Categories
Ting Class

Week 17: Workshop Anibot

This week, I learned how to use a plugin system called Anibot in Maya. Anibot is very helpful and convenient for adjusting the Graph Editor and controlling animation functions more efficiently.

I used Anibot to create a PakkunFlower character animation as part of a workshop. Through this process, I realised that Anibot helps me save a lot of time, as it is much easier to control animation curves compared to doing everything manually in the Graph Editor. For example, if I want to adjust spacing, I can simply modify a slider in Anibot, and it directly affects the curves in Maya. This workflow felt much more efficient than my previous method. I also found the trail function very useful, as it allows me to visualise motion paths and better understand how each part of the body and joints are moving over time.

The PakkunFlower Character animation was quite challenging because it is not similar to a human body. Since it is a Mario character, I had to imagine how it would move in a believable way. I tried to animate actions such as attacking and opening its mouth to catch objects. Although it was difficult, I also found it very fun and exciting.

In terms of animation principles, I focused on timing and spacing throughout the shot. For example, when the Pakkunflower prepares to attack, I added anticipation to make the movement more appealing. Then, when it attacks, I used trail visualisation and adjusted timing and spacing to emphasise a more dynamic and natural motion.

After the workshop, we reviewed everyone’s work and progress. I was impressed by the quality of my classmates’ animations. It was a valuable opportunity to gain new ideas and insights from both my tutors and peers, and it motivated me to continue practising and improving my skills.

Categories
Serra Class

Week 7: Making Environment (Under the Sea) in UE5

I made an environment (Under the Sea) in UE5 based on references that I researched before.
In the process, I have faced up some difficulties and challenges to achieve our concept image. In particular, it is the most difficult to make water surface and atmosphere in ocean.

To overcome these difficulties, I searched tutorial in YouTube and some website. And then, I found some good reference and tutorial to revise my purposes in UE5. Therefore, I used to this knowledge. I used blueprints for water and sculp mode for making ground and texture and assets from Fab.

Also, I considered about construction of each nature objects such as, rock, coral reef, and sand etc.
First, I spent time researching references for our underwater environment. I looked at different examples of underwater scenes and explored what kind of visual style would be suitable for our project. During my research, I found several useful tutorials that explained how to create underwater environments in Unreal Engine 5, which gave me ideas for developing our scene.

After gathering references, I created a rough sketch of the underwater environment by myself. The main purpose of this sketch was to explore the layout and camera composition before building the scene in 3D. I wanted to create a strong sense of immersion for the audience, so I carefully considered how objects would be positioned within the environment.

In my sketch, the center of the scene represents the deepest area and acts as a focal point that draws the viewer’s attention into the environment. The foreground contains elements such as coral, sea plants, and branches that are positioned close to the camera. As the viewer looks toward the center of the screen, the environment gradually becomes more distant, helping to create a sense of depth and scale. I also paid close attention to the color balance of the scene. While bright and vivid colors can make an underwater environment visually appealing, using too many strong colors can sometimes make the scene feel unnatural. Therefore, I aimed to balance realistic underwater tones with a slightly fantastical atmosphere. My goal was to create an environment that feels believable while still capturing the magical and imaginative qualities of an underwater world.

Overall, this process helped me develop a clearer vision for the environment and provided a solid foundation for the next stage of production.

This is a good reference and tutorial how to make under the sea in UE5, I used different method to make under the sea in UE5, but I learned basic and a lot of things from this video! Especially, What element is necessary to express beautiful and realistic under the sea and about blueprint techniques as well.

Categories
Serra Class

Week 6: Projection Mapping in UE5

I learned how to make and revise 3D digital signage by using UE5 in this week. This installation is so called projection mapping as well. And it was really excited for me because I thought that might be difficult for me before I took the class today, however, indeed, it is not too difficult for me.

To sum up key point, first, I decide the camera angle to consider where is from the viewer saw it. And then, I set up moving object from back to front. Also, it is the most important thing is to be aware of what you gonna make 3D advertisement in real field, and fit it correctly in UE5.

And then, to render the video and fix it in after effects. After that, finally, the video shows to the object via screen projector.

