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Order Ecd/309/2012, Of 15 February, Which Establishes The Curriculum Of The Training Cycle Of Top Grade Corresponding To The Title Of Technician In 3D Animations, Games And Interactive Environments.

Original Language Title: Orden ECD/309/2012, de 15 de febrero, por la que se establece el currículo del ciclo formativo de Grado Superior correspondiente al título de Técnico Superior en Animaciones 3D, Juegos y Entornos Interactivos.

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TEXT

Royal Decree 1583/2011 of 4 November, establishes the title of Superior Technician in 3D Animations, Games and Interactive Environments and its minimum teachings, in accordance with Royal Decree 1147/2011 of July 29, for which the general management of the vocational training of the educational system, which defines in Article 9 the structure of vocational training qualifications and specialization courses, is established on the basis of the National Catalogue of Professional qualifications, the guidelines set by the European Union and other aspects of interest social.

Organic Law 2/2006, of 3 May, of Education, provides in article 6.4 that the educational administrations will establish the curriculum of the different teachings regulated in the Law, which will form part of the Article 6 (1) of Regulation (EC) No 66/2014 The teaching centres shall develop and complete, where appropriate, the curriculum of the different stages and cycles in use of their autonomy, as set out in Chapter II of Title V of that Law.

The Organic Law of 19 June on Qualifications and Vocational Training sets out in Article 10.2 that the educational administrations, in the field of their competences, will be able to extend the content of the corresponding vocational training qualifications.

In accordance with the above and once Royal Decree 1583/2011 of 4 November has set the professional profile of the title of Superior Technician in 3D Animations, Games and Interactive Environments, its minimum teachings and those other aspects of the academic organisation which constitute the basic aspects of the curriculum which ensure a common formation and guarantee the validity of the titles throughout the national territory, it is now appropriate to determine, in the field of management of the Ministry of Education, Culture and Sport, the extension and contextualization of contents of the professional modules included in the title of Superior Technician in 3D Animations, Games and Interactive Environments, respecting the professional profile of the same.

The needs of an integrated labour market in the European Union require that vocational training courses pay particular attention to the languages of the Member States, incorporating them into their training offer. In this sense, this training cycle incorporates in the curriculum training in the English language, in response to the provisions of Royal Decree 1147/2011, of July 29, which establishes the general management of vocational training.

addition, the curriculum of this training cycle is established from the respect of the pedagogical, organizational and management autonomy of the centers that provide professional training, promoting these the work in the team of the teachers and the development of training, research and innovation plans in their teaching field and actions to promote the continuous improvement of training processes.

On the other hand, vocational training centres will develop the curriculum established in this order, taking into account the characteristics of pupils, with particular attention to the needs of people with disability.

Finally, it should be specified that the curriculum of this formative cycle integrates the scientific, technological and organizational aspects of the teachings established to achieve that the students acquire an overall view of the processes The professional profile of the top technician in 3D Animations, Games and Interactive Environments.

In the process of drafting this order, the State School Board has issued a report.

For all of the above, in its virtue, I have:

CHAPTER I

General provisions

Article 1. Object.

This order aims to determine the curriculum of the higher grade training cycle corresponding to the title of Superior Technician in 3D Animations, Games and Interactive Environments, established in Royal Decree 1583/2011, of 4 of November.

Article 2. Scope.

The curriculum established in this order will be applied in the territorial area of management of the Ministry of Education, Culture and Sport.

CHAPTER II

Curriculum

Article 3. Curriculum.

1. The curriculum for the vocational training of the educational system corresponding to the title of Superior Technician in 3D Animations, Games and Interactive Environments, established in Royal Decree 1583/2011, of 4 November, is determined in the terms set in this order.

2. The professional profile of the curriculum, which is expressed by the general competence, the professional, personal and social skills, and the qualifications and the competence units of the National Catalogue of Professional Qualifications, is the included in the title of Top Technician in 3D Animations, Games and Interactive Environments, referred to in the previous point.

3. The general objectives of the training cycle curriculum, the objectives of the professional modules expressed in terms of learning outcomes and their assessment criteria are those included in the title of Senior Technician in 3D Animations, Games and Interactive Environments, referred to in point 1 of this article.

4. The contents of the professional modules that make up this curriculum, adapted to the socio-economic reality as well as to the perspectives of economic and social development of the environment, are those set out in Annex I of this order.

Article 4. Duration and sequencing of professional modules.

1. The total duration of the lessons for this training cycle, including the vocational training module in the workplace, is 2000 hours.

2. The professional modules of this training cycle, when offered under face-to-face arrangements, will be organised in two academic courses and will be in line with the weekly hourly sequencing and distribution set out in Annex II of this order.

3. The first academic year will be fully developed in the educational center. In order to be able to take the second course, it will be necessary to have completed the professional modules which, as a whole, represent at least eighty percent of the hours of the first course and, in any case, all the professional modules included in the same one, identified as such in Annex II.

4. The right of registration of those who have passed any professional module in another Autonomous Community shall be guaranteed in the terms laid down in Article 48.3 of Royal Decree 1147/2011 of 29 July 2011 establishing the general vocational training of the educational system.

5. In general, during the third quarter of the second year, and once the positive evaluation has been achieved in all the professional modules carried out in the educational centre, the vocational training module will be developed in job.

6. Exceptionally, and in order to facilitate the adaptation of the number of persons registered to the availability of training positions in enterprises, approximately half of the second-year students will be able to develop this vocational training module. Training in workplaces during the second trimester of the second year, provided they have positively overcome all the professional modules of the first academic year.

7. Without prejudice to the foregoing and as a result of the temporality of certain economic activities which may prevent the development of the vocational training module in the workplace from being in conformity with the above assumptions, the latter may be organise in other periods coinciding with the development of the economic activity of the professional profile of the title.

8. In any case, the evaluation of the vocational training module in the workplace will be conditional on the positive evaluation of the rest of the professional modules of the training cycle.

Article 5. Project Professional Module.

1. The project professional module has an interdisciplinary character and incorporates the technological and organizational variables related to the essential aspects of the professional competence of the title of Superior Technician in 3D Animations, Games and Interactive Environments.

2. In general, this module will be taught by the teachers who are tutoring training in job centers.

3. The project professional module will be developed during the last period of the training cycle, combining individual and collective tutoring, so that at least 50% of the total duration will be carried out in an in-person manner and completed with remote tutoring in which information and communication technologies will be used.

4. In any case and prior to the start of the vocational training module in the workplace, the teaching and learning activities to facilitate the development of the project professional module should be anticipated by the responsible teacher.

5. The evaluation of this professional module will be conditional on the positive evaluation of the rest of the professional modules of the training cycle, including the training in job centers.

Article 6. Bilingual teaching.

1. The curriculum of this training cycle incorporates the English language in an integrated way, at least in two professional modules, from among those that make up the whole of the training cycle. These modules will be taught by teachers with teaching assignment in them and, in addition, they will have the language enablement corresponding to level B2 of the Common European Framework of Reference for Languages.

2. In order to ensure that bilingual education is delivered in the two academic courses of the training cycle on an ongoing basis, professional modules of both courses will be chosen.

3. The modules which may be imparted in the English language are those listed in Annex III.

4. As a result of the greater complexity of the transmission and reception of teaching in a language other than the mother tongue, professional modules taught in the English language will increase their time load in three hours a week. for the set of modules that are delivered in the first year and two hours for which they are developed during the second course. In addition, the teachers who provide these professional modules will be assigned, in their individual hours, at least three hours a week for their preparation. These hours will have the same character as the reading hours.

5. Exceptionally and on a transitional basis up to the year 2020, when teachers with teacher allocation do not have the level of English required in these professional modules, they will share a total of three hours per week for all the teachers. modules to be delivered in the first year and two hours for those who develop during the second course with a teacher or a teacher of the English specialty. In this case, the programming of these modules will include at least one unit of work or didactics which will be developed exclusively in the English language and the other teaching units will incorporate teaching activities exclusively in English at that time allocated.

6. Exceptionally, in the case of students or students with disabilities who may be able to present difficulties in their oral expression (cerebral palsy, deafness, etc.), measures of relaxation and/or alternatives will be established. in the requirement for the provision of modules in the English language, so as to enable all the teaching of professional modules in their mother tongue to be cured.

Article 7. Spaces and equipment.

