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PANJAB UNIVERSITY

CHANDIGARH

FACULTY OF SCIENCE

SYLLABI

FOR

ANIMATION AND GRAPHICS

ADD-ON COURSE

CERTIFICATE, DIPLOMA AND ADVANCED DIPLOMA

FOR

B.A./B.SC./B.COM.
EXAMINATIONS, 2011

----:O:----

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Guidelines Regarding Introduction of Career Oriented Programme on the X
Plan as Add-On course for Animation and Graphics of B.A. /B.Sc./ B.Com
2011 examination.

1. Animation and Graphics is an add-on course under the UGC career orientation
program in the X plan and will be introduced for the regular students in the
existing three-year degree program by way of Add-on, skill Oriented subjects
during the first year of B.A. /B.Sc./ B.Com.

2. The eligibility requirements and Regulations /Rules for this Certificate / diploma
and Advanced Diploma courses are the same as for admission to B.A. /B.Sc./
B.Com.

3. The examination for this Certificate /Diploma /Advanced Diploma course will be
held separately, i.e. after termination of B.A. /B.Sc./ B.Com. Annual
examinations.

4. As per decision the Provision for continuous assessment will not be applicable in
Add-On-Courses.

5. The candidate seeking admission to this course must have prior operational
knowledge of computer.

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Animation and Graphics – Add-on Course

Outlines of tests, syllabi and courses of reading for “Animation and Graphics” an add-on
Certificate Course during the first year of B.A./B.Sc/B.Com.

Paper- Code Paper –Name Lectures & Univ. Exam


Practicals/week Marks

ANG-101 Introduction to Animation 4 75


& Graphics

ANG-102 Corel draw and Photoshop 4 75

ANG-103 Practical based on 4 50


ANG-101 & ANG-102

Outlines of tests, syllabi and courses of reading for “Animation and Graphics” an add-on
Diploma Course during the Second year of B.A./B.Sc/B.Com.

Paper- Code Paper –Name Lectures & Univ. Exam


Practicals/week Marks

ANG-201 Flash 4 75

ANG-202 3d Max 4 75

ANG-203 Practical based on 4 50


ANG-201 & ANG-202

Outlines of Tests, syllabi and courses of reading for “Animation and Graphics” an add-on
Advanced Diploma Course during the Third year of B.A./B.Sc/B.Com.

Paper- Code Paper –Name Lectures & Univ. Exam


Practicals/week Marks

ANG-301 Project Work ---- 200

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Certificate Course
PAPER TITLE : Introduction to Animation & Graphics
Paper Code : ANG-101 Max Marks : 75 (Theory) & 25 (Practical)
Course Duration : 90 Lectures Time : 3 hours
Note :
i. The Question Paper will consist of Four Sections.
ii. Examiner will set total of NINE questions comprising TWO questions from each
Section and ONE compulsory question of short answer type covering whole
syllabi.
iii. The students are required to attempt ONE question from each Section and the
Compulsory question.
iv. All questions carry equal marks unless specified.

Paper-A: INTRODUCTION TO ANIMATION & GRAPHICS

Objective : This course gives on overview of the basics of animation of Graphics.

SECTION - A
Introduction :
What is graphics, Application of graphics, Elements of Graphics workstation, Graphics
input/output devices, Keyboard, Trackball, Joystick, Light Pen, Digitizer Tablets, Mouse,
Touch Screen, Image Scanners, Vector And raster graphics.

SECTION - B
Graphics Display Devices: Raster Scan System, Random Scan System, Arch. Of Raster and
Random Scan Display, Refresh CRT, Plasma Panel Display, Liquid Crystal Displays.

SECTION – C
Image Capturing Methods: Scanner, Digital Camera etc. Various attributes of images:-
size, colour, depth etc. various image file format-BHP, PNG, JPG, TIF, LIF- their features
and limitations. Graphics file format conversions. Head and areas of use, Development
platforms for multimedia. Dos, windows, linux. Identifying multimedia elements-text
images, sound, animation and video. Making simple multi-media with power-point
Microsoft.
SECTION - D
Animation: Basics of animation, Principle and use of animation in multimedia, effect of
resolutions, pixel depth, image size on quality and storage. Overview of 2D and 3D
animation techniques.

