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Who can apply for this course?
Those who are looking forward for a career in Animation Film making can apply for this
What is the minimum qualification for joining the course?
10th Standard – Pass or Fail. Anyone over the age of 16 can apply.
What is the duration of the training program?
3 years at 4 hours a day and 5 days a week
To pursue Advanced Diploma in Multimedia & Animation do I need to have any knowledge about Animation / Drawing or any other technical knowledge?
No, to study Multimedia and Animation Film making you don’t need to have any technical knowledge. The passion and flair to excel and make a career is the driving force.
Program Objective and Description
The Aniframes Diploma in Multimedia and Animation Film Making is designed to build knowledge and skills through an intensive series of subjects that cover a wide spectrum of animation film making. Students gain knowledge based on experience through extensive lab time using multiple hardware platforms. A one-to-one (student-to machine) lab ratio allows students to individually explore the intricacies of a wide variety of graphics software. Students create a series of projects and assets throughout the program in addition to a final project specially developed to demonstrate their knowledge and abilities to potential employers.

The training provided in the Aniframes Diploma Multimedia and Animation Film Making program will include drawing, storyboarding, 2D animation, graphic designing, web designing, 3D architectural visualization, video editing, 3D animation, texturing, shading, lighting, modelling, character rigging, compositing, rendering, and dynamic effects.

This training will prepare students for entry level positions in the fields of advertising, designing, web designing, architecture, animation, visual effects for film and television, video game production, scientific visualization and other mediums that require 3D graphics and animation. Students will learn to take a project from the beginning on conceptualization process through to final output.