The spaces and facilities to be assembled by the vocational training centres, in order to enable the development of teaching activities, are those set out in Annex IV of this order and must comply with the Article 11 of Royal Decree 1583/2011 of 4 November, as well as the rules on equal opportunities, design for all and universal accessibility, prevention of occupational risks and safety and health at the workplace.

Article 8. Qualifications and accreditation of teacher requirements.

1. The specialties of teachers with teaching assignment in the professional modules which constitute the teachings established for the title referred to in Article 1 of this order, as well as the equivalent qualifications for the purposes of teaching, are the entries respectively in Annexes III A and III B to Royal Decree 1583/2011 of 4 November 2011 establishing the title of Senior Technician in 3D Animations, Games and Interactive Environments.

2. In order to ensure compliance with Article 12.6 of Royal Decree 1583/2011 of 4 November, establishing the title of Superior Technician in 3D Animations, Games and Interactive Environments, for the delivery of the modules The following documentation shall be provided by providing the following documentation:

(a) Photocopy of the official academic title required, in accordance with the qualifications included in Annex III C of Royal Decree 1583/2011, of 4 November, cited. Where the degree presented is linked to the professional module which is to be provided, it shall be deemed to include in itself the objectives of that module. Otherwise, in addition to the titration, the documents referred to in subparagraph (b) or (c) shall be provided.

(b) In the event that it is necessary to justify that the teachings leading to the titration provided encompass the objectives of the professional modules that are intended to be taught:

● Personal academic certification of studies performed, original or photocopied, issued by an official center, in which the teachings are recorded detailing the subjects.

● Programs of the studies contributed and submitted by the person concerned, original or photocopy of the studies, sealed by the University or the corresponding official or authorized teaching center.

(c) Where it is desired to justify by means of the work experience which, at least for three years, has developed its activity in the sector related to the professional family, its duration shall be credited by the document appropriate supporting officer, which will be added to:

● Certification of the employer or employer in which the activity developed by the person concerned is specifically recorded. This activity must be implicitly related to the learning outcomes of the professional module that is intended to be delivered.

● In the case of those who are self-employed, a statement of the person concerned with the most representative activities related to learning outcomes.

CHAPTER III

Curriculum adaptations

Article 9. Adaptation to the socio-productive environment.

1. The curriculum of the training cycle regulated in this order is established taking into account the socio-economic reality and the geographical, socio-productive and labour characteristics of the environment for the implementation of the title.

2. Vocational training centres shall have the necessary educational, organisational and economic management autonomy for the development of the teaching and their adaptation to the specific characteristics of the socio-economic, cultural and professional.

3. The centres authorised to provide this training cycle will concretize and develop the organizational and curricular measures that are most appropriate to the characteristics of their students and their productive environment, in a flexible way and in the use of their Pedagogical autonomy, in the general framework of the educational project, in the terms established by the Organic Law 2/2006, of Education.

4. The curriculum of the training cycle regulated in this order will be developed in the didactic programs or curricular development, strengthening or creating the culture of prevention of occupational risks in the spaces where the different modules are delivered professionals, as well as promoting a culture of environmental respect, excellence in work, compliance with quality standards, creativity, innovation, gender equality and respect for equal opportunities, design for all and universal accessibility, especially in relation to people with disability.

Article 10. Adaptation to the educational environment.

1. The vocational training centres managed by the Ministry of Education, Culture and Sport will develop the curriculum established in this order, taking into account the characteristics of pupils and the environment, particularly in the light of persons with disabilities, in conditions of accessibility and with the necessary support resources to ensure that this student can cure these teachings under the same conditions as the rest.

2. Also, the lessons of this cycle will be taught with a flexible and open methodology, based on self-learning and adapted to the conditions, abilities and personal needs of the students, in order to allow the reconciliation of the learning with other activities and responsibilities.

CHAPTER IV

Other offerings and mode of these teachings

Article 11. Distance offering.

1. Professional modules offered at a distance, when required by their characteristics, will ensure that students achieve all the objectives expressed in learning outcomes, through face-to-face activities.

2. The Provincial Directorates and the Board of Education shall take the necessary measures and shall give the precise instructions to the centres which are authorized to provide this training cycle under pressure for implementation and operation of the offer from the same distance.

3. Centres authorised to teach vocational training at a distance shall have appropriate curriculum materials which shall be adapted to the provisions of the fourth additional provision of the Organic Law No 2/2006 of 3 May 2006. Education.

Article 12. Combined offering.

In order to respond to personal needs and interests and to provide the possibility to reconcile training with work activity, with other activities or situations, the offer of these teachings for people adults and young people in special circumstances may be combined between face-to-face and distance learning systems at the same time, provided that the same modules are not cured in both modes at the same time.

Article 13. Offer for adults.

1. The professional modules of this training cycle associated with the competence of the National Catalogue of Professional Qualifications may be the subject of a modular offer for adults.

2. This training will be developed with an open and flexible methodology, adapted to the conditions, capabilities and personal needs that enable them to reconcile learning with other activities and responsibilities, in compliance with the Chapter I of Title IV of Royal Decree 1147/2011 of 29 July 2011 establishing the general organisation of vocational training in the education system. In addition, such training shall be capitalizable in order to obtain a professional training certificate, in order to obtain evidence of the established access requirements.

3. In order to reconcile learning with other activities and responsibilities, the Provincial Directorates and the Board of Education may establish specific measures to comply with the provisions of Article 41 of Royal Decree 1147/2011, July 29, which establishes the general management of the vocational training of the educational system and allows for a face-to-face and distance offer simultaneously.

4. In order to promote training throughout life, the Directorate-General for Vocational Training of the Ministry of Education, Culture and Sport may authorise the Provincial Directorates and the Education Ministry to give the training, in the centres of their competence, of professional modules organised in training units of shorter duration. In this case, each learning result, with its evaluation criteria and its corresponding block of contents, will be the minimum and indivisible unit of partition.

Additional disposition first. Authorization to impart these teachings.

The Provincial Directorates and the Board of Education will deal with the Directorate-General for Vocational Training with the authorization to provide the teaching of this training cycle, in full or in part, in In-person and distance-based arrangements, of the institutions that request it and comply with the requirements required under the current legislation.

Additional provision second. Implementation of these teachings.

1. The first course of the training cycle referred to in Article 1 of this order shall be implemented in the course of 2012-2013.

2. The second course of the training cycle referred to in Article 1 of this order shall be implemented in the course of 2013-2014.

Additional provision third. Linguistic enablement of bilingual teaching faculty.

Teachers who are to be taught in English must be in possession, before the date of commencement of each academic year, of the relevant language qualification, to which the Ministry of Education, Culture and Sport will carry out an enabling procedure before the start of each course.

Additional provision fourth. Training of bilingual teaching staff.

The Provincial Directorates and the Board of Education will schedule courses and training activities in the English language for all teachers of vocational training to be taught in professional modules. which may be taught in the English language, who will have the obligation to assist them until they obtain the required qualification. These measures shall apply until at least the year 2020.

The training to be offered will be three types:

a) Intensive training, through a course, preferably in face-to-face mode, during the month of September.

b) Long-term training throughout the school year, by means of a course that combines in-person and online form, which will be performed outside of the mandatory time in the training center. During the period of completion of the vocational training module in the workplace, this course will be intensified and will be carried out, as far as possible, within the required time of stay in the centre.

(c) Training in English-speaking country, through courses, which will be possible to include cultural visits and conferences, and which will be carried out at the end of the course after the completion of school activities in the training centres.

Final disposition first. Application of the order.

The Directorate-General for Vocational Training, in the field of its powers, is authorised to take the measures and to issue the necessary instructions for the implementation of the provisions of this order.

Final disposition second. Entry into force.

This order will take effect the day following your publication in the Official State Gazette.

Madrid, 15 February 2012.-The Ministry of Education, Culture and Sport, José Ignacio Wert Ortega.

ANNEX I

Professional modules

1. Professional Module: 2D and 3D audiovisual animation projects. Code: 1085

Contents:

a) Defining the final technical characteristics of the project:

Compression and recording of audiovisual sources.

Image formats, conversion and capture of audiovisual materials.

The animation product:

Features of animation projects.

Movies for film or domestic consumption.

Animations for games

Animations for multimedia projects.

End-of-product appearance: display, publishing, and broadcast formats.

The target: types of public and means of project consumption.

Dimensions of an animation project:

The technology of an animation project: technical and technological infrastructure.

The human team.

Calculation of deadlines: the phases of an animation project.

Virtual space volume and volume calculations.

