List the assessment methods to be used and the context and resources required for assessment. Copy and paste the relevant sections from the evidence guide below and then re-write these in plain English.
ELEMENT | PERFORMANCE CRITERIA |
Elements describe the essential outcomes. | Performance criteria describe the performance needed to demonstrate achievement of the element. |
1. Collect and use reference material | 1.1 Create the storyboard sequence of required animation 1.2 Determine the animation attribute sequence of objects, as per the storyboard 1.3 Select the 3-D modelling and animation software tools that best suit the type of production, and target platform, for which 3-D digital animations are being created 1.4 Research and gather the reference material to inform the animation |
2. Prepare 3-D digital models using a variety of manipulating techniques | 2.1 Determine the most efficient animation methodology from the required models 2.2 Ensure that the models' topology allows the appropriate deformation of objects and their parts, as per the storyboard animation brief 2.3 Apply a variety of manipulation techniques 2.4 Progressively refine animation attributes and check the integrity of models and elements over time, until the storyboard requirements are met 2.5 Submit the pre-model animation to the relevant personnel to determine whether storyboard objectives have been met, then make final adjustments as required |
3. Create the required animations using a variety of animated tools | 3.1 Animate the object, applying animation principles and techniques to produce the required motions 3.2 Submit the animation for approval 3.3 Make adjustments as required and refine the animation in passes until the storyboard requirements are achieved |
4. Use lighting to evaluate texture, quality and performance | 4.1 Use nominal lighting to render the component for testing purposes 4.2 Test against the plan 4.3 Continue the manipulation process until the effect is achieved |
5. Render 3-D digital model using appropriate render engine | 5.1 Evaluate the final render, taking steps to satisfy any further client requirements 5.2 Prepare any required render passes 5.3 Render the component 5.4 Present the edited material to the relevant personnel, as well as the brief and documents, including concept art, in an appropriate format for evaluation |
6. Back up work | 6.1 Make backup copies of files, and complete workplace documentation, according to chosen predetermined procedures |
Evidence of the ability to:
research and collate reference materials
create a storyboard sequence and use the storyboard to prepare pre-model animation for approval
use animation and rendering software to create animations, according to animation principles and storyboard requirements
present a final 3-D digital model, together with supporting documentation, for approval
store files according to procedures.
Note: If a specific volume or frequency is not stated, then evidence must be provided at least once.
To complete the unit requirements safely and effectively, the individual must:
summarise the principles of 3-D animation, lighting and modelling
describe how knowledge of anatomy and physical movement is relevant to animation
describe the importance of client communication when working on projects
explain the importance of budgeting and scheduling considerations during projects
outline the techniques for creating a storyboard
outline techniques for script production
describe the application of current game-play hardware and software products
provide a detailed explanation of the purpose of dope sheets
describe the principles of the graph curve editor for smooth animation
outline the physical attributes to create effects, including weight and anticipation
explain the purpose of rendering
explain shading and texturing techniques
provide a detailed summary of transfer methodology, including rotoscoping hand key and motion capture.
Gather evidence to demonstrate consistent performance in conditions that are safe and replicate the workplace. Noise levels, production flow, interruptions and time variances must be typical of those experienced in the game development field of work, and include access to:
computer hardware and software
games engines
file storage.
Assessors must satisfy NVR/AQTF assessor requirements.