References Books :
1. Multimedia Magic by S. Gokul, N.D.: BPB, 1998.
2. Multimedia Making it work by Vavghan, Tata McGraw Hill, N.D., 1997.
3. Computer Graphics by Hearn and Baker, PHI, 6th ed. 1996, N.D. : PHI

PAPER TITLE : Corel draw and Photoshop


Paper Code : ANG-102 Max Marks : 75 (Theory) & 25 (Practical)
Course Duration : 90 Lectures Time : 3 hours

Note :
i. The Question Paper will consist of Four Sections.
ii. Examiner will set total of NINE questions comprising TWO questions from each
Section and ONE compulsory question of short answer type covering whole syllabi.
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iii. The students are required to attempt ONE question from each Section and the
Compulsory question.
iv. All questions carry equal marks unless specified.
Paper-B: : Corel draw and Photoshop

Objective : This course is to enable students to develop Animations and Graphics using
Corel Draw & Photoshop.

SECTION - A
Corel Draw: Introduction to Corel draw, features of draw, tool box, text format fit, text to
path, blend effects, envelop rollup, create symbols, create arrows, create colours, node edit,
background settings, wireframe, import file, special preferences.

SECTION - B
Photoshop: Painting and editing: Opening a file, working with palettes, using the layers
palette, using the painting editing tools, smudging a selection, saving palettes.

Selections: Tool overview, selecting with the marquee moving a selection selecting with the
magic wand tool, selecting with lasso tool, saving and loading selections, transforming a
selection, adding a text, cropping the image.

SECTION - C
Using paths: Drawing paths with pen tool, storing a path, drawing curved paths, filling a
path, combining straight and curved lines, making a path into a selection, Drawing a path
around an artwork, transforming a path channels and masks: working with masks and
channels, using channels, coating a quick mask: Editing a quick mask, saving a selection as a
mask, loading mask as a selection and using the replace colour comment, creating a gradient
mask, applying filters to mask.
Promotional piece: Creating and viewing layers, rearranging layers, changing the mode of a
layer, feathering a selection, defining and filling with a pattern, adding a layer effect to a type
layer, pattering and saving files.

SECTION – D
Advanced layer techniques: Working with layer masks, creating a clipping group, Adding
adjustment layers, adjusting hue and saturation, removing layer masks, save layered files
understanding colour making colour correction, using the navigations command, adjusting
colour with the level command and the wires commands, making selective colour correction,
lightening, darkening and saturating areas.
References Books:

1. Computer Graphics by Donald Hearn and M. Pauline Baker, PHI, 2004.New Delhi, 6th ed.
2. Mastering Corel-Draw by Altman, BPB.
3. Internet : Complete Reference by Margaret Young, Tata McGraw Hill, 2001.
4. Photoshop 7 – Savvy by Romaniello, BPB.
5. Mastering Windows 2000 Progfessional by Sybex, BPB.

Paper Code : ANG-103


PAPER-C: PRACTICAL BASED ON ANG-101 & ANG-102
Max Marks : 50 ( Practical )

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DIPLOMA COURSE
Paper Title: Flash Max Marks : 75 (Theory)
Paper Code: ANG-201 25(Practical)
Course Duration: 90 Lectures Time : 3 Hours

Note :
i. The Question Paper will consist of Four Sections.
ii. Examiner will set total of NINE questions comprising TWO questions from each
Section and ONE compulsory question of short answer type covering whole syllabi.
iii. The students are required to attempt ONE question from each Section and the
Compulsory question.
iv. All questions carry equal marks unless specified.

PAPER A: FLASH
Objectives : This course is to enable students to develop Animation and Graphics
Using FLASH.
SECTION-A
INTRODUCTION: Introduction to Flash, Applications of Flash, Features of Flash,
Demonstration of some applications develop in Flash. Flash Interface: Menu Bar, Timeline
Layers, Work Area, View or Zoom, Panels. Frames: Types and Its Use. Tool Bar: Basic
Tools and Advanced Tools.

WORKING WITH AN OBJECT: The Object Initialization, Selecting Object with Arrow
Tool and Lasso Tool, Grouping Objects, Moving Objects, Resizing Object, Rotating and
Skewing Object, Reshaping Object.
SECTION-B
FRAMES AND LAYERS: Working with Frame: Key Frames, Regular Frames, Working
with Layers, Layers Types, Reorganize Layers.

