Categories
2.1 Advanced 3D Anm with Ting-Term 2

Week 19: Polish plus

This week I focus on plosh and add more detail if I notice some where need more adjust, for hand, I think the finger group should adjust better and more art way so I perform by myself and find the good way to hoding the fork after turing it. And compare the orignial hand animate and this one, I felt better for the new version.

Finger change

I adjuts the hand part and made it turn to showing

Slow down attack

Also, I follow the feedback made add more detail on the neck movement and head turning, make it natural and emotional, also the hand still moving not hit the wall.

Categories
2.1 Advanced 3D Anm with Ting-Term 2

Week18: Polish and workshop

This time we leand how to use anibot and knowing what is the animate layer. I think the layer is aims to: I can add the extra animation on the original animation. For example, The original animation ( Jumping at the point) can add a layer (movement location sth) make it Move while jumping, and also it can duplicate.

and Ting’s give us a good way to better transform the animation, that is using the ” animation library”. Remenber create the folder and change the folder route.

For my Advance shot, I fix parts of the point that were mentioned from Ting’s feedback:

  • The shoulder should follow the move, do not freeze
  • hand in part 3, like hit the wall, not natural, ( I realize this is the same problem when I animate the heavy object when the hip(COG) go back, and suddenly hits the “wall”)
  • last part “hunted” when fork touch the table, the hand should still moving because the body will still have some push or slow down the attack
  • F135, tone should show on
  • Eyebrows stop when the facial and emotion going up and breathing.

But there is still a problem that, when I realise the constrain and need to relink and holding the fork to hold it down( shows on video). The fork cannot follow the hand. and if I key the hand constrain and play it, it still pop back.

And chichi and me stard testing how to constrain better, it really chanllange, we can not find the right answer by ouself, and we found if we create three locators to constrain the fork. and hand parent Locater1(L1) parent Locater2(L2) and parent Fork. For the first part of hand truning animation, and holding the fork Going down is another constraint, from hand to L3 to fork. then!

Success!!

Homework Fix.Ver

Categories
2.1 Advanced 3D Anm with Ting-Term 2

Week17: Advanced Animation Shot (Blocking Plus)

This week we learned about the anibot and use it in a workshop on Friday class, also made a little animate for Mario’s flower.

I downloaded the rig, and when I try to move the control rig, I suddenly don’t know how to start the main part. Like every key should have a reason, I start think about how the flower stretches. Cause some time this steam cannot perform naturally, so maybe I need to adjust its angle. like this video below:

I adjust the middle steam to keep forward, making sure the weight is balanced, so that this stream can move forward, which will be performed more flexible.

the work final looks like

For my advance ani feedback: I fix the feedback mention’s problem, then

First problem still not understand about why the shadow always pop out, and I think it is doesn’t matter, still keep there.

Second problem is: even I constrain the two part of hand and fork, the fork can not follow the hand, So I test it, and found the answer is about the constraint ranking should adjust.

Now is working that I adjuts ranking of them.

final result of this week

Categories
Unreal Engine

Week5:Project process and research

this week, I try to search some fun way to match my concept idea within my Touch Designer also some sort of skills.

I mean touchdesigner is really powerful software, and i can combine lots of interaction from camara and give some motion graph feedback if you design, like the video below:

So, I wanna mix the handgesture and songs beat, make it more fun, there also have a example which is made by UE5+ TD:

Categories
2.1 Advanced 3D Anm with Ting-Term 2

Week16: advance animation ( Bloking)

Acroding the feedback from last week’s dialog shot, I realise this is not good idea and not suitable to treat as homework, so I change my mind to the other dialog and shooting my own reference. this time I want to animate a bad guys character that will be fun.

For creature animation, I try to fix advance. those my reference that i found for facial animation and camara angle

For those of us climbing to the up top of the food chain, they can be no mercy. There is but one rule: Hunt or be hunted.

There also a big problem of the last part of aniamtion, the fork, how to constrain with hand? and how to animate the hand with frok, because the hand which holding the frok is difference, and I just realise my maya work is difference with my reference hand. Ting said, it’s ok, but the holding hand should be the same one.

As Ting’s feedback, I could create two locator and constrain saperate thing, one to hand, one to fork.But my memory of maya constrain is so far away, so I have to go to have look at the tutorial. The two videos below show the parent with hand and stuff process.

Lean to how to constrain the FKhand, because my RIG hands is FK, not ik

Categories
2.1 Advanced 3D Anm with Ting-Term 2

Week15: Creature (polish) + AnimaShot (Idea)

This week 15, We start the next advanced shot. This week’s aim is for an idea, and I found a really interesting idea :a special audio and I want to make it like animation shot. At the beginning I want to use just a girl perfrome the two character, actually it’s just like one character but think about two face.

The creature animation still needs some polish, but I learned Seiya’s method for keying the leopard’s feet. He said I didn’t rotating the rectangular control, I was just moving it. And don’t rotate the main controller. You should rotate using the small gear and the little ball.

Suddenly I realise this way really makes sense, and those are Mariana’s feedback gave me last week:

  • The hip should up and down cause it is walking
  • The shoulder can up and down more.
  • The front step can be more. more wild vibe
  • leaopart’s head should keep stable, not shaken

After feedback I try to fix the leaopart, but for me, especially creatrue animation, it’s really hard to adjust. Using the reference alone isn’t enough. Animals have so many small details in their natural walk , also like the head movement, how the feet turn, go up and land, plus the rhythm of the hips and chest going up and down.