By creating an animated video of a moving banana using TouchDesigner, I was able to understand the basic UI operations of TouchDesigner, as well as the overall process of how to generate and export visuals from the software.

Through this project, I also gained a basic understanding of what can be achieved with TouchDesigner, at least in terms of producing and outputting visual content.

Moving forward, I would like to repeatedly practice these fundamental operations and production processes in order to fully internalize them. Based on this experience, I aim to further develop my ability to build interactive structures using TouchDesigner, which is the core of our project.

Categories
Ting Class

Week 16: Polish Previs Work

I focused on polishing creature animation in this week. In particular, I fixed leg movement, head movement, ear movement, and shoulder movement. But in my point of view, it has still not smoothed body motion.
Also, I joined animation party that gave me a good opportunities to connect with professional artist and student. Additionally, I could get a feedback from professional animators. They said that I need to observe more carefully, for instance, I have to see in foot movement, and how to move leg, and body structures etc.

From these feedbacks, I gonna polish more for achieving natural creature animation and to make a good showreel for getting a job in 3D animation / game industries!

This week, I started working on a jumping animation shot as a more advanced body mechanics exercise.

Last week, I discussed my plans with my tutor. Initially, my tutor advised me to focus on polishing my previous work rather than creating a new shot. To be honest, I was a little confused because I had already planned a new animation idea. My original concept was a character jumping to catch a balloon that had floated away from a child and then returning it. I was quite interested in developing this idea further. However, after discussing it with my tutor, I understood their point of view. Since there were only about two or three weeks remaining, they suggested that I simplify the idea and focus primarily on creating a convincing jumping motion. Therefore, I decided to use this project as an opportunity to practise body mechanics and improve my understanding of jumping animation.

This week, I created the blocking pass in Maya using stepped mode. While working on the blocking, I found timing and spacing particularly challenging. A jump contains many subtle movements and details that need to work together. For example, when a character pushes off the ground, the body stretches upward, and when the character lands, the body compresses or squashes. These principles are important for creating appealing and believable animation, especially in stylised character animation. Although I understand the importance of squash and stretch, I realised that these techniques are still quite advanced for me. Therefore, I decided to focus first on the fundamentals, particularly timing and spacing, before concentrating on more complex animation principles.

After reviewing my blocking, I noticed that the character’s weight shift looked slightly unnatural, especially at the beginning of the shot. The centre of gravity (COG) did not feel stable, which affected the believability of the movement. Next week, I would like to focus on improving this area, as well as refining the timing and spacing throughout the animation. Overall, this exercise helped me recognise the importance of strong fundamentals in body mechanics. By concentrating on the basics first, I hope to build a stronger foundation for more advanced character animation in the future.

Categories
Serra Class

Week 5: Reality Capture

In this week, I learned about RealityCapture and how to use it to create 3D models from real-world objects. I found this technology very useful because it allows us to create realistic 3D assets without going through the traditional modeling process. As shown in the workflow, the first step is to prepare a real object that I would like to import into Unreal Engine 5 as a 3D model. After that, I capture the object from multiple angles, including a full 360-degree view, using the Unreal VCam application on a smartphone.

Next, I import the recorded footage into RealityCapture, where the images are processed to generate a 3D model. During this stage, I adjust the settings and edit the data to improve the quality of the generated mesh. Once the processing is complete, the model can be exported and imported into Unreal Engine 5.

Finally, I clean up the mesh and make adjustments to the UVs so that the asset can be used in the same way as a standard 3D model. This process enables the creation of highly realistic assets while significantly reducing the amount of manual modeling work required.

Overall, learning RealityCapture was a valuable experience because it introduced me to an efficient workflow for creating realistic 3D environments and objects. I believe this technique will be very useful for future projects, especially when creating detailed assets for real-time applications in Unreal Engine 5.

I found these references for our underwater environment. I would like to create a beautiful underwater world that is mainly based on blue tones, as I believe this colour palette can effectively convey the atmosphere of the sea while creating a calm and immersive experience for the audience.

