Categories
Design for Animation

Week 10: Research

This week, I researched academic sources, made a list of them, and read them to understand their content. Specifically, I used materials from the UAL library as well as newspaper articles for my research. I also learned that when citing sources, it is necessary to follow the Harvard style, and that the book Cite Them Right is a good reference for learning how to do this.

Rather than reading entire books, I focused on chapters that seemed interesting or relevant to my topic. Below is a list of the sources I actually found.

Cite them right: Cite Them Right – Home

Reference List

Galbraith, P. W. (2019) Otaku and the Struggle for Imagination in Japan. Available at: ProQuest Ebook Central – Book Details (Accessed: 25 December 2025)

Poitras, G. (2008) Japanese Visual Culture : Explorations in the World of Manga and Anime. MacWilliams, M. W. Available at: ProQuest Ebook Central – Book Details (Accessed: 25 December 2025)

Nihon Keizai Shimbun (2025) Anime industry market grows 15% to 3.8 trillion yen, Association of Japanese Animations estimates, driven by overseas. Available at: アニメ産業市場15%増の3.8兆円 日本動画協会推計、海外けん引 – 日本経済新聞

(Accessed: 25 December 2025)

DC Comics (n.d.) ‘Batman | Official DC Character Profile’, DC.com. Available at: Batman | Official DC Character (Accessed: 25 December 2025)

Naruto Official Site (n.d.) ‘TV ANIME NARUTO・BORUTO – 火影はたけカカシ’, Naruto‑Official.com. Available at: 火影はたけカカシ | NARUTO 疾風伝 | 【公式】NARUTO OFFICIAL SITE、NARUTO -ナルト-オフィシャルサイト、BORUTO -ボルト- (Accessed: 25 December 2025)

Simone, G. (2021) Otaku Japan : The Fascinating World of Japanese Manga, Anime, Gaming, Cosplay, Toys, Idols and More! (Covers over 450 Locations with More Than 400 Photographs and 21 Maps) Tuttle Publishing. Available at: ProQuest Ebook Central – Book Details (Accessed: 25 December 2025)

Ito, M., Okabe, D. and Tsuji, I. (2012) Fandom Unbound : Otaku Culture in a Connected World. Yale University Press. Available at: ProQuest Ebook Central – Book Details (Accessed: 25 December 2025)

Pellitteri, M. and Wong, H.-w. (2020) Japanese Animation in Asia : Transnational Industry, Audiences, and Success. Available at: ProQuest Ebook Central – Book Details (Accessed: 25 December 2025)

Galbraith, P. W. (2019) Otaku and the Struggle for Imagination in Japan. Available at: ProQuest Ebook Central – Book Details (Accessed: 25 December 2025)

Poitras, G. (2008) Japanese Visual Culture : Explorations in the World of Manga and Anime. MacWilliams, M. W. Available at: ProQuest Ebook Central – Book Details (Accessed: 25 December 2025)

Nihon Keizai Shimbun (2025) Anime industry market grows 15% to 3.8 trillion yen, Association of Japanese Animations estimates, driven by overseas. Available at: アニメ産業市場15%増の3.8兆円 日本動画協会推計、海外けん引 – 日本経済新聞

(Accessed: 25 December 2025)

DC Comics (n.d.) ‘Batman | Official DC Character Profile’, DC.com. Available at: Batman | Official DC Character (Accessed: 25 December 2025)

Naruto Official Site (n.d.) ‘TV ANIME NARUTO・BORUTO – 火影はたけカカシ’, Naruto‑Official.com. Available at: 火影はたけカカシ | NARUTO 疾風伝 | 【公式】NARUTO OFFICIAL SITE、NARUTO -ナルト-オフィシャルサイト、BORUTO -ボルト- (Accessed: 25 December 2025)

Bibliography

Simone, G. (2021) Otaku Japan : The Fascinating World of Japanese Manga, Anime, Gaming, Cosplay, Toys, Idols and More! (Covers over 450 Locations with More Than 400 Photographs and 21 Maps) Tuttle Publishing. Available at: ProQuest Ebook Central – Book Details (Accessed: 25 December 2025)