Recovery and use of materials for new projects and products.

b) Defining network mode features:

The job shared. Organization charts and hierarchies:

Simultaneous phases.

Access permissions.

The reference systems.

Defining the human team for each phase of the project.

Configuring programs for networking:

Shared files.

The job against servers.

Folders and files organization.

Communication and interaction protocols:

File naming.

Information exchange systems on the work network.

c) Realizing layer separation and render effects:

The render software.

Qualities and process speeds.

Adaptability to the technology infrastructure.

The user interfaces.

Applying the render system:

Elaboration of the frame list of each plane.

Separation of layered elements.

Applying the effects of render.

Previous analysis of camera movements and different layers of render.

d) Realization of the end-by-layer render:

Workstations availability, capacity, and speed schemas.

The render farms.

Layer listings by frame and frames by plane to be rendered by each station.

List of layers by frame and frames by level rendered by each station and immediate update of them.

Sequential read of the results of the render.

Analysis and error detection.

Correction of parameters and troubleshooting.

Naming and archiving of generated materials.

e) Completion of the image project:

Post-production software.

The cinematic effects: blur, motion blur, filage, Z-buffer.

Post-production integration processes:

Layer systems.

The integration.

The techniques for layer enhancement.

The depth.

The effects application.

New effects design and generation:

Effects analysis on viewing.

Creativity for the generation of effects.

Research and search for sources.

Plugins.

The master:

Quality standards and standards.

The color correction.

Versions: peculiarities of different types.

2. Professional module: Design, drawing and modeling for animation. Code: 1086

Contents:

a) Design and creation of characters, scenarios and daring for animation:

The shape:

Visual Perception.

Shape and image. Structure and exterior appearance.

Analysis of the forms of nature. Processes of abstraction and synthesis.

Static and dynamic form. The pace.

Proportions, simplification, and functionality.

Graphical Representation:

DIN, UNE, ISO standards. Essential elements for correct croquication and acotation.

2D and 3D design differences. Materials.

Basic drawing concepts. The bi-dimensional shape and its representation on the plane.

Simplification of forms: from Caravaggio to Picasso.

Scales. Application fields.

The proportion in the human body. Basic notions of anatomy.

Character personality analysis.

The design of the living space. Architecture and urbanism. Interiorism and environments.

Scenery and decoration. Visual and plastic elements.

Three-dimensional representation.

The graphic narrative:

Composition. Expressiveness of the formal elements in the visual field.

The comic. Evolution of gender.

Research and search for sources using all possible real and/or virtual resources.

b) Defining the final visual aspect of the animation:

Expressiveness and learned visual codes.

Observation and analysis of contemporary aesthetics. The fashions.

Observation and analysis of nature.

Crafting model sheets:

Build sheet.

Character spin sheet (turnaround).

Expression sheet.

Poses sheet.

Comparative size sheet.

Other model sheets.

The defining light of shapes. Natural and artificial light. Two-dimensional representation of the volume.

The claroscuro. The value relationships in the representation on the plane of the three-dimensional form. Expressive values of light.

Crafting the color card:

Color theory and classification systems. Expressive and descriptive values.

Color as a physical and visual phenomenon. Light color and pigment color.

Expressiveness of color. Relativity. Codes and interpretations.

Elaboration of color studies.

Definition of animation style:

Comparison of animation products.

Visual-aspect dossier elaboration.

Conducting public tests.

Elaboration of color statistics, expressions, traits, changing rooms, and decorations.

Crafting representative images of the final product.

c) Elaboration of storyboards and animatics (leica reel) of an animation project:

Basic plan composition concepts.

Documentation: analysis of the storyboard classics.

The fixed and moving image.

Analysis of films of different genres.

Crafting the storyboard:

Representation of the movement in bullets.

Sequenced images.

From film to comic and comic to film.

Synchronous sound recording.

Basic Sound Editing Notions:

Mono and stereo.

Transitions and levels.

Filters and Effects.

Multitrack edition.

Encouraging the animation:

Dramatism of the sound: analysis of the classics.

The soundtrack:

Soundtrack components: dialogs, music, foley, and effects.

The international sound band: the stems.

The sound planes.

The laws of audiovisual narrative and assembly. Audiovisual rhythm.

d) Modelling of scenarios, characters, and final decorations for the realization of the animation stop motion:

Making the list of items to model:

Address documentation analysis: literary script, technical script, character bible, and storyboard.

Scaling.

Fragmentation of the models.

Animation by modification and by substitution: Modeling of repeated elements.

Three-dimensional spatial vision reconstruction of models:

Construction of skeletons and fastening systems.

Modeling Materials. Classic materials in animation: model paste, wood, sand, fabric and cardboard, among others.

Choice of materials: rigid and moldable.

Body and gestural language.

Storage, sorting, and preserving animation elements.

e) 3D modeling of characters, scenarios, daring and clothing:

Computer modeling: tools and shared work.

3D modeling programs.

Elaboration of the list of items to model.

3D scanning of physical models.

Interpretation of documentation from the artistic direction: sketches (characters, scenarios and props) and sculptures.

Analysis of the gestural deformations.

Preparing your modeling:

Load of the reference models from 3D scanner and/or model sheets and turnaround in 2D.

Choosing the modeling procedure.

Nurb Surfaces.

Polygons.

Subdivision surfaces.

Other.

Crafting characters.

Elaboration of scenarios.

Elaboration of atrezo and props.

Crafting clothes by patterns.

Optimization of models.

Completion, naming, and archiving of generated surfaces.

3. Professional Module: Animation of 2D and 3D elements. Code: 1087

Contents:

a) Performing animation and capturing in stop motion or pixylation:

Animation of material elements. Stop motion:

Retinal persistence.

Sequenced image capture systems.

Image editing and sequencing software.

Allocation and sharing of times. Timing (timing) and movement fragmentation.

Camera positions, frames, and fragmented movements.

Unvisible fastening and mechanical elements.

The pixylation.

The interpretation: body expression and gestural.

Analysis of dramatic intentionality.

Performing the facial movements by adjusting to the image and sound references (synchronization, lipsync).

The 3D characters:

Analysis of the models.

Human and animal anatomy.

Expressiveness and body language.

Mechanical movements.

b) Making the character setup of 3D characters:

The character setup: tools and shared information.

Placement of joints and moving elements:

The morphology of the model.

Direct and Reverse Cinematic.

Integrating the skeleton into the model (bind skin).

Application of deformers. Connecting to the models.

Muscle, rigid solids, and particle-controlled geometries.

Parameterization of rotation axes and hierarchies.

Painted weights or influences.

Elaboration of test and error correction renders.

Layout of the animation interface.

Completion of the setup, cataloging and archiving nomenclature of models and representations.

c) Frame animation:

The animation letter:

Elaboration of the time tables of each animated element. Dramatic intentionality: script, storyboard and animatic interpretation.

Timing and fragmentation of movement.

Decomposition of characters and elements that act on separate animation units.

2D frame animation:

Classic 2D animation.

2D animation software.

Crafting key poses.

Drawing of full or fragmented frames according to timing.

Animation in full frames.

Elaboration of animation by rotoscopy, in physical and virtual drawing.

The interleaving.

The anime.

Filming and scanning of the drawings. Filming effects.

3D animation:

The interpretation: body expression and gestural.

Animation interfaces.

The keyframes.

Performing generic movements: according to timing, adjusting to the story movie, and according to motion capture references.

Realization of the derived movements according to the dramatic intentionality.

Movements consequence.

Elaboration of secondary movements (including clothing and hair).

Performing the facial movements by adjusting to the image and sound references (synchronization and lipsync).

Elaboration of test renders.

d) Realization of 3D effects:

3D effects software.

Physical effects and particles:

particle design.

Generation of particles.

Particle animation.

Elaboration of dynamics.

Analysis of dynamics:

Rigid bodies.

Soft bodies.

Interaction between masses and with physical effects.

Creating 3D multitudes.

The hardware render buffer.

Naming and archiving of generated materials.

e) Layout of layout and preparation of plans for animation:

Element placement software: characters, scenarios, and atrezo.

Space reconstruction of the storyboard:

Identification of files according to storyboard.

Location of model references.

Progressive update of references.

Determining visible zones.

Timing of planes:

Incorporation of dubbing and diegetic effects.

Calculating the number of frames.

Offsets, spins, and escalations.

f) Colocation and motion of 2D and 3D cameras:

Optical and image training:

Focal distance and depth of field.

Focus depth and hyperfocal distance.