Another important consideration is colour balance. I plan to keep the colour scheme relatively simple and avoid using too many different colours throughout the environment. This is because our project aims to emphasize the creatures that inhabit the underwater world, and I do not want the background environment to distract viewers from them.

By limiting the number of colours and maintaining a consistent visual style, I hope to create a strong contrast between the environment and the creatures while still ensuring that both elements feel connected within the same world. Finding the right balance between an attractive environment and clear visual focus will be one of the key challenges of this project, and I am eager to develop an effective solution.

Categories
Ting Class

Week 15: Creature Study Locomotion (Polish), Advanced Animation Shot (Planing)

This is a polished version based on the feedback I received from my tutor last week. In particular, I focused on improving the facial movement by adding clearer directional changes, such as looking to the right and left. I also refined the ear movement, foot movement, and foot joint positions. In addition, I corrected the leg rotation, especially in areas where the legs were moving inward unnaturally.

Actually, this creature animation has been very difficult to create because I need to understand the animal’s body structure properly. This type of creature has completely different proportions, movement patterns, and body features compared to the human characters that I usually animate.

For instance, tigers and leopards move using four legs rather than two legs with arms and hands. They also have characteristics as carnivorous animals, which influences how they move and behave. Because of this, I need to carefully observe real animal references in order to create a more believable and natural animation.

Before I received feedback from my tutor, I intended to create a new animation shot based on this planned idea. However, I realised that it was more important to refine and complete my previous work rather than start another animation. Therefore, I changed my approach and decided to focus on polishing my existing shots to a higher standard so that they could become stronger pieces for my showreel and portfolio.

One of the ideas I had planned was a body mechanics animation focused on a jumping action. In the future, I would like to create realistic body mechanics performances, so I believe it is important to first develop a solid understanding of fundamental movements such as walking, running, and jumping.

For this shot, I wanted to create a convincing jumping motion while also including a simple narrative. My idea was that a small child accidentally loses a balloon, which then floats into the sky. The main character notices this and jumps to catch the balloon in order to help the child. After catching it, the character returns the balloon, creating a simple but heartwarming moment. Through this idea, I hoped to improve not only my understanding of jumping mechanics but also my skills in timing, spacing, dynamic movement, and camera staging. However, after discussing my plans with my tutor, I realised that finishing and polishing my existing animation shots would be more beneficial than starting a completely new project at this stage.

Furthermore, I learned that I should avoid using slow motion references or references taken from already animated videos. Instead, I should use real life footage, preferably recorded by myself, to ensure that the movement is accurate and believable. This feedback helped me understand the importance of quality over quantity. Rather than producing many unfinished shots, it is more valuable to complete a smaller number of animations to a professional standard. Moving forward, I will focus on refining my current work and paying closer attention to observation, reference gathering, and animation polish in order to improve the overall quality of my work.

Categories
Serra Class

Week 4: Project Feedback

I collaborate with Chichi, Liz and Maria in this project !
I really excited to work together and we conceive main idea, meaning of it, and main concept for this project. In particular, we choose under the sea environment and three types of creature for interactive installation.
To sum up, the viewer shows three different hand gestures or handwaves that have different speed and the camera catch up this motion and creature react real time under the sea.

When it comes to meeting with my group members about out project, I researched what kind of creature do we want to create and suitable for achieve our purposes in this project like this pictures in advance ! And in my opinion, I would like to create unique character that inspired from sea animals such as, jelly fish, coral reef, and urchin etc. Furthermore, we decided to add different emotions like happy, calm down, and steadily in these creatures.

Also, we made a timeline and provide each task such as, character modeling, environment making, and sound, and touch designer and so on. And especially, I have assigned to work on making environment in this project! Therefore, I will do my best to contribute to this project. So that, I will collect reference and imagine how is appearance at first, and then I will use Unreal Engine 5 to make it.

Categories
Ting Class

Week 14: Dialogue Shot – Polish, Creature Study Blocking

In this week, I continued polishing my audio animation shot at the blocking plus stage. I used spline mode instead of using stepped mode in Maya. The teacher gives me important feedbacks regarding facial animation. I should focus more on how the face transitions from one key pose to another, and to consider which side of the face is open or compressed depending on the head direction.

