Categories
3D Computer Animation Fundamentals Maya UE5

Showreel and Reflection

I am sorry the video doesn’t have music due to the copyright check of Youtube.

You can serve it here by playing the music as soon as video starts.

Or Clicking the link of Google Drive.

https://drive.google.com/file/d/15C_d9K1qdTPWum_kc2-ecwgTBNuJ_fIy/view?usp=drive_link

The Showreel includes both Maya Animation and Unreal Engine Program.

For the summary section, I’d like to start with the part on character animation. As a beginner in animation, I feel extremely fortunate to have received such excellent guidance from the teachers at UAL. This has enabled me to progress rapidly throughout this semester. In terms of character animation, I have now learned some habits that need to be followed at this stage, including:

  1. Start the animation from the main Control of the character first, followed by Hip Control and Spine, and finally the head and limbs. This animation production sequence can help me clarify the logic of FK animation and make the animation more beautiful and appealing.
  2. Handle the ending poses carefully, as this will bring a lot of added value to the completion of the animation. This semester, I only did a decent job with the Stepping animation in this regard. Although the other animations were satisfactory in the beginning and middle sections, they always seemed to end abruptly.
  3. When making animations, it’s not just about relying on vision; instead, one should also learn to perform the same actions themselves, feeling the muscles that exert force and how to make the movements more beautiful, which can make the animation production process smoother.

Then came the UE project. I believe that working on this project greatly enhanced my understanding of animation production. Serra provided a lot of help throughout the process, and her assistance was like a compass guiding me to find ways to achieve certain effects. However, despite the considerable time and effort we both put in, the production of this project was fraught with difficulties and moments of giving up. I realize that artistic creation does require randomness and making choices based on the current situation. But if I can’t express 80% of my ideas, the result will be somewhat disappointing. Therefore, I understand that to fully realize my storyboard, the number of models, animations, and software and functions I need to learn is extremely large. This has made me realize that if I want to complete the Lilac project in FMP, I should start planning from the next semester’s Storyboard course, combining my knowledge and creating my own models and animations. Metahuman allowed me to preview the completed result of my model and provided many conveniences, such as one-click rigging and FAB’s hair and clothing assets. However, my computer’s video memory is not sufficient to support the personalization of the character’s clothing. Additionally, UE’s effect blueprints are also one of the areas I hope to focus on learning in the future, such as motion blur, splatter, flow, and glitch. I hope to advance in this aspect of UE in the next semester.

Finally, I would like to express my gratitude to the teachers and classmates for their help. I really enjoy being here. Happy New Year!

Categories
3D Computer Animation Fundamentals Maya

Week X_Body Mechanics & Hand Poses

Planning 1 from Motion Actor Inc.

This planning should be given up due to it has a turn around in the air that does not fit the criteria of this class.

Planning 2 chosen by George

Blocking stage

Feedback from Ting

  1. It is realistic, but it can be more appealing with more C curves.
  2. When heel is touching the floor, the leg should be straight.
  3. Hip should be up and down before the last frame.

Refining 1

Feedback from George

  1. Turing left a bit so audience can see a more informative silhouette.
  2. More preparing pose and overlap of the left hand.
  3. Left foot should be flat before jumping.

Refining2

Feedback

  1. The right hand can follow an S curve instead of a C curve to make it more fluent.
  2. Head overlaps.
  3. When right foot touching the floor, the Spine curves and overlaps.

Hand Poses

Feedback

  1. The right hand can bend over more.
Categories
3D Computer Animation Fundamentals Maya

Week6&7 Walk cycle & Franken Acting

Blocking

It is kind of weird because it seems like the ball is trying to step forward.

Feedback

  1. Wrong matching of step and Up&Down
  2. Body should be more forward when moving.

Refining walk cycle

Franken Blocking

Franken Refining

For this no feedback but I think it didn’t successfully keep the feeling of tripping over dur to I didn’t strictly follow the rule of editing spine controller first.

Categories
3D Computer Animation Fundamentals Maya

Week4&5_Stepping & Juice Box Acting

Caution

  1. Preparing pose has weight shift from side to side.
  2. Ball scrushing and stretching helps look better.
  3. Toes overlap.

Feedback

  1. Toooo slow
  2. Always key the frame of Heel contacting the floor instead of before and after.

Refining Stepping

Juice Box Acting

Franken Poses

I picked the first pose and the last for Franken Acting.

Categories
3D Computer Animation Fundamentals Maya

Week3_Tail & Juice Box falling

Planning for Tail Animation

The tail part follows the rule of pendulum moving. Knots overlap one by one.

Feedback

  1. More curve when preparing.
  2. When tail is in the air, it should follow the tail of bouncing ball.
  3. More curve and more action after touching the floor.

