Computer animation is how we make digital things move convincingly — characters,
cloth, water, faces, whole crowds. It sits where art meets algorithms: the same
This branch takes the subject to graduate depth — the principles and keyframing, curves and deformation, rigging, skinning and inverse kinematics, motion capture, the physically based simulation of particles, cloth, rigid bodies and fluids, procedural and crowd animation, facial and neural-motion synthesis, and rendering the animated frame.
These lessons are curated, in order, as the master's course