And I started to search for some excellent animations on the internet, to look at other people how they animate creature.

Categories
2.1 Advanced 3D Anm with Ting-Term 2

Week 14 Creature Locomotion and dialog polish

This week, we should foucus on our dialog shot, and polish it, to make it better and more natural.

Also, this week Creature Locomotion, especially for the cycle and walking at a spot. Ting said:

“Always check your rig before you start animating your creature.”

At the beginning, this cycle is really confusing and not easy to understand, in other word, sometimes it needs a good calculation to better finish a cycle. Every step should be the same as the next one leg, and from feet up— cross the middle —— land should be the same distance. like -12 to 0 and to 12. This has “24” in the middle. In this case. It can be a cycle.

I still need to text the leg step distence, make sure it will not break the bone and lools natrual walking. And when I started to playback , My leopart become more and more separate. and I realise maybe somewhere forgot to adjust.

Problem 1: Time goes fast, Legs become broken

After cycle, the leg just flows on the ground. and every adjustment will breake the cycle. I feel terrable with this homework and stressed. uh, I doubt myself again. Luckily, the next day, I went to classroom ask my friends help. They said, don’t adjust the first and the last key, that will break the loop.

Problem2: When I animate it. the feet I don’t know how to rotate, like just the toes touch the ground

After my “okey It’s fine” cycle,I start adjusting the middle frame. When I rotate the feet, I used 3 control rig. and it feels like so bad and like robot. I feel like maybe I need more information, so I searching from Youtube try to find some reference more.

I mean this is a good way to know how leaopart looks like from the side view. and after my research and think of the leaopard’s food motion, this is my maya work this week below:
homework

Categories
Unreal Engine

Week4:Project feedback+360 in UE5

This is my project’s proposal

This project is related music and make it more visualization, interactive. The main aims to create a small interactive game with the music beat, but there is so many kind of material forms can combine together. And give the audience a special experience in music playing and have fun. Sometime people will follow the beat and dancing or sawed the air.


Background
This project concept came out from my daily life and my UE5 class. In my personal, I really like to listen to music, especially Kpop song, they have strong beat and those idol will dancing to presentation it in Music video. In this time, If we can dancing at the same time release pressure with body move, hand shape even kicking some where or facial expression.

To create an emotionally engaging interactive animation that encourages users to refresh the music live not only just listening but also doing some movement, recharge your energy, relieve fatigue. I try to use TouchDesigner and UE5( if yes) to create a game film use gesture to interact the songs beat or sentence.

  • Experiment with motion and sound design
  • Encourage audience participation
  • Create an immersive emotional experience


Visual Style & Animation Approach
Maybe I will use 2D background mix 3D motion material combine together to become a film like 2-3 min.

Categories
Unreal Engine

Week 3 : 3D Anamorphic video in UE5

this week we leaning a special skill that I really like it is 3D Screm. This skill always shows on the crowded places in big city like Wuhan, Shanghai…this kind of city in China. and How to made it?  introduce the setup for Virtual Production with for live link cameras and NDisplays

First: Know the 90 Screen and the principle of showing the 3D aniamtion:

  • the inside screen: standard compositing like the whole room without 90 degree angle
  • the outside: extend in front of frame edge should be match.
  • animate must match both route simultaneously.
  • horizon must be consistent inside the scene.

Actually, the real process and manupilating is not easy to be match as the real view. But it is still a good way to show and present obiesly.

Basically, this motion in 3D screen + NDisplays would be rendered twice, then people can see this animation in the reality world but like real 3D display. and for the details, just like the process below:

During this process, this is hard and need to adjust the screen in “nDisplayConfig” , which is a kind of blueprint.

This is how nDisplayConfig shows out.

Also it can add an IP address if you want to do a real-time update inside.

Once see the defalt screen, the rightside window you can find a “Projection policy” and choose the ” Mash”, and add our Right screen and left screen separately. So we have 2 screen should render out after finishing the Building layout.

After that, save it and go back to Level, starting the building process.

After 3D building
this is the final simply render for 3D nDisplay

For me the hard thing is to match the screen and make 3D animate more bigger and show a more powerful visual impact.

Categories
2.1 Advanced 3D Anm with Ting-Term 2

Week 12: Workshop and dialoge aniamte

This week’s class is an online class because of the tube strike. And actally online class for me is no that good effect than on the classroom, cause some Maya technical problem need help, but is hard to explan and show the real problems. By the way, we also learned animating the overlap action on a game character. I really felt like a sence of encouragement in this time Maya working, because of the last week’s experience, and Ting show us the logical is the same in every overlap which we want to do.

About my dialog faicla animation, the feedback from ting are very improtant for next plish:

  • facial eyes should change should be follow the body pose level, just like the principle painting preocess hould be the same level that Facial expressions and movements require synchronous coordination.
  • Not be morrior pose
  • Jae can be rotate! is not up and down.
  • Mouse shape should use Zip control not use left and right, cause mouth always have a line.
  • focus on vedio , means first match the vedio then stard adjust animation rythum.