Categories
Advanced and Experimental 3D Computer Animation Techniques

Week 13

This week, I made some adjustments to the blocking in the last homework, mainly based on the teacher’s feedback. The following are detailed suggestions and thoughts for improvement:

First, when the character is about to start running, a preparatory action of stepping back needs to be added. This change can better reflect the character’s momentum accumulation and make the starting action look more natural and powerful. The addition of this preparatory action can enhance the character’s expressiveness and the audience’s sense of substitution.

Second, because I changed the camera angle from the front side to the 3/4 side view, the character’s movements can be more clearly seen. However, this also brought some new problems, such as the character’s posture is not clear enough on the keyframe. For example, the arm behind is blocked by the body, making the movement unclear. To solve this problem, I need to raise the arm behind higher to make the posture look more stretched and clear. In addition, in some keyframes, the positions of the two arms overlap, making it difficult to distinguish the front and back arms. Therefore, I need to adjust the position of the arms and separate them to ensure that each action is clearly visible.

Third, when the character jumps, because it requires a lot of strength, I need to make the preparatory action of squatting bigger and more exaggerated. This can better convey the process of the character’s accumulation of strength, making the take-off action more vivid and powerful, and also increase the expressiveness and viewing of the animation.

Fourth, the character’s arms need to make an arc movement following the body’s movement when landing, just like the tail animation in the ball bouncing we did before. In this way, the smoothness and naturalness of the character’s movements can be increased, making the entire movement more in line with the laws of physics and the audience’s expectations.

Finally, when the character finally lands, the arc of the pelvis position presents a triangle. However, in general, the arc of the character’s movement should be circular. Therefore, I need to adjust this part of the action and change the trajectory of the pelvis to a circular shape to make the character’s movement smoother and more natural.

Categories
Advanced and Experimental 3D Computer Animation Techniques

Week 12

Feedback:

This week we made a blocking assignment for the reference video. First, I set the keyframes for the animation. On these keyframes, I need to pay special attention to the angle and camera position. The character’s movements must be clearly visible, such as the movement of the arm, and there should be no overlap or blur on these keyframes to ensure that the character’s outline is clear and the audience can accurately grasp the character’s movements .

The second point is about the performance of the preparatory action, which should be more exaggerated to highlight the dynamic curves and movement changes of the character. By strengthening the performance of the preparatory action, we can make the character’s movements more vivid and powerful, thereby attracting the audience’s attention and conveying richer emotions and information. This exaggerated expression method helps to increase the fun and expressiveness of the animation, making the character’s movements more vivid and three-dimensional.

Next, I will polish these keyframes to further enhance their visual effects and expressiveness. By fine-tuning the details of each keyframe, the character’s movements are smoother and more natural, while maintaining clear and visible characteristics.

Categories
Advanced and Experimental 3D Computer Animation Techniques

Week 11

This week we had a preliminary explanation of Body Mechanic. The teacher first emphasized a very important point: in animation, the character’s body movements should be the core of the performance, rather than relying on the character’s lines to drive the development of the plot. This highlights the importance of body mechanics in animation production. Through the character’s body language and movements, emotions and stories can be conveyed more vividly and intuitively, making it easier for the audience to be attracted and understand the plot.

Secondly, the teacher once again emphasized the principle of “Keep it clear and simple”. In the film, make sure that the audience can clearly grasp the characteristics of each shot, and don’t let other elements dominate. Specifically, it is to avoid putting too much information and details in one shot, which will distract the audience and reduce the comprehensibility and visual effect of the plot. Concise shot design can help the audience quickly grasp the key points of the story, thereby enhancing the viewing experience.

This week’s homework is to find a reference video for making body mechanics and draw a plan. By watching the reference video, we can learn from the body movement performance techniques in professional works and understand how to convey emotions and promote the development of the plot through movement. Then, based on these references, we need to draw a detailed plan to clarify the design and changes of each key action. This will not only help us maintain the consistency and fluidity of the action in actual production, but also improve our overall animation quality and expressiveness. I hope that through this assignment, we can further master the important skills of body mechanics and lay a solid foundation for future animation creation.

And this is my reference and planning

Categories
Advanced and Experimental 3D Computer Animation Techniques Uncategorised

Week 10

Categories
Advanced and Experimental 3D Computer Animation Techniques

Week 9

Categories
Advanced and Experimental 3D Computer Animation Techniques

Week 8

After the last few weeks of updates, here is a preview of what I ended up with.

In order to complete this project as my final major work (FMP), I realized that the current animation effects may be a bit too long, so I need to streamline the shots appropriately. In addition, I noticed that most of the existing shots are in a horizontal angle, which makes the animation look a bit bland and boring. In order to solve these problems, I plan to look for some suitable reference materials on the Internet, learn from the lens angles and dynamic effects in excellent works, and make my animation more visually attractive and narratively tense through a variety of lens techniques such as high angles, low angles, and bird’s-eye views, as well as appropriate dynamic shots. At the same time, I will use light and shadow and color changes to enhance the atmosphere and emotional expression of the scene, making the overall effect more vivid and fascinating.

Categories
Advanced and Experimental 3D Computer Animation Techniques

Week 7

Feedback:

Replace the bird model with a 3D model instead of a simple sphere, and also replace the rope and heart effects with 3D models. The teacher provides two model websites that can be used to replace the bird model and the NPC model.

Replace the Yue Lao hand and pen with character models, avoiding simple geometric shapes so that the audience can more clearly understand what is happening.

As Cupid’s arrow shoots at the two people, if they are too close, the arrow will move slowly. Therefore, the distance between the NPC and the camera needs to be extended so that the arrow does not appear to fly slowly.

