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.