchart Maker & Online Diagram Softwarewww.draw.io
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    Lead games designer in the games industryScreenSkills
    Notice | Academywww.sqaacademy.org.uk
    Notice | Academywww.sqaacademy.org.uk
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    https://www.bbc.co.uk/bitesize/guides/zkfbkqt/revision/1#:~:text=Data%20is%20words%2C%20numbers%2C%20dates,rabbitswww.bbc.co.uk
    Piskel - Free online sprite editorwww.piskelapp.com
    JPixelitch.io
    https://www.screenskills.com/education-training/job-profiles/animation-games-and-vfx/games/www.screenskills.com
    Beautiful Free Images & Pictures | Unsplashunsplash
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    The difference between JPEG artifacts and image noiseWelcome to the Topaz Labs Learning Center 👋
    Licenses List - Creative Commonscreativecommons.org
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    https://Research.docxresearch.docx
    CC Search Portalsearch.creativecommons.org
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    Illustrations | unDrawunDraw
    Beatflyer Editoreditor.beatflyer.com
    Photopea | Online Photo Editorwww.photopea.com
    Layoutit Grid — CSS Grids layouts made easy!grid.layoutit.com
    GitHub - goabstract/Awesome-Design-Tools: The best design tools and plugins for everything 👉GitHub
    Wave.video — Easily Edit, Record, Multi-Stream & Host Videos | Wave.videowave.video
    Headlinermake.headliner.app
    Free Vector Graphics, Clipart Images and Illustrationsicons8.com
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