When Cupid falls to the ground, add some gravity effects to the character to make his movements look more natural instead of falling to the ground stiffly.

As Cupid retreats, highlight the arrow so that the audience can clearly see what pierced Cupid and understand his reaction. Otherwise, the audience may be confused.

These improvements will increase the visual effect and audience understanding, and improve the quality of the overall work. Remember to carefully review and test each step to ensure that the final work achieves the expected effect.

Categories
collaboration unit

Week 10

For the tunnel, I used an Unreal plugin called procedural vortex tunnel.

Procedural Vortex Tunnel is a powerful Unreal Engine plugin designed specifically for generating dynamic, procedural tunnels. It allows developers to quickly create complex tunnel structures that can be highly customized as needed.

Open Unreal Engine, go to the “Edit” menu, and select “Plugins”.
Search for “Procedural Vortex Tunnel” in the plugin window and click “Install”.
Once installed, restart Unreal Engine to load the plugin.
Create a tunnel:

Right-click in the Content Browser and select “Add New” -> “Blueprint Class”.
Select “Actor” as the parent class, and then name your blueprint class, such as “BP_VortexTunnel”.
Open the newly created blueprint class and add a new “Procedural Vortex Tunnel” component in the component panel.
Configure tunnel parameters:

Select the “Procedural Vortex Tunnel” component and configure the parameters in the details panel.
Adjust the tunnel’s length, radius, curvature, number of segments, and other parameters.
Configure materials and textures to make the tunnel meet your artistic needs.
Preview and adjust in real time:

Drag and drop the blueprint class into the scene to preview the effect of the tunnel in real time.
Adjust the parameters as needed and observe the immediate changes.
Add dynamic effects:

Add dynamic elements such as lights and particle systems inside the tunnel.
Configure the interaction effects between these elements and the tunnel, such as light and shadow changes, particle movement, etc.

Finally, the final effect is obtained by editing

Categories
collaboration unit

Week 9

For this project, I first created a scene and used MetaHuman to design and present the character. Then, I used the IK retargeting function I learned in the course to import animation data for this character so that the character could work in front of the computer. To ensure that the animation was more smooth and natural, I also created animation layers to adjust and optimize the character’s movements, especially to solve the problem of the character’s penetration during the animation process.

In the process of using IK retargeting, I encountered some technical difficulties. For example, MetaHuman’s finger joints have one more joint than the finger joints in the imported animation data. This caused serious penetration in the character’s hand model after the animation data was imported. To solve this problem, I deleted the extra bones in MetaHuman’s skeleton chain and manually adjusted the character’s hand shape. This not only improved the character’s hand movements, making them more natural and in line with expectations, but also effectively eliminated the problem of penetration and improved the realism of the overall animation.

In addition, by manually adjusting the character’s hand shape and skeleton chain, I have a deeper understanding of the IK retargeting function and mastered more important techniques for matching bones and animation data. These experiences not only made me more comfortable in handling existing projects, but also laid a solid foundation for my future animation production. In the end, through these adjustments and optimizations, I successfully realized the animation effect of the character working in front of the computer, making the whole scene more vivid and real.

For the scene where the protagonist dozes off, I used the character’s first-person perspective to enhance the audience’s immersion and sense of substitution. Specifically, I first created a camera animation in Unreal Engine, and used keyframes to accurately adjust the camera’s position and movement trajectory to simulate the change in perspective when the character dozes off. This includes the gradual drooping of the line of sight, blurring, and slight shaking of the perspective, all of which add realism to the dozing effect.

To achieve this effect, I set keyframe animations for the camera position, adjusting the camera’s position and angle at different time points to simulate the movement of the character’s head during the dozing process. In addition, in order to better express the character’s eyelid closing and opening movements, I animated the character’s eyelids in Unreal Engine. Through meticulous keyframe adjustments, I ensured that the speed and amplitude of the eyelids’ opening and closing were in line with natural physiological reactions, thereby enhancing the realism of the animation.

After completing these camera and eyelid animations, I rendered all the shots and exported the corresponding material files. Next, I post-processed and edited these materials in Adobe Premiere Pro. In Premiere Pro, I further adjusted the rhythm of the shots, added necessary transition effects and sound effects to improve the overall visual effects and atmosphere. For example, I added some slight environmental sound effects, such as keyboard tapping and indoor background noise, to enhance the sense of presence. At the same time, I also did some color correction and sharpening on the picture to make the final video clearer and layered.

Through this series of production and post-processing, I successfully achieved the effect of the protagonist dozing off, making the entire animation more vivid, realistic, and full of narrative tension. This first-person perspective not only increased the audience’s sense of participation, but also added a lot of fun and interactivity to the whole story.

Categories
collaboration unit

Week 8

This week, the teacher showed us how to use Resolume Arena software to connect a projector and project our animation works into the exhibition hall. In this way, our project is not limited to the two-dimensional video plane effect, but can also present a unique effect like installation art, which is impressive. In future works exhibitions, I also plan to use this method to make the works more visually impactful and artistic.

The way to operate Resolume Arena includes importing media files (such as animation works), connecting a projector, adjusting projection settings, and using the controls on the software interface to control functions such as playback, transitions, and special effects. By pressing shortcuts on the keyboard or using a MIDI controller, more precise operation and interactive effects can be achieved. In addition, Resolume Arena also supports real-time image processing and audio response, allowing users to easily create unique and amazing visual effects. By flexibly using these features, you can inject more creativity and artistry into your work, enhance the display effect and audience experience.