View fields.

Complex lens behavior: openness and speed, saturation, apochromatism, and aberrations.

Camera moves. The filage.

Camera and audiovisual narrative:

Framing and Angulation.

Continuity and drama.

Styles and genres in the schedule.

Camera moves.

Placement and motion of cameras in animation:

Camera tools in animation.

Fixing camera shots according to storyboard and animatics.

Choosing the focal sequences according to continuity, dramatic strength, and mounting.

Camera location: fixing optical parameters, camera distances, and initial and final frames.

Camera moves: Making the curves, timing the movements, and fixing the keyframes.

Test and motion correction Renderizations.

Naming and archiving of cameras.

g) Realization of motion capture and 2D and 3D rotoscopy:

Move capture systems:

Motion capture tools: software, cameras, and sensors.

Design of camera capture and distribution space.

Placement of sensors according to models and documentation.

Performing the capture and translation to the setup of the models.

Naming and archiving of generated materials.

Rotoscopy:

Getting, scaling, and archiving the original images.

Photographic and cinematographic cameras for rotoscopy.

The scanner.

Elaboration of layers for rotoscopy in acetates according to the technical parameters of animation photography.

Elaboration of overlays and rotoscopies: on flat and computer surfaces.

4. Professional module: Color, lighting and 2D and 3D finishes. Code: 1088

Contents:

a) Generation of the models UV maps:

Two-dimensional parameterization of three-dimensional objects.

The morphological characteristics of the objects.

UV maps:

The fragmentation of the models.

Deformations of three-dimensional objects in motion.

Manufacture of UV maps:

Work tools.

Choosing the map type.

UV-Recolocation.

Geometry check smoothing.

b) Defining and applying virtual materials on models:

Analysis of the surface characteristics of the actual objects:

Speculation.

Ambient.

Transparency.

Reflection.

Refractive.

Translucence.

Autolighting.

Highlight.

Material behavior in different environments.

Searching for real or virtual sources for texturing.

Application of materials on models:

Software (2D and 3D) generation and application of materials.

Work resolutions and their adaptation to the completion format.

Textures features: transparency, volume, brightness, and color.

Checking and correcting textures using test renders to their optimal appearance.

Animation of the textures.

Nomenclature and archive of textured materials, maps, and models.

c) Virtual hair generation, painted geometry (paint effects), 2D and 3D procedural textures, and bitmaps:

Analysis of actual hair morphology.

Hair characteristics: shape, thickness, length, color, and behavior according to environments.

Virtual Hair Generation:

Interpretation of previous sketches.

Software for hair generation.

Generation of 2D and 3D procedurals:

Using the textures application and generation tools.

2D-procedure textures.

3D-procedure textures.

Fixing 3D procedurals to geometry.

Painted models:

The bitmaps.

3D Painted direct on geometry.

Painted in 2D on the reference of the UV maps.

Generation of 2D maps to required resolutions.

The conversion from procedurals to bitmaps.

Painted Geometry Generation:

The need for the painted geometry: optimization of the graphic volume.

Painted geometry software.

Conversion to polygons for animation.

d) Application of color physically or by computer for stop motion:

Color application on physical surfaces:

Additive color mixing.

Pigments and materials.

Application Tools: Fragmentation of drawings and structure by layers, application of color on flat surfaces and acetates and color application on three-dimensional elements and models.

Computer Color Application:

Color application software.

Levels of transparency and color mixing.

e) Definition and breakdown of the required lights for each scenario:

Elaboration of the projection sketch of the light beams:

Parameters and properties of light: reflection, refraction and diffraction, color temperature, intensity, flux, luminance and illuminance.

Hard light and soft light: beams of light, orientation and angulation, solid angles, diffusion, shadows and gloom.

Characteristics of the use of light sources according to their location: direct, bounced, filled, and backlight.

Scenario light breakdown:

Luminaries and real light sources and their translation into virtual light.

Viewing lights according to color studies.

Choosing the types of lights for a scenario: environmental, point, targeted, focal, and/or global.

f) Application, modification, and animation of virtual lights:

Virtual application of scenario lights:

3D lighting software.

Defining shadows according to color studies: hardness, color, and degradation.

The naming and archiving of scenario lights and prelit scenarios.

Shadow Maps: Quantification.

Tuning the parameters:

Intensity and hardness.

Color.

Occlusion, transparency, and depth.

Rendering of prelit scenario tests.

Animation of lights.

g) Lighting of animated planes:

History of Film Lighting.

Styles and genres in audiovisual lighting.

Realce of the characters and their dramatic adequacy with the light.

Nomenclature and archiving of illuminated plane and plane lights.

5. Professional Module: Gaming projects and interactive environments. Code: 1089

Contents:

a) Determination of objectives, graphic styles, narrative styles, specifications, and requirements of the interactive multimedia project:

Interactive audiovisual multimedia products, strategies and products market:

New business areas, companies, products, and services.

Interactive aspects as a value added to a new or existing communication product.

Strategic planning: definition of objectives, needs, audience or target audience, conceptual and functional aspects.

System modeling: Tools, techniques, and procedures:

Diagramming, appropriate levels of detail. Standard and semantic notation essential for system modeling (UML).

Requirements modeling from the user perspective: actors, scenario description, and use cases.

Modeling dynamic action and relationship sequences: sequence diagrams (message passing between objects) and collaboration (interactions between objects).

Modeling the dynamic behavior of objects or classes: state diagrams (events, transition lines, and actions).

Help items, with no semantic value, used in diagrams.

Repositories, reusing diagrams, and design documentation.

Narrative and interactive communication:

Information architecture, interaction design, and navigation.

Linear and Interactive Narrative: Sequencer-determined and modular structure.

Informational aesthetics of space and actions.

Programming of events in space-time developments.

Analysis of situations. Heuristic arrays: places or sites, movements and possible events and characters of these.

Analysis of dynamic sequence of action and relationship diagrams.

Series of causal events and intentional agent interactions.

Functional and intentional interactivity.

Symmetry/asymmetry degrees in interactive communication processes (new input and output devices, advances in intelligence and artificial vision, and voice recognition, among others).

The user interface (UI):

Operating systems and user interfaces.

Typologies and generations of user interfaces.

Ergonomic, psychological, and cognitive aspects of user interfaces.

Visual and interactive signs.

Graphical User Interface (GUI) Consistency: Unclear hints and intuitive indications of operation, conceptual model, feedback (feedback), and spatial correlation between controls (controls) and their effects.

Look and feel (look and feel) of the user interface. Requirements for accommodating graphic and/or formal aspects of the function.

Ergonomic, usability and accessibility requirements:

Design of dialog between people (users/as) and information systems.

The layout for all applicable guidelines, recommendations, and regulations.

Techniques and parameters involved for specification of ergonomic requirements and measurement of usability and accessibility: context of use, evaluation procedures, measurement and validation criteria.

Specifications of the ergonomic requirements and performance tests of the different input and signaling devices to the keyboard.

The representation and presentation of information in a visual manner.

User guides, self-descriptions, help screens, support documentation, and fault-tolerant systems-error management.

Menu dialogs, by commands, by WYSIWYG direct access, and by form fulfillment.

ISO-UNE regulations and W3C-WAI recommendations, guidelines and techniques.

b) Determination of the development and destination technology architectures of interactive multimedia audiovisual projects:

Representations of system capacity and operation:

System static structure modeling: class diagram.

Modeling the specific details of the system implementation: class diagrams and components.

Modeling the general distribution of the required hardware: implementation diagrams.

Schemas and database models: diagram-relationship diagrams.

Architectures, platforms, and technology environments (hardware and software):

Production or development: expected technical requirements and capabilities.

Target or deployment (end user or information model support): accessibility, compatibility, and interoperability requirements.

Comparison, in relation to capabilities, requirements, and capabilities, between development and deployment architectures.

Architectures, platforms, media and media for products: computers, video consoles, mobile phones, consumer electronics, DVD, Internet, interactive TV or other display systems.

Selection of production or development teams and tools:

Base hardware and software.

Build, edit, treatment, and/or source retouching tools.

Integration and development tools.

Choosing the required hardware and software.

Production or development environment operation and security:

Legislation on risk prevention.

The job with data display screens.

Environmental aspects and energy efficiency.

Technology environment organization and configuration parameters.

Information access permissions: controlled and discretionary.

c) Planning and monitoring multimedia audiovisual projects:

Workgroups, roles, activities, functions, and competencies.

Planning, organization, execution, and control.

