Finally, Chris and Carllos rendered and output the video.Finally, Chris and Carlos rendered and output the video.
After the rendering and editing were completed, everyone discussed and put forward some opinions and output several different versions. Everyone chose the most suitable version together. Finally, we move together to complete the project.
This process was very smooth in comparison. As for some minor problems, such as the character’s facial deformation and passing through the mold, I found that it was a version problem, so I re-redirected and solved the problem. Then first complete the animation of a character and bring it to the meeting for everyone to see.
Then I completed the animation of several other characters. Finally, you only need to add their own instruments to the characters. Following online tutorials on how to bind weapons to characters, I encountered trouble in the blueprint, so I sought help from the teacher in class and solved the problem.
At the same time, Chris also completed the special effects and sent us the test
Since time was very tight at this time, the animation part had to be completed as soon as possible, so Carlos and J. and I held a small meeting at school to discuss how to solve the problem.
To solve this problem we have this plan:
I first work on the animation to see how to repair the bass forearm, and then add the instrument to the character to change the animation. After it can be exported, I will see if there are any problems with rebinding.
The second option is to send me a Metahuman. I can modify it as I like and test whether there are any problems with the animation. If there are no problems, I can use Metahuman.
The third thing is to see if there is still any problem if the clothes are replaced with the same bones. Then let’s try again to see if the dazto unreal plug-in can be successful. There may be a problem with importing bones in fbx format.
So I did some tests on these solutions
In Maya, I successfully used adv for bone binding, so that even if the daztounreal plug-in failed, I could still animate in Maya.
Fortunately, my team members successfully solved the problem of daztounreal and passed the project files to me, so we finally decided to use ikretarge to create animations in ue.
Since there was a problem installing the plug-in last week, I booked a project clinic this week, but the problem was not resolved. So we are looking for solutions, such as whether we can bind it in ue. Then Chris will do the special effects production.
Since there was a problem installing the plug-in last week, I booked a project clinic this week, but the problem was not resolved. So we are looking for solutions, such as whether we can bind it in ue. Then Chris will do the special effects production.
This week we held an online meeting。Here is the meeting Notes:
J has finished 2 characters – will be done Wednesday/Thursday depending on when YouYou gets characters over
Yi has Unreal file – going to test animations. Will be done beginning of next week
Chris has received and opened Unreal project from Hanyue – is going to start environment/atmosphere VFX. Will be done next Monday then will do character VFX
Chris & Carlos will speak offline about scene capture
Will speak with Youyou about assets
Here is some showcase of our scene:
Solve problems of the mesh in UE:
I tried to find some tutorials on the Internet to solve this problem, and found that importing the daz model into ue must go through a plug-in called daztounreal. So in class, the teacher helped me find some tutorials on the installation and use of daztounreal.
I went back and followed the tutorial to install it. The plug-in must be installed into unreal through daz. I first installed daz and successfully installed the plug-in in daz. In daz, it shows that the plug-in is successfully installed in ue, but the plug-in cannot be found in the plug-in manager of ue.
This week we each reported on the progress of the project, I went to try to download the plugin for daztounreal last week and it showed a successful download in daz but the plugin wasn’t available in unreal, so the problems with the textures and character heels couldn’t be fixed.So I was going to ask my teacher in Wednesday’s class what to do about it.
I was going to ask for a solution to the plugin installation at the Wednesday program session, but this week’s session was at the art museum, so I booked an appointment for the Friday project clinic.
I still haven’t found a way to install the plugin in the project, so my teacher told me to wait for the email after she found a way to do it and taught me how to fix the mapping manually without installing the plugin.
In this Monday’s meeting we reported separately on last week’s work. And we refined the whole workflow and everyone’s work schedule. And joined the Lcf students in charge of costume design.
I presented the problems I encountered in last week’s animation, and the solutions. Then plan this week’s work schedule, which is to go to the teacher for solutions to the mapping and shoe problems while waiting for the character model to be created.
One of the problems we found during the meeting was that if we wanted to show the clothes designed by the lcf students, it would be difficult to create an animation while adding the physical simulation effect of the fabric. So we decided to model the fabrics of the garments.
Here is the record of the meeting.
Feedback on tutorial:
To solve the problems of the texture and the high heels, I need to download the plugin of daztounreal first. And try to re import the file into unreal.
And the problem with sketelon can be solved in daz, just need to delate the skeleton which is extra.
Then Serra offered me a solution to the problem of instruments appearing in the animation, and that was to CREATE A SOCKET on top of the skeleton.
After last week’s meeting, a work plan for the week was made, which was to start with a character and test the feasibility of each part of the process to ensure that the final project would be completed successfully.Here is the record of our meeting.