Ito, M., Okabe, D. and Tsuji, I. (2012) Fandom Unbound : Otaku Culture in a Connected World. Yale University Press. Available at: ProQuest Ebook Central – Book Details (Accessed: 25 December 2025)

Pellitteri, M. and Wong, H.-w. (2020) Japanese Animation in Asia : Transnational Industry, Audiences, and Success. Available at: ProQuest Ebook Central – Book Details (Accessed: 25 December 2025)

Categories
Unreal Engine

Week 10: Big Tree

First, I planned to use tree assets in UE5, but when I looked around, I only found normal trees and couldn’t find any large, mysterious trees. So I decided to make the tree myself.

This week, I focused on creating a large and mysterious tree inside a cave.
I am good at modeling buildings and mechanical objects, but I have had little experience with modeling organic forms like trees, which have irregular shapes and delicate wood grain details. Because of this, creating this tree was a personal challenge for me, and at the same time, it became a valuable opportunity to gain new knowledge and skills.

I wanted to create a large, powerful impression, so I designed the wood grain to be somewhat coarse and with wider spacing between the grains. Also, because trees at shrines often have decorative elements, I incorporated ornaments that symbolize the sacred tree and the act of worship. The most difficult part was creating the spirally woven rope.

Through the process of creating this tree, I was able to learn how to use sculpt mode more effectively and gain new insights. Overall, it was a very meaningful and valuable learning experience.

Making Process

1.First, I created a circle and converted it into a curved cylinder, similar to the shape shown in the reference image.

Then, I drew curved lines along the surface of the cylinder.

2.Next, I converted the curved lines into three-dimensional cylindrical objects. At this stage, I effectively used Bezier curves to control the shape.

In addition, I made both ends thinner and the middle thicker in order to represent a more realistic tree form.

3.Then, I rotated and duplicated the cylinder created in step 2 by 360 degrees, as shown in the reference image.

4.Once I had a clear understanding of the overall tree shape, I went back to step 2 and added additional branches. After that, I used Sculpt Mode to create details such as growth rings and wrinkles, enhancing the realism of the tree.

5.Finally, I repeated the rotation and duplication process described in step 3. Then, I carefully adjusted the positions and rotations of the branches while considering the overall balance of the tree.

Rope

In terms of this rope, I first created it in a spiral shape. Then, my initial plan was to bend the rope along a curve and wrap it around the tree.

Specifically, I started by creating a circular object, and using a modifier, I arranged it in a spiral along the Z-axis. Next, I applied a curve modifier to shape it into a circular form. Finally, I adjusted the curve mode of the object to add sagging caused by gravity, making the rope look more natural.

Paper docoration

When creating the paper decoration, I first created a flat plane. Then, I added a grid on the plane and removed unnecessary faces and vertices to shape it according to the reference.

Next, I extruded the plane in steps to make it three-dimensional. Finally, I bent the object along a curve, which allowed me to create a paper decoration that looks like it is fluttering in the wind.

Straw decorations

Creating the straw ornaments was particularly difficult. I felt that the most challenging part was expressing the detailed texture of the straw and its complex shape.
However, I tried to create them in my own way. First, I created a sphere and deleted the bottom half. Next, I extruded the deleted part to create the shape of the straw ornament. After that, I used Sculpt mode to adjust the texture and shape. Finally, I adjusted the position of the bottom face to complete it.

References

Categories
Maya

Week 8: Hand Pose

Hand poses are an important element for showing a character’s emotions and situation.
However, hands have a very delicate movement and a complex structure, so creating natural poses is challenging.

Hand Pose

Expressive Hand Pose

Through self-study, I realized that hand poses are important for showing emotions, and it is important to make the differences between emotions clear. For example, when a character is happy or angry, the hand movements are fast, big, and sometimes clenched tightly. On the other hand, when the character is sad or feeling down, the hand movements are slower and seem weaker.

I also learned by watching professional animators that hand movements need to work together with the body. Even if the hands move well, if the body moves in the opposite way, the emotion or situation is hard to understand for the viewer. This made me understand that keeping the whole body consistent is very important.