Human, technical and material resources.

Milestones, tasks, and dependency relationships.

Estimating the duration of tasks with hypothetical analysis.

Application of Gantt and PERT diagrams.

Path Calculation Algorithm or Critical Path (CPM) algorithm.

Estimating costs.

Resource allocation, project tracking, and task update.

Conjugation of planning techniques.

Plan of action for the development and implementation of the model and information architecture.

Production Organization:

Conventionalisms and communication systems.

Resource sharing.

Protocols and information sharing.

Materials, facilities, and organization of resources.

d) Defining a system of quality and evaluation of the interactive multimedia audiovisual project:

Testing, evaluation, and validation of scenarios and specifications:

Specifications for analysis, design, and realization teams.

Evaluation of content, interactions, and sequences.

Assessing the consistency and completeness of documentation specifications and standards.

Evaluation criteria, checklists, and verification.

Technical, technological, and competitive assessment of processes:

Tracking, Quality, and Maintenance Plans.

Processes and procedures for the various plans.

Quality indicators to perform the assessment.

Process, verification, and test management.

Requirements and processes.

Development processes (cascading or iterative). Cyclic or recursive evaluation of processes. International regulations.

Setting and design of interactive multimedia audiovisual product assessment test batteries:

Evaluating the quality of the prototype against the specifications.

Performance and compatibility assessment tests.

Robustness evaluation tests (effects of interactions).

Evaluation tests by target audience and beta version.

e) Organization and cataloging of content, sources, and information modules:

Assessment of the consistency, relevance and quality of content and/or sources:

stylistic unit (aesthetic and narrative).

Adaptation, editing, or reworking requirements.

Adequate file formats.

Evaluation criteria, checklists, and verification.

Determining multimedia product information modules:

Narrative mode: linear (sequential and determined) and/or interactive.

Fluidity of processing, information integrity, size, position, and function in the product.

Degrees of interactivity and control.

Structuring modules: embedded, nested, and/or related.

Classification, restructuring, and organization of information:

Organization of information, classification, cataloging, and indexing.

Digital Media Administration Tools (DAM).

Regrouping and restructuring information.

Metadata: Information processing and retrieval.

Diagramming the organized content.

Topological structures and access to information: networks and trees.

Modular structure and flow of user experience.

sketches or models of screens, levels, or slides.

Copyright and intellectual property rights:

Protection mechanisms and current legislation.

Transfer and purchase contracts for rights.

Rights tender agencies.

Formalization of roles or attributions in project credits.

Software licensing and copyright protection.

Storage systems, backups, and version control:

Integrity and availability of information.

Data backup and recovery systems.

Backup types: full, incremental, and differential.

Integrity and availability of the appropriate version of the products.

Version control systems: differences, status, and product trace.

Repositories and copies of work: conflict resolution.

6. Professional module: Realization of interactive multimedia projects. Code: 1090

Contents:

a) Construction of the main navigation and control interface:

The interactive multimedia product structure:

Interpretation of project specifications and documentation.

Layer design: interfaces, business logic, and data.

sketches or mockups of each screen, page, level, or slide.

Separation from structure, content, and presentation.

The interactive multimedia products user interface:

Application of ergonomic criteria, accessibility, usability and design for all.

Aspect, functionality, and control of the interface elements.

Adapting the interface to the user and internationalization (i18n).

Adapting the interface to different media and devices.

Advantages and drawbacks of vector and bitmap elements.

Interface elements: required interaction levels.

Component hierarchies and basic control generation: playback controls, navigation elements, button elements, radio buttons, confirmation, menus, scroll bars, and panels, among others.

Playback controls.

Managing events and updating the states of the different elements of the interface.

Operation and feedback information: sounds, effects, cursor changes, progress bars, or others.

Depth and Shading Perception (umbrindicators).

User experience: simultaneous events on touchscreens, animations, transitions, and elaborate effects.

Advanced user interfaces (smart, complementary, or surrogate): speech recognition and synthesis, gesture and action recognition, artificial vision, and 3D (VR) environments, among others.

Evaluation and validation of the user interface.

b) Generating and adapting multimedia information modules:

Creating, adapting, editing, or rewriting sources:

Interpretation of creation, adaptation, editing, or reworking requirements of sources.

Identifying the project's technical and formal requirements.

Font types: texts, graphics, fixed images (illustration and photography) and moving (video and animation) and sound (locutions, effects and music).

Accessibility and internationalization requirements (i18n).

Techniques and equipment for capturing and digitizing sources: analog and digital signal, conversion, capture, processing and transmission of signal, sound scanning (locutions, effects and music), parameters of scanning, quality and file size (frequency of sampling, resolution and depth in bits), number of channels and duration of sound.

Techniques and tools for editing, processing and retouching. Tools for editing, treating and retouching sources. Basic editions of sound files: wave modification, melted, progressive attenuation, wave inversion, creation of sound spaces and surround sound. Synthesis sound, waveform format and MIDI. Readjustment of fixed images (vector and bitmap). Colour depth adjustment (adapted pallets). Vectorization of bitmap images. Readjustment of moving images (video and animation).

Techniques and tools for working with text: optical character recognition (OCR), readability, quantity, size and suitability for the user, accessibility and internationalization requirements (i18n), text formats for electronic subtitling, cross-platform source compatibility and exchange, ASCII, ANSI, Unicode and UTF-8 encoding, among others. Adjustments to the characteristics of the text: style sheets, kerning, interlining, alignment, layout and typography, among others. Static text and dynamic text.

Performance optimization techniques and tools: storage and transmission space optimization, appropriate file formats, format conversion tools, file quality and size, file formats compression, compression with loss and no loss of quality, special techniques of visualization optimization, dithering diffusion and smoothing anti-aliasing, and optimization of audio and video streaming streams.

Evaluation and validation of optimized sources.

Integrating sources into multimedia information modules:

Interpretation of the project documentation about the required information modules.

Sources integration techniques in information modules.

Setting your narrative mode (linear or interactive).

Tuning fonts for integration into information modules.

Adequacy to the narrative and graphic style defined in the project.

Evaluation and validation of information modules.

c) Cataloging multimedia information sources and modules:

Digital Media Administration (DAM) Techniques and Tools:

Interpretation of organization and cataloging criteria.

Search and filtering operations.

Batch processing operations.

Renowned bulk of files.

Labelling and documentation of multimedia sources.

Editing metadata and copyright information.

File and cataloging operations.

Organization of media and digital resources libraries.

Communication between applications for media management in native formats.

Storage and backup systems:

Interpretation of operation and security protocols.

Backup: Integrity and availability of information.

Employment of data backup and recovery systems.

Performing and verifying backups.

Backups automation: full, incremental, and differential.

Restoring backups.

Maintenance and control of source and product versions:

Interpretation of maintenance and upgrade protocols.

Maintenance of source versions in high quality.

Maintenance of source versions in optimized quality.

Version control: The integrity and availability of the appropriate version of the products.

Jobs of version control systems.

Cooperative project development.

Repositories and copies of work.

Concurrent modification of files.

Comparison of product differences, status, and trace.

Updating changes, detecting, and resolving conflicts.

Changes, versions, and revisions reports.

Restoring versions.

Organization of sources and products according to the technology architecture, broadcast support, and publishing target.

d) Generating the interactive elements of a multimedia project:

Generating the different states of interactive elements:

Interpretation of system functional requirements.

Interpretation of the action dynamic sequence diagrams, relationships, and states defined in the project.

Algorithms and pseudo-code.

Introduction of pre-set code or behaviors.

Debugging and documentation of the source code.

Making forms, data entry fields, drop-down lists, and selectors:

Interpreting the requirements of the menu dialog, by commands, by direct access, and by filling out forms.

Creating forms with conditional logic and sending data.

Adding the data entry fields.

Introduction of conditional logic for the Submit button.

Adding error and commit messages.

Loading external data into dynamic text fields.

Introduction of pre-set code or behaviors.

Debugging and documentation of the source code.

Generating interactive dynamic charts:

Interpretation of dynamic sequence diagrams.

Mix modes, effects, and animations at run time.

Type, quantity, and quality of dynamic effects and performance.

Evaluating the interactions of each screen, page, or level.

e) Generating and synchronizing the information module sequences:

Generating animations with authoring tools:

Interpretation of the action dynamic sequence diagrams, relationships, and states defined in the project.

Generating sequences with authoring tools.

Time Lines. Key frames. Movement guides. Loops. Interpolations. Combination of animations.