SYMBOL AND INSTANCE: Creating Symbol and Instance, Modifying an Instance,


Instance Property Panel, Editing Symbols and Duplicating Symbols.

SECTION-C
GRAPHICS: Bitmap and Vectored File, Importing Bitmap, Exporting Flash Object As
Bitmap.
TEXT AND BUTTON: Text: Static and Dynamic, Fading Text, Exploding Text, Text
Morph, Text Blur, Text Masking .Button: Creating A Button, Including Clip In Button,
Action In Button, Including Sound In Button.
SECTION-D

ANIMATION AND EFFECTS: Tweened Animation, Text animation, Path Animation


Frame By Frame Animation, Layers In Animation, Layer Masking. Effects: Fade, Zoom,
Blur, Brightness, Tint, Alpha.

MOVIE CLIPS: Movie Properties, Creating a New Clip, Importing And Exporting Movie
Clips, Add Sound to Movie Clips.

References :
Inside Flash : Techmedia, Jody Keating, Fig Leaf Software
Flash Mx Professional 2004 : Unleashed, David Vogeleer Matthew Pizzi
Flash In Easy Steps : DreamTech Press, Nick Vandome

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Paper Title: 3d Max Max Marks: 75(Theory) & 25(Practical)
Paper Code: ANG-202 Time: 3 Hours
Course Duration: 90 Lectures

Note :
i. The Question Paper will consist of Four Sections.
ii. Examiner will set total of NINE questions comprising TWO questions from each
Section and ONE compulsory question of short answer type covering whole syllabi.
iii. The students are required to attempt ONE question from each Section and the
Compulsory question.
iv. All questions carry equal marks unless specified.

PAPER B: 3D MAX
Objectives : This course is to enable students to develop Animation and Graphics
Using 3D MAX.

[
SECTION-A
INTRODUCITON : Features, Applications and some demonstrations of application
developed in 3D MAX, Fundamentals of 3D MAX. Coordinate System in 3ds Max, Layers,
Settings and Startup Configuration, Basic Lofting Concepts.

EXPLORING THE MAX INTERFACE: Interface Elements, Menus, Toolbar, Viewports,


Command Panel, Lower Interface Bar Controls, Interacting With the Interface.

SECTION-B
WORKING WITH OBJECTS: Creating Primitive Objects, Primitive Object Types,
Selecting Objects And Setting Object Properties, Cloning Objects.

TRANSFORMING OBJECTS: Moving, Rotating and Scaling Objects, Using Pivot Points,
Grids and Snap Options.

SECTION-C
WORKING WITH THE VIEWPORTS: 3D Space, Viewport Navigation Controls,
Configuring the Viewports, Viewports backgrounds.

MODIFIERS: Exploring the Modifier Stack, Exploring Modifier Types, Using Instanced
Modifiers.

MODELING: Modeling Types, Setting Up a Scene, Working With 2D Shapes.

SECTION-D
ANIMATION AND RENDERING: Animation: About Key Frame Set Key Animation
Mode, The Track View-Dope Sheet. Rendering: Rendering Options, The Render Scene
Dialog, The Render frame Window, Rendering for Animation.

References:
3Ds Max 5 Bible : Kelly L. Murdock, Willey Pub. Inc.
3Ds Max 5 : DreamTech Press, Prof. Sham Teckoo

Paper Code : ANG-203


PAPER-C: PRACTICAL BASED ON ANG-201 & ANG-202
Max Marks : 50 ( Practical )
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ADVANCED DIPLOMA

ANG-301 : Project Work

Project must be taken up from the real life problems. Marks for these are to be given on
the basis of Programming Style, User friendly I/O, on-line help and documentation (user
Manual).This work will carry 200 marks.

Develop a Project using Flash/Correldraw/PhotoShop/3DMAX Software’s like

1. Interactive Tutorial on a particular topic.


2. Science Project related to Physics / Chemistry
3. Story Narration for Kids.
4. Interactive Kindergarten tutorial
5. Interactive Games like Tic-Tac-Toe, Chess and other board games
6. Any other relevant projects.

……….

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