Categories
Design for Animation

Week 9: Polish the Research Proposal


This week, based on last week’s advice, I polished the content of my work once again. And then, I\ had another meeting with the teacher and received positive feedback, noting that my topic now had more consistency and was more focused than before.

In this task, I focused not just on creating a document, but on writing with the structure of the final submission in mind. However, I struggled because I am not confident in writing, and I also lack the skills and knowledge for citing academic books properly. Therefore, from next week, I plan to continue my research while also exploring the best ways to present and write my work.

Categories
Unreal Engine

Week 9: Japanese Shrine

This is a Japanese traditional shrine created using Blender. In this modeling, I focused on creating a balanced and symmetrical design, as well as emphasizing the texture of the wood to convey the shrine’s sacred atmosphere. I also aimed to combine the simplicity of a temple with the elegance of a shrine, creating a building that embodies the best of both.

Throughout this process, I realized that traditional buildings are made up of many interconnected parts. For example, even in wooden architecture, the structure relies solely on interlocking wooden components, and the roof tiles differ from ordinary tiles, giving the building unique features not found in other constructions.

I also created textures using Substance 3D Painter, which I found very useful for future projects. At the same time, I feel motivated to deepen my skills in these software tools to be able to create my own original textures.

full 360° view to display the temple assets

<Torii>

<Light>

<Temple>

Texture / Material

I used Substance 3D Painter to create the textures and materials for the temple assets. I referenced traditional Japanese shrines and temples and aimed to replicate their characteristic design elements. The main body was painted with a red base color, while the windows were painted in dark green.

Through this texturing process, I was able to understand the basic workflow of Substance 3D Painter. However, I am also eager to learn more advanced techniques, such as creating original materials to achieve more customized textures. In the future, I would like to explore Substance 3D Designer as well in order to take my material creation skills to the next level.

Reference

Categories
Design for Animation

Week 8: One on One Tutorial

In this class, I had a one-on-one meeting with the teacher to discuss my topic for the final assignment, which I had been considering since last week. I explained that I chose this topic because I wanted to make use of my advantage as someone from Japan and explore the differences between Japanese and overseas anime to make the project more engaging.

However, the teacher pointed out that my topic was too broad. Indeed, in terms of investigating the popularity of Japanese anime, my topic was too large in scope. In other words, I needed to narrow it down a bit. The teacher advised that if I am going to research Japanese anime, it would be better to focus on why Japanese anime has gained global popularity. This would narrow the topic and connect directly to what I really want to learn.

Based on this advice, I decided to focus on this theme for my work.

Categories
Maya

Week 7: Walk Cycle

When creating a walk cycle, it is very important to pay attention to the center of gravity (COG). The center of gravity is one of the most important elements for showing that a human is standing on the ground and affected by gravity.
In addition, the model used in this project only has legs and the torso around the hips. Because of this, I needed to focus especially on the movement of the hips. Since the walk cycle moves forward, the position and translation of the body are also important. On top of that, the way the feet touch the ground and leave the ground, as well as how the knees bend, plays a key role in making the motion look natural.

For the workflow, it is important to first collect reference materials, observe them carefully, and understand the movement before starting the animation. This approach helps avoid relying only on feeling sense and allows the movement to be understood as knowledge. As a result, it becomes earlier to move to the next step confidently.

Through this task, I also realized the importance of the Graph Editor in Maya. When I first created the walk cycle, the body movement looked stiff and choppy. However, by smoothing the curves in the Graph Editor, this problem was improved. From this experience, I learned that using the Graph Editor, not just keyframes, is an effective way to improve animation skills.

Front View Blocking

Side View Blocking

Walk Cycle Animation

Categories
Unreal Engine

Week 8: Character Motion

During this week, I focused mainly on creating character animation, especially a simple walking cycle motion. Since I had already learned the basic knowledge and techniques in another class, I was able to work on this animation relatively a bit of smoothly.

I also borrowed The Animator’s Survival Kit from the UAL LCC library and checked practical tips and key points to keep in mind when creating a walk cycle.