Event handling and status update:

Temporary and independent events for the user action.

Adjusting time parameters for sources and information modules.

Introduction of pre-set code or behaviors.

Variation of sequences, pace, or speed:

Playback speed: acceleration/deceleration curves.

Transitions between screens, levels, pages, or slides.

Sequencing and synchronizing information modules.

Introduction of pre-set code or behaviors.

Evaluating the sequences of each screen, page, or level.

7. Professional Module: Developing multi-device interactive environments. Code: 1091

Contents:

a) Generating applications for interactive multimedia projects:

Developing multimedia applications:

Suitability and use of the different programming languages used in the development of multimedia applications and video games: author languages, scripting and general purpose languages, high and low levels of abstraction, Compiled and interpreted languages and object oriented and structured languages.

Author tools and integrated development environments (IDEs): code editing, build (preprocessing) and linked, integrated editor and source code, notation and syntax of programming languages, comments, and Code documentation, optimization, debugging, and error correction: syntactic and logic. Code debugger: error and warning messages, cutoff points, variable observation, and properties.

Application programming for multimedia:

Use of structured or procedural programming. Anatomy of a program: header and body, preprocessor and function directives, and main function (main). Implementation of algorithms, functions, or procedures. Declaration, definition and use of functions. Calls to functions, arguments, and return value.

Using event-oriented programming (events and messages).

Reuse of code: function libraries, software components (self-contained modules), and behaviors.

Mechanisms, representation (types and structures) of data and operators.

Using components and creating the user interface:

Application Programming Interfaces (APIs).

Reusable components with prepackaged functionality.

Components for data storage and administration.

User interface components: buttons and menus, among others.

Implementing platform-independent interfaces.

Binding data to interface components.

Customizing and reusing components.

b) Implementation of multi-device multimedia projects:

Object-oriented programming (OOP):

Interfaces, classes, objects, methods, and properties.

The main (main) method. Implementing objects.

The code (or behavior) and the data (or properties).

Sending messages to methods.

Developing multimedia projects for multi-device platforms:

Developing multidevice applications.

Physical features of devices used in interactive multimedia applications.

Design of multimedia elements according to the characteristics of personal computers, mobile devices, touch surfaces and video consoles.

Software features of devices used in interactive multimedia applications.

Design in layers of interactive applications.

c) Developing interactive entertainment applications:

Interactive entertainment systems:

Platforms and architectures for interactive entertainment systems (video consoles, personal computers, and mobile devices).

Design and publication of an entertainment multimedia system.

Interactive systems applied to virtual training.

Interactive entertainment applications applied to cultural spaces and events.

Cultural interactive multimedia audiovisual products. Serious games.

Interactive displays.

Custom content and events

Development of educational games.

Interactive television. Technologies and levels of interactivity.

Creating video games:

Creating video games. Engines.

Main video game program (states and main loop).

Data management of a video game. Objects and actions.

scripting languages (languages and uses).

3D graphical programming: accessories and setting, lighting control and texture control.

d) Implementation of interactive multimedia projects with communication with external physical devices:

Hardware elements for interaction:

Interaction systems.

Hardware for capturing information and interaction.

Bidirectional events and communications with external devices. Sensors, pulsators and motors, among others.

Multitouch devices and surfaces for interactive projects.

Managing video capture systems. Camcorders.

Real-time image management-based application programming.

Integration of virtual worlds and reality. Augmented reality projects.

Exchange of information between devices:

Access to information from mobile devices.

Programming of applications based on GPS systems: monitoring of GPS information and geo-positioning of contents.

Encoding shortcuts: bar codes and QR codes, among others.

Wireless communications between devices with bluetooth technology.

Wireless communications between devices with infrared technology.

Wireless communications between devices with wifi networks.

e) Implementing simulation and test environments:

Multi-device environment simulation:

Simulators.

Setting and managing control points.

Resource monitoring.

Virtualization-based simulation environments:

Using virtualization for creating test environments.

Creating and installing virtual machines. Software.

Backup and recovery of virtual machines.

Migrating virtual machines.

Verifying and validating interactive multimedia installations:

Categories, Verification, and Validation.

Verification and validation processes. Control tools: verification methods and techniques, and validation methods and techniques.

Security protection of the finished project: creation of systems for recording and using anti-copy systems.

Design simulation environments for all.

8. Professional Module: Realization of the Assembly and Post-Production of Audiovisual. Code: 0907

Contents:

a) Configuring and maintaining editing and post-production equipment:

Edit/Post-Production Room Optimization and Configuration Procedures:

Defining and monitoring room technical equipment.

Selection of video recording and playback devices.

Determining the workflow.

Configuration and optimization procedures for audio, video, and television take and post-production rooms:

Routing of signals on the editing team.

Analog and digital sound table operation techniques.

Selecting the fetch devices.

Maintenance of mount and post-production equipment:

Equipment failures and breakdowns: detection methods and corrective actions.

Preventive maintenance operations.

b) Realization of the assembly and post-production of audiovisual products:

Audiovisual mount systems operation:

Non-linear edit.

Virtual editing with simultaneous write and playback devices on random access storage media.

Off-line edition. The EDL.

The mounting process:

Media collection.

Identification, selection, and sorting of materials.

Homogenization of formats and aspect ratio.

Mount on the timeline.

Fine tuning on the timeline.

Construction of the soundtrack.

Video and audio synchronization.

Output options for the completed mount.

Application of the theories and techniques of the audiovisual assembly in the resolution of programs.

Assembly evaluation procedures.

c) Generation and introduction of image effects in the assembly and post-production process:

Devices for generating video effects:

Effects programming.

Memory of settings and parameters.

Image post production systems and platforms:

Composition tools.

Retouching tools.

Color correction tools.

Multi-layer composition techniques and procedures:

Organization of the project and workflow.

Layer management.

Creating masks.

Animation. Interpolation. Trajectories.

Effect application procedures:

The effects of key. Overlay and embedding.

Color correction and image effects.

Video Image Retouching.

Motion Effects.

Tracking effects.

Planning the recording for follow-up purposes.

Chart and Tag Creation Techniques:

Tag out tools.

Composition of charts and titling.

Graphic design techniques.

Application documentation to mount and post-production operations.

d) Preparation of materials for exchange with other platforms and external companies:

Services Catalogs of service companies to post-production.

Film lab services:

Made available to the media lab.

Input and output products.

Exchange documents:

Work Orders.

Documents of technical specifications.

Material interchange systems and protocols:

Graphics and infographic documents.

2D and 3D animations.

Exchanges of photosensitive materials.

International exchanges: audio, subtitles, and roaduses.

Media classification, identification, and storage techniques:

Audiovisual documentation services.

File systems.

Descriptors for media identification.

Cross-platform media and exchange formats.

Media and exchange formats for sound postproduction.

e) Finishing processes in the post-production of the audiovisual product:

Final assembly and sonization processes.

Techniques, procedures and workflows in the product finish: image stabilization, etalonage and color correction and monitoring systems.

Techniques and workflows in the off-line edition: conformed and cut from negative.

Product Quality Control:

Distribution of sound tracks on video and film media.

The international band.

Quality standard maintenance.

PPD (Ready for broadcast or broadcast) rules.

Technical regulations applied to image and sound.

Postproduction technical final balance: assessment criteria.

Quality control in assembly, editing, and post-production:

Protection, classification, and documentation of the generated product.

Material exchange systems and protocols.

Material classification techniques.

File systems and documentation.

f) Adequation of the master's characteristics to the different formats and technologies used:

Technical Constraints on the different windows of the exploitation of audiovisual products.

Dissemination of audiovisual products through television operators.

The commercial distribution: downloading of contents and copies with physical support.

Formats for projection in movie theaters:

Projection of online content.

Sound systems for display.

Location of the sound tracks in the standard copy.

Master's get process and exploitation copies:

For film display.

For television broadcast.

For distribution on optical media (DVD and Blu-ray).

For on-line distribution systems.

DVD and Blu-ray authoring systems:

Design of Authories.

Generation of viewings.

Anti-copy protection systems.

Generation of backups and video mirroring.

Presentation of the product.

Classification and file of media, documents, and data generated in the mount/postproduction process.

9. Professional Module: 3D animations project, games and interactive environments. Code: 1093

Contents:

a) Identification of the needs of the productive sector and the organization of the company:

Identification of job roles.

Industry structure and organization.

Company activity and its location in the industry.