Course Sequence
Typically, the Aniframes Diploma in Animation Film Making program follows the course sequence outlined here, however, Aniframes College of Arts & Multimedia reserves the right to modify or change curriculum, class schedules and/or course sequence as it deems necessary to ensure that student and institutional goals are met.
• Art Foundation
Art Foundation prepares our future digital artists with the traditional skills they need to understand their art. Through a series of assignments studying anatomy and proportion, students exercise the observational skills required for modelling in 3D. Assignments that focus on perspective, composition, and lighting prepare students for these same skills crucial in compositing, animation, lighting, and texture work. Daily work will include figure studies with live models, animal anatomy studied at the zoo, drawing from still life displays, and the human skeletal system.
• Concept Art
Building upon the foundation of observational drawing skills developed in Art Foundation, Concept Art provides the opportunity for students to begin exploring their inner observations. The class will focus on the process of conceptualizing characters, creatures, props, vehicles, and environments, while developing one’s own style. Students will become familiar with methods, tools, techniques, and materials that concept artists use to create dynamic and original work. There will be collaborative assignments based off production scenarios that will give students a feel for the role a concept artist plays in the industry.
• Introduction to Animation
Projects such as a bouncing ball, a walk cycle, a wing cycle, and a final project will allow students to learn principles such as timing, squash and stretch, posing and more. These projects will be created using pencil and paper, and then scanned into the computer for timing using a timeline animation package. Class lectures focus on history and application of the 12 Principles of Animation. Students will conclude the class by designing a complete animation piece for possible inclusion in their final portfolios.
• Modelling 1
Students examine 3D modelling techniques, terminology and methods. Students learn basic 3D modelling by using specific toolsets with an emphasis on modelling efficiently and correctly. Students will explore methods of modifying and deforming geometry, and apply skills to architecture, landscapes, vehicles, and characters.
• Organic Modelling
Organic Modelling focuses on techniques of rapid organic character and creature creation within a digital sculpting environment. The students will take their designs from Creative Pre-production and realize them in a 3D environment. The goal is to complete a production ready model for the character rigging and animation pipeline.
• Texture & Lighting
This subject introduces the fundamental concepts, terminology and techniques of computer-generated 3D texturing and lighting. Students will create and apply textures to 3D objects, as well as work with concepts and techniques that will be used to render realistic objects and scenes. Students will explore the use of Photoshop and other software tools to create texture sources, and will work to create various real-world lighting effects, textures, texture maps and lighting schemes for 3D objects.
• Character Rigging
This subject demystifies the CG character setup process. Students will begin by finalizing their character models, then build a skeleton and bind it to the character. They will then build controls and an interface so that the character is easy to animate. The character setup each student creates will be tested by animation assignments both for the body and the face. We will touch on more advanced topics including MEL scripts and expressions. Upon completion, each student will have created, set up, and tested a character with a custom graphical user interface. .
• Animation
Students are presented with the fundamentals of animating in a 3D environment. Students will explore the principles used in traditional cartoon animation, and how they affect modern digital animation techniques used in current industries. Students will learn how to pre-visualize an animation before producing it, and then move through a series of basic digital animation techniques to realize the final product. Animation skills will be developed through animating objects and infusing them with human characteristics, including a realistic walk cycle, action studies, and a final acting scene
• Facial Animation & Lip Sync
In Facial Animation & Lip Sync, students will be introduced to the procedures to correctly animate facial expressions and lip sync to dialogue. Methods of acting and performance will be explored for their applications within animation. Students will use the production packet created in Creative Pre-production as a roadmap for an animated piece. After the fundamentals are reviewed, students will embark on the creation of the final animation project.
• Dynamic Effects
Dynamic effects are a way of using physics to animate motion in order to create effects like explosions, smoke, fire, cloth, and liquid. Some of the dynamic engines covered in this class are particles, rigid bodies, N-cloth, fluids and hair. Each lecture consists of an introduction to an engine with its functions and terminology fully explained. The students are also given many examples that guide them into creating their own visual effects. Work in this class consists of smaller projects and one final, which is a visual effect of the student’s choice.
• Live Action Compositing
This subject will expand upon the skills gained in Compositing 1 through the development of compositing techniques for the film production pipeline. To achieve this goal, students will learn articulated and procedural matte creation through the use of rotoscoping and chromakeying techniques. Additional topics in motion tracking, colour management, and stereoscopic workflows will be explored. Students will use all of these skills within projects shot on against a green screen in order to integrate a live-action element into a virtual background.
• Current Industry Techniques
The techniques of the animation and visual effects industry change very rapidly, and a new technique can revolutionize the way things are done. In this subject, students will be introduced to relevant techniques that are considered to be essential at the time of the class. Some examples include rendering, scripting, layout and project management. Classes will consist of lectures and demonstrations. Labs will consist of time to practice those techniques.
• Creative Pre-production
The goal of Creative Preproduction is to impress upon our future professionals the great importance of planning in a 3D art pipeline, as well as the underlying presentation and communication skills involved. Students will create a production packet for a fully realized 30 second short animated piece. The expertise learned by creating this story history and presentation will serve as the foundation for students to envision, explore and execute their first professional demo reel, which will be created from assets developed during future classes. The class encourages creative thinking about unique ways of presenting work, while maintaining a connection with industry standards for demo reels.
• Post-production: CG Compositing
In CG Compositing, students will learn how to seamlessly blend CG and live action film. Workflows will be explored utilizing multi-pass renders, camera projections, and set extensions. The second half of the subject will focus on 3D integration and camera tracking via matchmoving, a crucial link in the pipeline combining CG imagery with live-action filmed footage. Students will use all of these skills within projects that photo-realistically integrate CG elements into a live background.
• Post-production: Editing
In this subject students edit and work on motion picture footages. Having at their disposal a range of high quality raw footage, students work on all stages of postproduction: from rough cut, to fine cut, and locked picture. Students are expected to contribute to the completion of their film using the skills acquired throughout the curriculum: from sound design and scoring, to title design, color correction, and visual effects (if applicable). At the end of this class students will deliver a completed film, which will be ready to promote and submit to film festivals and competitions.
• Group Project
In this subject a producer/director will bring in a project that has been through preproduction i.e. the script has been written, storyboards have been created, and the project has been planned out. Students will be assigned a portion of the project according to their skills and interests. They will be graded on the timeliness and the quality at which they produce the assets that they have agreed upon. Daily classes will consist of critiques of the work in progress, lessons on the techniques necessary to achieve the director’s vision, project management discussions, and conflict resolution. The outcome of the subject will be a short video of the group effort that students can use on their demo reel. Students will come away from the subject having had the experience of working on a team.
• Portfolio
Students will create the presentation elements that surround the main demo reel. Students will learn how to make successful presentations that address the needs expressed in a variety of job descriptions. Presentation materials created in class will include visual branding, creating reel openers and closers, and the compilation of any traditional artwork. Students will also learn how to layout and implement an artist-friendly portfolio web site. This class will culminate in a finished, professional demo reel on a DVD presented to a large audience for feedback and a modular portfolio website.
Career options after completion of ADAFM
Storyboard Artist
• 2D animator
• 3D Animator
• Motion Graphics Artist
• Video Editor
• Sound Editor
• 3D modeler
• Compositor
• Rigging artist
• Lightning artist
• Texturing artist
• FX Artist

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