However, I faced several problems during this process. First, I was unable to transfer the rigged character in Blender to Maya. This was because I used Blender-specific add-ons, which caused compatibility issues. As a result, I decided to complete all the animation work in Blender.

While working in Blender, I encountered another issue: the rig’s weight painting was incorrect, causing parts such as the arms to bend unnaturally. This problem occurred mainly because my knowledge and skills in rigging were still limited. I was not able to fix the issue completely, but I adjusted the rig as much as possible and managed to finish the walking animation.

Through this experience, I clearly realized the areas which I need to improve immediately, especially in rigging. I strongly feel that I need to study and develop these skills through self-learning in the future. This production process became a valuable experience that helped me identify my next challenges and goals.

Cut01
Walking Cycle motion in blender
From Animation Survival kit

When creating walking animations, I realized that weight shift is very important. In particular, the up-and-down movement plays a key role in making a character’s walk look natural and alive.

From my observations, I understood that when a foot moves forward, the other foot lifts off the ground and the body rises slightly. On the other hand, when both feet are on the ground, the knees bend and the whole body moves slightly downward. I found it helpful to imagine this up-and-down movement as a wave, which makes it easier to understand and apply.

I also noticed that the body naturally sways slightly from side to side while walking. Paying attention to this side-to-side motion makes the walk feel more natural and lively.

Through this process, I learned that it’s important to observe carefully, understand the movements, and reflect them in the keyframes. This approach helps give the character’s walk a sense of depth and realism.

From Ting’s Presentation document

Walk Cycle References

From Animation Survival kit

On the foot movement, it is important that the heel touches the ground first, while the toes remain on the ground until the end. In addition, the bending of the knees gradually becomes stronger and then slowly releases. This results in a more natural and realistic walking behavior.

Not only for foot movement, but also for all types of motion, I realized that space and tempo are extremely important. These elements strongly affect the speed, smoothness, and sense of weight in an animation. Therefore, I want to carefully judge and adjust space and tempo according to each movement.

From Animation Survival kit

Adding flexibility to the arms makes the movement feel more realistic. This tip is very similar to this process and the knowledge I gained from creating a pendulum animation in another class was very helpful.

However, in terms of my main character is a wooden doll, adding too much flexibility would make it look like a vivid, organic creature. For this reason, I found that it is better to keep the movement subtle and restrained.

The usage of techniques such as overlapping action and anticipation to create this flexibility is also an important point in other types of movement. Therefore, I would like to continue practicing and improving these skills in future animation work.

Categories
Design for Animation

Week 7: Thinking Idea and Choosing Topic

This week, I learned important points for choosing a topic for the final assignment. Although I have not decided yet, I am thinking of researching Japanese anime in depth. In recent years, Japanese anime has created worldwide hits, and the culture of visiting real-life locations featured in anime, known as “pilgrimages,” has become established.

I believe that studying why Japanese anime has gained global popularity will help me get closer to my goal of becoming a bridge between the Japanese and international anime industries. Next week, I will have a one-on-one meeting with the teacher, and I would like to discuss my topic during that session.

Categories
Maya

Week 6: Pose to Pose Animation

This motion transitions from an “Afraid pose” to an “Angry pose.” Personally, I found this pose-to-pose assignment extremely challenging. Until now, I’d focused on creating a complete pose, but I realized I needed a deeper understanding of body movement to naturally transition between poses. However, actually expressing this in animation wasn’t easy.

So, I decided to start by taking a reference video using my own body. As I worked, I observed the movements, paying particular attention to the shift in the body’s center of gravity and timing. After receiving numerous pieces of feedback from my teacher, I realized I struggled with creating hip movements. Hip movement is a crucial element at the heart of human movement, so I’m determined to overcome this in the future.

To achieve this, I plan to observe the work of many animators and deepen my understanding by exchanging opinions with my classmates.
After polishing the video several times, I feel I was able to capture a certain degree of human-like movement. However, there’s still a bit of stiffness overall. I plan to continue researching this in future assignments and strive to express more natural body movements in animation.

First Making Pose to Pose motion

Second times, fixed motion

Third times, fixed motion

Final polished motion