Refining Tail

Juice Box falling

Feedback

  1. The tail of falling should be more curve.
  2. Try to move change the control rig to make the transaction rig to the central part of the box.

Regret Pose

Categories
3D Computer Animation Fundamentals Maya UE5

Week12_Presentation for Future Project

When preparing this presentation, I thought deeply for a long time. But I believe Lilac is exactly what I want to achieve in FMP. The UE5 project this semester has also given me some ideas on how to proceed with this project in the future.

I am presenting the content of PowerPoint here so that you can have a better understanding of the concept, aesthetics and story of Lilac.

Categories
3D Computer Animation Fundamentals UE5

Week11_Camera shot and rendering

The ruins of the stadium, representing Valandur, returned to the scene from years ago. Using ballet preparatory steps as the visual introduction, the close-up of the flowers was shown simultaneously, and there was no one in the background to add a sense of mystery.

The normal shooting in the gym ensures that my camera shots include gradually zooming-out scenes to capture the quiet environment, and the close-up camera follows the hand movement, which can showcase the beauty of the movements. etc. At the same time, it also avoids the problem of light leakage.

Cut to the car driving into the mountains. This is where Valandur first arrived at this place. Also, a shot of the environment is provided.

Starting from the introduction of the dancing part in the classroom, the upward pull and leg lift movements with plant coverings are performed in coordination with the music.

Valandur pointed to Luken’s seat among the red flowers.

A close-up shot of the sky is followed by a view of the outdoor environment.

The frame size began to change. Here, Luken was using a camera to shoot, which also added more personalized Camera Movement.

This scene transitions to a stylized ghost-like scene. In this scene, Valandur has her usual straight hair and is distinguishable from when she is dancing, indicating that this is a more realistic portrayal. Through the changes in frame and color tones, one can sense the transition between the real scene and Luken’s camera lens, as well as the shift in atmosphere from being dangerous and chaotic.

Intentional shots are interspersed.

Categories
3D Computer Animation Fundamentals UE5

Week10_Animation and New Scenes

After I have completed the blueprint, I need to create animations for it.


Fortunately, in UE5, it is very convenient to identify the bones of the animation and make replacements. Once you find the desired replacement action, right-click on “retarget”, and then find the replacement bones to generate a new animation. This feature is particularly prominent when using Metahuman, as its bones are based on the default settings of UE.

I found a set of ballet motion capture animations online and replaced Valandur’s body bones in them.

In addition, I also found several sets of assets for schools and gymnasiums, including the normal version and the ruins version, as well as a set of stylized ghost grass assets. These were adjusted for the scene and lighting before being used for post-production filming.

Ruined stadium – I adjusted the lighting and partially blocked some assets to create a better silhouette shape.
Classroom – I added information about plants and lighting.
Gymnasium – I adjusted the lighting and contents.
Categories
3D Computer Animation Fundamentals UE5

Week9_Hair and Clothing trial

This week, I first revised the script and character designs based on the achievable content.

In order to distinguish Valandur’s image in the performance from her usual appearance, I wanted the Metahuman character to have different hairstyles and outfits. So, I purchased new hairstyles and outfits on Fab.

This hairstyle is in line with the character design for Valandur. However, the clothing cannot be resolved due to memory issues. Every time it is put on, it causes a crash. Therefore, during the rendering process, the initial clothing design was used.
This hairstyle has a problem of distortion at the top of the head. It might be due to the weight issue. When the character moves downward, a bald-like effect occurs, resembling a bald head. I need to try to eliminate such situations in the subsequent shot editing.

Categories
3D Computer Animation Fundamentals UE5

Week8_Forming Metahuman Blueprint

After importing the model into UE5, the positions of the facial features need to be determined in the Identity section to form the DNA seed of the Metahuman. At first, I separated the eyes in the traditional modeling method, but this often caused bugs in the Y-axis when Identity recognized the model. Because the recognition of Metahuman Identity primarily relies on AI judgment, manual adjustments only play an auxiliary role.

Later, I went back to Zbrush to add and merge the modeling of the eyeball, and refreshed the recognition results multiple times for adjustment. Finally, I obtained a relatively normal result.


This is the preview of the Metahuman Character that I created:

During this stage, I customized the hair, eyebrows, skin color and body shape. The model also had some minor issues such as wide eyes and overly high brow ridges, but these could be largely ignored under the Rembrandt lighting and natural light.


Next, the automatic binding of bones and generation of blueprints by metahuman is very convenient. However, due to insufficient video memory, when metahuman is dragged into the scene, bugs and severe lag often occur. In the subsequent process, I need to extensively use the unlit mode to save video memory and prevent UE5 from crashing.