In this course, students will learn the very basics of animation and expand their knowledge of mechanical animation by creating dependencies and simulation.

Since animation should be viewed as a sequence of moving frames, students will grasp the basics of materials and textures, lighting and rendering in order to get the final product, ending in encoding raw footage into any video format they choose. This will enable them to quickly and easily showcase their work and once again test for any flaws and areas of change through real time playback.

The course is designed to introduce students to the field of animation by giving them a broad knowledge of key frame animation and the way it is blended together with or without user involvement. The course will continue to elaborate on certain dependencies between objects, hierarchies and links that are commonly used to relate objects to one another in order to animate just one object and influence others.

The entire process of animation will look into animation as a form to influence an object or multiple objects, but at the same time as the impact that one or more objects make on simulated objects whether students simulate particles, any form of cloth material or rigid models that do not alter their shape within a simulation. The knowledge given will further expand on the dependencies of animation and simulation, the effects we encounter and common problems that are solved by good preparation and execution.

Further efforts will be focused towards animating the modelling process as a way of showing how things are made or created, and to further provide animation solutions to models in scenes. Following the model animation, students will be guided to break things apart simulating real life scenarios and the way things are destroyed as a visual effect. Advanced techniques and parameters, trajectories and deflection, collisions and morphing will also play a high role within the course but with a simplistic approach and goal oriented work. Results will show the ease of use even in complex areas such as animation and simulation.

Predrag Šuka

Predrag Šuka started working as a photojournalist for a national daily newspaper at a young age, expanding his work experience on to radio and national TV, all the while exhibiting his photography work in organized, judged and independent exhibitions before finishing his education at the University of Graphic Arts, Zagreb. During his higher education and work as a junior designer he started to train as a teaching assistant for engineering with most of his time is spent in software training where he was mostly drawn to 3D. Doing professional projects for design studios, agencies, architectural bureaus led to seventeen years of experience between photography, design and 3D with the ability to maintain or create the artistic drive & common language. His teaching efforts continued in the only Autodesk ATC & ACC in Croatia, where he is currently a lead trainer, managing the education and training daily as an Autodesk Certified Instructor. Alongside training, he is head of undergraduate and graduate study of multimedia computer engineering at University College Algebra and actively teaching in the fields of multidiscipline design, photography, 3D and multimedia. Outside the higher education and training his activities in the aforesaid fields range from consulting to production of digital content, owner of his own company, public speaker, guest lecturer and recipient of numerous awards. He gave his expertise in numerous EU projects dealing with education and training all the way to projects involved in promoting and expanding the knowledge in aerospace industry within Google Lunar X-Prize and Stellar, where he is chairman of the board.

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