Organization chart of the company. Functional relationship between departments.

Industry trends: productive, economic, organizational, employment and other.

Work procedures in the company scope. Systems and methods of work.

Determination of excluded labor relations and special labor relations.

Collective agreement applicable to the professional field.

Company culture: corporate image.

Quality and security systems applicable in the industry.

b) Design of projects related to the sector:

Analysis of the local reality, the business offer of the sector in the area and the context in which the professional training module will be developed in the workplace.

Collecting information.

The overall structure of a project.

Crafting a work script.

Project execution planning: objectives, content, resources, methodology, activities, timing, and evaluation.

Project Feasibility and Opportunity.

Review of applicable regulations.

c) Planning for project execution:

Sequencing of activities.

Elaboration of work instructions.

Making a risk prevention plan.

Documentation required for project execution schedule.

Compliance with safety and environmental standards.

Project quality assurance indicators.

d) Defining control and evaluation procedures for project execution:

Proposal for solutions to the objectives outlined in the project and justification of the selected ones.

Defining the project evaluation procedure.

Determining the variables that can be evaluated.

Documentation required for project evaluation.

Process and end product quality control.

Log of results.

10. Professional module: Training and employment orientation. Code: 1094

Contents:

a) Active job search:

Assessment of the importance of permanent training for the career and career of the senior technician in 3D Animations, Games and Interactive Environments.

Analysis of personal interests, skills and motivations for the professional career.

Identification of training itineraries related to the top technician in 3D Animations, Games and Interactive Environments.

Responsible for learning itself. Knowledge of the requirements and expected fruits.

Defining and analyzing the professional title of Superior Technician in 3D Animations, Games and Interactive Environments.

Planning your own career:

Setting work goals, in the medium and long term, compatible with needs and preferences.

Realistic and consistent goals with current and projected training.

Job search process in small, mid-sized, and large companies in the industry.

Learning and employment opportunities in Europe. Europass, Ploteus.

Job search techniques and instruments.

Self-employment assessment as an alternative for professional insertion.

The decision-making process.

Setting a personal checklist of consistency between career plan, training, and aspirations.

b) Conflict management and work teams:

Valuation of the advantages and drawbacks of the team work for the organization's effectiveness.

Equipment classes in the field of 3D animations and multimedia production, depending on the functions they perform.

Analysis of the training of work teams.

Features of an effective work team.

The participation in the work team. Analysis of the possible roles of their members.

Conflict definition: features, sources, and stages of the conflict.

Methods for conflict resolution or suppression: mediation, reconciliation, and arbitration.

c) Job Contract:

The right of the job.

Intervention of public authorities in industrial relations.

Analysis of the individual labor relationship.

Determination of excluded labor relations and special labor relations.

Hiring contract modes and promotion measures.

Rights and duties arising from the employment relationship.

Working Conditions. Salary, work time and work rest.

Modifying, suspending, and extinguishing the work contract.

Representation of workers.

Collective bargaining as a means of reconciling the interests of workers and employers.

Analysis of a collective agreement applicable to the professional scope of the top technician in 3D Animations, Games and Interactive Environments.

Collective conflicts of work.

New work organization environments: subcontracting and teleworking, among others.

Benefits for workers in new organizations: flexibility and social benefits, among others.

d) Social Security, Employment and Unemployment:

The Social Security System as a basic principle of social solidarity.

Structure of the Social Security system.

Determination of the principal obligations of employers and workers in the field of social security: affiliation, ups, downs and contributions.

The protective action of Social Security.

Classes, requirements, and benefits.

Concept and situations that are protected by unemployment.

Systems of workers ' advice regarding their rights and duties.

e) Professional risk assessment:

Importance of preventive culture at all stages of professional activity.

Assessment of the relationship between work and health.

Analysis and determination of working conditions.

The concept of professional risk. Risk factor analysis.

Risk assessment in the company as a basic element of preventive activity.

Risk analysis linked to security conditions.

Risk analysis linked to environmental conditions.

Risk analysis linked to ergonomic and psychosocial conditions.

Specific risks in the field of 3D animation and multimedia production.

Determination of the possible health damage to the worker that can be derived from the identified risk situations.

f) Planning for risk prevention in the enterprise:

Rights and duties in the field of occupational risk prevention.

Responsibilities in the field of occupational risk prevention.

Managing prevention in the enterprise.

Representation of workers on preventive matters.

Public bodies related to the prevention of occupational risks.

Planning for prevention in the enterprise.

Emergency and evacuation plans in work environments.

Elaboration of an emergency plan in a small or medium enterprise in the sector.

g) Application of prevention and protection measures in the enterprise:

Determination of individual and collective prevention and protection measures.

Action protocol in an emergency situation.

First. aid. Medical urgency. Basic concepts.

Application of first aid techniques.

Training for workers in the field of emergency plans.

Surveillance of workers ' health.

11. Professional module: Enterprise and entrepreneurial initiative. Code: 1095

Contents:

a) Entrepreneurship Initiative:

Innovation and economic development. Main features of the innovation in the activity of 3D animation and multimedia production (materials, technology and production organization, among others).

Entrepreneurial culture as a social need.

The entrepreneurial character.

Key factors for entrepreneurs: initiative, creativity and training.

Collaboration between entrepreneurs.

The performance of entrepreneurs as employees of a company related to 3D animation and multimedia production.

The performance of entrepreneurs as entrepreneurs in the field of 3D animation and multimedia production.

The risk in entrepreneurial activity.

Concept of entrepreneur. Requirements for the exercise of business activity.

Personal goals versus business goals.

Business Plan: the business idea in the field of 3D animation and multimedia production.

Good practices of entrepreneurial culture in 3D animation activity and multimedia production at the local level.

b) The company and its environment:

Basic company functions.

The enterprise as a system.

The overall business environment.

Analysis of the overall environment of a company related to 3D animation and multimedia production.

The company's specific environment.

Analysis of a company's specific environment related to 3D animation and multimedia production.

Relationships of a 3D animation company and multimedia production with your environment.

Relationships of a 3D animation company and multimedia production with the whole of society.

Company culture: corporate image.

Social responsibility.

The Social Balance.

Business ethics.

Social and ethical responsibility of companies in the field of 3D animation and multimedia production.

c) Creating and starting a company:

Company concept.

Enterprise Types.

The responsibility of the owners of the business.

Taxation in companies.

Choice of the legal form. Dimension and number of partners.

Administrative formalities for the formation of a company.

Economic Viability and financial viability of a company related to 3D animation and multimedia production.

Analysis of sources of financing and budgeting of a company related to 3D animation and multimedia production.

Aid, grants and tax incentives for SMEs related to 3D animation and multimedia production.

Company plan: choice of legal form, study of economic and financial viability, administrative procedures and management of grants and grants.

d) Administrative function:

Concept of basic accounting and notions.

Accounting operations: recording the economic information of a company.

Accounting as a true picture of the economic situation.

Analysis of accounting information.

Corporate Tax Obligations.

Requirements and deadlines for the filing of official documents.

Administrative management of a company related to 3D animation and multimedia production.

12. Professional module: Training in job centres. Code: 1096

Contents:

a) Identification of the structure and business organization:

Structure and business organization of the 2D and 3D animation sector and interactive multimedia production.

Company activity and its location in the 2D and 3D animation sector and interactive multimedia production.

Organization chart of the company. Functional relationship between departments.

The company's logistics organization. Suppliers, customers, and marketing channels.

Work procedures in the company scope. Systems and methods of work.

Human resources in the enterprise: training requirements and professional, personal and social skills associated with different jobs.

Quality system set in the job center.

The security system set in the job center.

b) Application of ethical and labour habits:

Personal Attitudes: empathy and punctuality.

Professional attitudes: order, cleanliness, responsibility and security.

Attitudes to the prevention of occupational and environmental risks.

Hierarchy in the enterprise. Communication with the work team.

Documentation of professional activities: methods of classification, coding, renewal and elimination.

Recognition and application of internal company rules, work instructions, standard work procedures, and others.

c) Design and conceptualization of an animation or multimedia project:

Characteristics of organizational and business functions: phases, chronology, and production processes.

Determining the communicative, functional, and formal objectives.

Specifying the format (playback, storage, and display work) and project work resolution.

Making a list of output formats and conversions.

Types of files to generate based on display mode.

Equipment-specific features:

Hardware and software.

Advantages and disadvantages in terms of pricing, time and quality.

d) Planning the production process for an animation or multimedia project:

Making a categorized listing of the references to use.

