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About the Programme Academic Staff Program Qualifications Lessons Matrix of Course & Program Qualifications Turkish Qualifications Framework (TQF) TQF & Program Qualifications
  1. Vocational School of Information Technologies
  2. Department of Software, Application Development and Analysis
  3. Program in Game Development and Programming
  4. Course Structure Diagram with Credits
  5. Animation
  6. Description
  • Description
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  • ECTS Credit Load
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Last Updated: 26/06/2026

Code - Course Title Course Type Laboratory + Practice ECTS
OGP118 - Animation III. SEMESTER 2 +1 3.0
Language of Instruction Türkçe
Course Type Area Elective Courses
Course Instructor(s) ÖĞR. GÖR. GÜVENÇ USANMAZ
Mode of Delivery This course is delivered through face-to-face instruction. Theoretical lectures and laboratory sessions are integrated throughout the semester. The default tools for practical work are Blender (3D) and sprite tools; the instructor may prefer equivalent tools (e.g., Maya, Aseprite, Spine).
Place of Delivery
Used Educational Platforms
Prerequisites There are no prerequisites or co-requisites for this course.
Courses Recomended It is recommended to have completed XXX7968 Fundamentals of Digital Art and Design before taking this course. Taking XXX7958 3D Design concurrently may help with model preparation for rigging.
Recommended Resources Blender. Animation documentation: https://docs.blender.org/manual/en/latest/animation/index.htmlUnity. Animator Controller: https://docs.unity3d.com/Manual/class-AnimatorController.html
Work Placement This course has no internship or placement requirement.
Aims of the Course

Weeks Learning Outcomes Topics Teaching Methods
Week - 1 Basic principles of animation: squash and stretch, anticipation, timing, exaggeration, secondary action.
Week - 2 Two-dimensional animation: frame-by-frame drawing, timing and spacing; simple loop animation.
Week - 3 Skeleton-based 2D animation; pivot and hierarchy.
Week - 4 Sprite sheet creation and export to game engine.
Week - 5 Introduction to 3D animation: rigging processes, bone hierarchy.
Week - 6 Bone weight painting; deformation quality.
Week - 7 Forward kinematics (FK) and inverse kinematics (IK) basics.
Week - 8 Keyframe animation: timeline, curve editors (graph editor).
Week - 9 Transition smoothing (easing), anticipation and follow-through practice.
Week - 10 Motion capture: data cleanup, transferring to skeleton, retargeting concepts.
Week - 11 Game engine integration: Animator state machine setup.
Week - 12 Blend trees; locomotion synchronization according to character speed.
Week - 13 Facial animations: blend shapes, expression targeting, lip sync basics.
Week - 14 End-of-term animation set presentation; engine integration and process documentation.

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Assessment Method and Passing Requirements
Quamtity Percentage (%)
Toplam (%)

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