The part I was mainly responsible for was character animation. If you create the animation with the traditional method of manually inserting keyframes the time may not be enough. One reason is that I need to bind the characters myself to add controllers to each character. The second reason is that there are four characters in our band and the video is planned to be three minutes long, which is obviously not possible. Luckily, Serra’s class this week taught us how to animate using the ik rig method, so I was able to quickly create animations and then tweak the details, which greatly improved my productivity.
After six days the friend who was in charge of the character forwarded me the model I started to import it into ue5 and started working on it.
The working process:
Download a character model and a animation file in fbx.
2. Import them into ue5 and create an ikrig for the model.
3. Import the character into ue5 and create an ikrig for it. Make sure the name of chain are the same with xbot in this phase.
3. Create a IK retargeter and adjust characters pose to match the xbot model.
The problems that I have:
The student responsible for creating the model exported the model fbx file and ue source file via daz. When I imported both of these files I experienced a loss of textures. And the textures don’t match the material.
2. There is a problem with the skeleton of the model that causes the character’s arms and thighs to look like they are broken after adding the animation.
3.The character’s heels are in the floor.
The solutions:
I’ve tried manually adding textures to the model, but they’re never in the right place.So I’m going to ask the teacher how to fix this in the classroom where I’m checking the progress of the program this week.
I checked some tutorials and the bone problem can be fixed by removing the extra bones in daz and the animation will be correct. So I’m going to construct a pass with the student who created the model and send her the tutorial for her to correct the model.
I haven’t found a suitable solution to the high heels problem so far, so I’m going to ask my teacher about it in class.
This week, we had our first meeting and began by dividing up the work based on the project outline and identifying the methods and software that each person will use in the project. Then from several demos created by jiaxin, we chose the one that best suited our project’s music.After much deliberation, we initially decided that the project would consist of an orchestra and large stage with several different scenes.
We set up the online meeting on Saturday night, but found that it didn’t work as well, and there were a lot of limitations to operating online when it came to sharing progress, so we had another offline meeting on Monday.
The project flow:
1.First jiaxin provides music samples
2.Carlos and J who is major in VR create the metahuman.
3.While creating the metahumen, 3d animation major hanyue builds the scene in ue5.
4.After metahuman is finished 3d animation yi is responsible for the character animation part.
5.After the animation is composited, it is handed over to fvx’s chris for touch-ups and special effects compositing.
Then we had a meeting summary:
Next Steps Program:
In the next phase we would be defining the overall style of the project, so we submitted our respective storyboards by Thursday in preparation for next week’s meeting where we would work together to define the overall visual style of the virtual band.
Problems we encountered:
Considering the large number of characters in the animation part and the fact that the video is three minutes long, the animation is a lot of work, and in order to make sure that the project will be completed within the time limit, the rest of the group unanimously decided to use motion capture to complete it. However, as the person who was mainly responsible for the animation, I hadn’t come across motion capture in the workflow I had learned before. So it was a brand new challenge. The other students asked me to go and learn the process of motion capture from scratch, but I found that there were many problems I might face in trying to understand the process of motion capture, such as debugging the equipment, unexpected situations during the operation, and adjusting the details after outputting the animation, which would cost a huge amount of time and could not guarantee the complete success as a field that I was not familiar with. Moreover, none of the students in the group had ever tried to create animation with motion capture devices, so there was no professional guidance in the creation process. So I don’t think this approach is very reliable.
How do we fix this:
Immediately after I found this problem, I communicated with my group and proposed to them that my solution would be to use an animation sequence to create the base animation first, and then adjust the details according to the needs of the music and the camera. We finally agreed on this solution.In dealing with some of the action can not find the material when we can use the deepmotion this software, after shooting the video automatically generate the corresponding action animation, and then adjust the animation.
What have we learned through this:
In the process of teamwork should learn to communicate in a timely manner, analyze the reasons for the emergence of problems, mutual understanding, and work together to find the most reasonable and effective solutions.Everyone specializes in different neighborhoods and needs to listen carefully to what others have to say.
During the first week in the collaboration unit, we found group members with similar interests through exchanges and communication: carlos and J from vr majors, hanyue and yi from 3d animation, and jiaxin from music majors and chris from fvx majors.
We each introduced our neighborhoods of expertise and interest, and then began discussing the theme of our current creation. Because the group found a music major, which put us in a position to create something based on sound, we eventually decided to produce a project with the theme of a virtual band.
We developed a project time plan:
After the formation of the team we are ready to start the second week of everyone’s free time to start offline meetings, the meeting content is roughly the division of labor and personnel arrangements for each section. As well as researching musical styles.