Specifying the system of folders, subfolders, and files to be generated.

Making a memo of instructions.

Assigning virtual workspaces and storage spaces.

Specifying physical connections between workstations.

Ergonomics and the proper functioning of equipment.

Design the process organization chart based on the allocation of competencies.

Elaboration of communication and interaction protocols.

Daily File Review and Update System:

Rationality of project evolution.

Reassignment of tasks to avoid overlapping or repeating jobs.

e) Production of an animation project:

Animation and capture on stop motion or pixylation.

Crafting the character setup of 3D characters.

Design of the appropriate interface for animation.

Animation of frames on physical or computer surface in 2D and 3D.

3D effects according to the needs of the dash.

Interpretation of physical laws in a virtual universe.

Manipulation of 2D and 3D cameras.

Interpreting technical, storyboard, and animatic scripts.

Design of motion capture and/or rotoscopy system best suited to project:

Measurement of the offset and the speed.

The number of items.

The number of capture sensors required for each element.

The translation of the capture into the virtual space.

Adjustments of the sizes of the reference images for rotoscopy:

Capture of the frames.

Adaptation of the intended frames in the storyboard.

f) Production of a multimedia project:

Generation of interactive elements. Sources of animation, image, sound and text.

Identification of code insertion methods for the operation of interactive elements.

Checking and previewing the operation of interactivity.

Correction of possible syntax errors.

Performing the screens of a multimedia product.

Levels of an interactive game.

Generating and synchronizing the sequence of information modules on each screen, page, level, and slide of the multimedia project.

g) Quality system and evaluation of animation or multimedia project:

Defining quality indicators to perform project evaluation.

Testing of content, interactions, and sequences.

Design of test batteries for future prototype evaluation:

The beta version.

The compatibility check.

Cross-platform performance.

Design of the external prototype evaluation tests.

Writing product support documentation.

ANNEX II

Sequencing and weekly hourly distribution of professional modules

Top Grade Forming Cycle: 3D Animations, Games, and Interactive Environments

0907. Staging and post-production of audio-visual1

Module

Duration (hours)

First Course (h/week)

Second

2 Quarterly (h/week)

1 Quarter (hours)

1086. Design, drawing, and modeling for animation.

170

5

1087. Animation of 2D and 3D elements.

250

8

1088. Color, lighting, and 2D and 3D finishes.

160

5

1090. Performing interactive multimedia projects.

200

6

1094. Job training and guidance.

90

3

reserved for the module imparted in English.

90

3

1085. 2D and 3D audiovisual animation projects.

100

5

1089. Game projects and interactive environments.

100

5

1091. Developing multidevice interactive environments.

160

8

140

7

1095. Enterprise and entrepreneurship.

60

3

 

reserved for the module imparted in English.

40

1096. Job center training.

400

400

1093. 3D animations project, games, and interactive environments.

40

40

in the formative cycle

2,000

30

30

440

1 Cross-sectional professional module to other Professional Training titles.

ANNEX III

Modules capable of being imparted in the English language

1085. 2D and 3D audiovisual animation projects.

1086. Design, drawing and modeling for 2D and 3D animation.

1087. Animation of 2D and 3D elements.

1088. Color, lighting and 2D and 3D finishes.

1089. Game projects and interactive environments.

1090. Realization of interactive multimedia projects.

1091. Development of multi-device interactive environments.

0907. Production of audiovisual assembly and post-production.

ANNEX IV

Minimum spaces and equipment

Spaces:

Form Space

Surface

30 pupils

20 pupils

60

60

40

Technique.

90

60

90

60

Studies of audiovisual productions.

100

70

animation studio.

90

60

and post-production rooms.

90

90

Minimum Equipment:

Forative Space

-purpose Aula.

Pizarra.

Audiovisual media (TV, DVD, CD players).

Network-installed computers, high-speed printer, projection cannon, Internet access, and audio system

Aula multimedia technique.

Audio-visual media: video-projector, screen and speakers.

A multimedia workstation per pupil connected in network and with Internet access.

Base Software: operating systems and graphical environments.

Laser Printer Color.

Opacos and transparencies scanner with automatic power tray.

Optical character recognition (OCR) software.

Media capture and scanning hardware/software.

Digital cameras, webcam, microphones, and sound auxiliary material.

Specific software encoding/decoding and conversion of formats.

Hardware/software creation, editing, processing and media retouching.

Digital Media Management Tools (DAM).

Media integration specific software.

Author tools and integrated development environments (IDE).

Toolkit (toolkits) for developing multimedia applications.

Subroutine bookshops for 2D/3D graphical programming.

Bookshops, engines, or engines for video game development.

Physical computing platforms: dashboards, microcontrollers, and I/O and IDE devices.

Data manipulation, processing and programming environments for real-time interactive audiovisual productions.

Specific software for project documentation.

Specific Software for Interface Development.

Specific software for project technical diagramming.

Specific software for modeling systems information.

Specific software for automatic code generation.

Specific software for project planning and tracking.

File servers, web pages, databases, and applications.

Database Managers Systems.

Storage devices and backup systems (backups).

Version control systems.

Reproduction and recording devices on optical media.

Installation, packaging, and distribution of applications

animation technique.

Video projection system in stereoscopy.

Screen of at least 2 ' 5 meters wide.

Electronic Pizarra.

A computer by school, plus one for the teacher, with the following characteristics:

Processor, memory, and graphics card that supports the operation of render programs distributed for modeling, setup, texturization, animation, and 3D lighting.

Inputs and analog and digital audio and video outputs of more than one type.

Monitor minimum 21 HD.

Graphical tablet.

Render farm formed by processors of sufficient capacity and speed to render the different processes and 3D animation finishes.

Network for all computer elements in the classroom.

Render software distributed for modeling, setup, texturization, animation, and lighting.

3D modeling specific software.

Photo retouching software.

Software drawing software.

Video mount software.

Example of station job: dual processor core 2.5 GHz (each with 1MB L2 cache PCI Express architecture; 16 G SDRAM DDR2 533 MHz. A FireWire 800 port, two FireWire 400 ports, four USB 2.0 ports; optical and digital audio input and output, and support for AirPort Extreme and Bluetooth 2.0 + EDR wifi connections.

4GB graphics card: accuracy 128 bits across the entire graphics channel; precision 12 bits subpixel, 16 textures per pixel; Open GL overlay planes per hardware; high speed memory (256 MB GDDR3); High-resolution 16x full-screen anti-aliasing (FSAA) with resolutions up to 2,048 x 1,536 per screen or 3,840 x 2,400 on a single digital display. Synchronization of video refresh rates; synchronization with standard video formats and external video sources. OpenGL compatibility and latest version of DirectX.

Studies of audiovisual productions.

Black, gray, and green cycles.

The motion capture system of at least 6 cameras with sensors and capture computer.

Basic lighting for Stop Motion.

Lighting Parrilla Three-phase triphasic attack on at least 4 tracks of 4 single-phase lines each and at least 25 A per line.

An HMI focus of at least 575 W.

An HMI focus of at least 1200 W.

4 fresnell foci of 5000 W.

4 fresnell foci 2000 W.

6 8-tube cold light displays.

Various reflectors.

4 flags and 4 hollywoods.

8 tripods for the fresnell.

4 long ceferins.

4 short ceferines.

8 universal tweezers.

Varied gelatin filters.

Digital camera for stop capture motion in high quality.

Tripod for the camera.

Sort for stop motion capture.

Small set of at least 2 m2 for stop motion of models with a lighting grill of its own at scale, of at least 6 tracks with five shots each, for lighting with led lamps.

Game of track with wheel platform and extensible bazooka for stop motion travelins.

Study Classic animation.

Wet zone: Pilot with running water.

A drawing table by school with backlit translucent screen for transparencies.

Drawing Material.

Scanner high resolution.

High resolution color laser printer.

3D solids printer.

Table for manual jobs.

Using paste, mud, and plaster modeling.

Materials for modeling: paste, mud, and plaster.

Nevera for material and model preservation

and post-production rooms.

An edition-by-place team school, composed of computer, two screens per post and system of sound monitoring by headphones.

Installing computers in network and with Internet access.

6 external data storage systems with image and sound inputs and outputs.

Videoprojector with sound playback system and projection screen.

Scanner.

Sound monitoring amplification system reproduced in the room.

Computer applications for the generation, treatment, editing and post-production of fixed image and

Computer applications for sound generation, treatment, editing, and post production