Start here! Overview of Pixar in a Box for students & teachers.
Introduction to animation In this lesson you will use animation tools to bring a ball to life. Along the way you'll learn some basic principles of animation. It's appropriate for all ages and takes 45-60 minutes (beware: animation can be addicting).
Animation Explore how animators bring characters to life using different kinds of animation curves. averages.
Modeling with subdivision surfaces Discover one of Pixar's key modeling technologies: subdivision surfaces. This lesson introduces the split and average operations used to make smooth surfaces. It's appropriate for all ages and takes 40-50 minutes.nment.
Mathematics of animation curves This lesson begins with linear interpolation and builds to Bezier curves using de Castiljau's algorithm. It's great to try after you've finished the Environment Modeling topic. It's appropriate for grade 8 through high school and takes 30-40 minutes.
Character modeling Explore how clay models are transformed into digital characters using weighted averages.
Modeling with subdivision surfaces Discover one of Pixar's key modeling technologies: subdivision surfaces. This lesson introduces the split and average operations used to make smooth surfaces. It's appropriate for all ages and takes 40-50 minutes.
Mathematics of subdivision Explore how to calculate a weighted average of 3 points and connect this to the subdivision operation from lesson 1. This lesson touches on concepts in grades 7 through high school and takes 35-50 minutes.
Patterns Explore how organic looking patterns are created using randomness.
Geometry of dinosaur skin In this lesson you will learn about the geometry of dinosaur scales. You'll make your own skin model using something called a Voronoi partition. It's appropriate for grades 5+ and takes 45-60 minutes.
Painting with Perlin noise This lesson explores how Perlin noise is used to generate organic looking patterns for things like dinosaur skin. It's appropriate for grades 6 through high school and takes 45-60 minutes.
Environment modeling Explore how blades of grass in Brave were created using parabolic arcs.
Modeling grass with parabolas Discover how we create parabolic arcs by weaving together straight lines. This lesson touches on midpoints (grade 5) and takes 45-60min. Plus there's a hands-on activity at the end!
Calculating parabolas Discover how computers draw millions of parabolas really efficiently using DeCastlejau's algorithm. This lesson introduces weighted averages of two points leading to parametric curves. It touches on concepts in grade 7 through high school and takes 35-50min.
Crowds Explore how swarms of robots in Wall-E were made using combinatorics.
Building crowds Discover how combinations were used to design crowds of robots in WALL-E. This lesson introduces the counting principle using tree diagrams. It touches on concepts in grades 4 through 7 and takes 30-45 minutes.
Counting crowds In this lesson we construct snakes using permutations and develop a powerful counting tool: the binomial coefficient. It touches on concepts in grade 6 through high school and takes 45-60 minutes.
Sets & Staging Explore how virtual sets are constructed using geometric transformations.
Geometric transformations In this lesson you'll be given a scene from the Art Department to build. We'll explore how the operations of translation, rotation and scaling are used to position objects. It touches on concepts from Grades 7/8 and takes 50-60 minutes to complete.
Mathematics of Rendering Explore the most fundamental calculation a ray tracer does: line-plane intersection in 2D and 3D. This lesson involves solving systems of equations and is appropriate for the advanced high school level. It takes at least 60 minutes to complete.