In particular, I learned that facial difference is very important for creating more appealing and dynamic animation. For example, when the character looks at the right side, the right eyebrow and eye should appear slightly more open and larger, while the left side becomes more compressed. The same principle can be applied to other facial features such as the cheeks and the top of the head to emphasise the form and direction of the face. Based on this feedback, I would like to apply these ideas in my next polishing stage to improve the quality of my facial animation.

After receiving these advices, I realised that I sometimes forget important principles when moving on to new shots or stages of animation. From now on, I want to be more consistent in applying core animation principles across all of my work, even when starting a new shot.

This week, I started working on a creature locomotion animation shot based on the research I conducted last week. In the previous week, I focused on horse locomotion, but for this project, I decided to create a tiger locomotion instead, as I found it more interesting and suitable for my portfolio development. This was my first time animating a full creature locomotion cycle, as I have mainly worked with human characters and stylised humanoid creatures in the past. Because of this, the process was quite challenging, but at the same time, I found it very exciting to explore something completely new.

During the production, I faced several difficulties, especially in understanding how to animate the movement of four legs in a natural walking cycle. To solve this, I carefully observed tiger reference videos many times and analysed their movement in detail. While creating the blocking stage, my tutor advised me that for creature locomotion, it is more effective to use spline mode rather than stepped mode. I also learned that the blocking stage for this type of animation is usually around 70% complete before moving forward. Based on this advice, I progressed my blocking to about that level and switched to spline mode in Maya.

In my blocking, I focused particularly on the relationship between the hips, shoulders, and head, as these are key areas that drive the overall motion. I also tried to understand how each of the four legs moves and interacts during the walking cycle. Overall, this week was a challenging but very valuable experience. It helped me gain a better understanding of creature animation and gave me new insights that I can apply to future portfolio work.

Categories
Ting Class

Week 13: Dialogue Shot Blocking Plus, Creature Study

This week, I refined my audio animation shot by breaking down the blocking further and adding more keyframes. I added keyframes roughly every five to six frames, which made the animation feel smoother and more natural compared to my previous version. Although I am still working in the blocking stage, I used the stepped mode in the Graph Editor to maintain clear poses while improving the timing and spacing. This week, I focused more on understanding how timing and spacing affect the overall motion when refining the blocking in Maya. I also learned how to import and sync audio files properly within Maya. This is a useful workflow that I plan to use when continuing to develop and polish my audio animation shot at home next week.

During the tutorial, my tutor gave me positive feedback, saying that my blocking stage was good and that I could move on to the next step, such as a more advanced blocking plus. They also advised me to focus more on facial movement, especially the eyebrows, eyes, and lips, to improve the emotional performance. Overall, this week helped me improve both my technical workflow and my understanding of performance animation. I will continue developing these aspects in my next stage of production.

I did a research for creature study with my classmate. We chose a topic that is about Horse Locomotion. And we separate to study about it. And I researched about horse emotion, horse facial expression etc.

1
2
3
4
5
6
7
8

This week, I researched creature locomotion, focusing in particular on horse movement and behaviour. I collaborated with Avi and Binbin to study different aspects of horse locomotion, including how it is represented in various references and narrative contexts.

I specifically focused on horse facial expressions and body language in different emotional states, such as anger, happiness, calmness, and sadness. Through this research, I gained a better understanding of how horses communicate emotions without using human language. I realised that animals do not communicate through spoken language, but instead express themselves through body language, facial expressions, and vocal sounds. These elements are essential for conveying emotion and intention. By observing them closely, it is possible to understand their personality and emotional state.

I also learned that horses are very sensitive animals compared to many others. As herbivores, they are often escaped from carnivorous animals such as lions and tigers in the wild. Because of this, they need to stay alert and aware of danger at all times. This affects their behaviour and makes them highly responsive to their environment. For example, when horses feel negative emotions such as fear, anger, or sadness, their eyes become more open and sometimes show more of the white part. Their ears move quickly and react to surrounding sounds, and their tail movement becomes either very fast or tense. Each part of their body reflects their emotional state in a clear way. On the other hand, when they are calm or happy, their movements become slower and more stable, and their body language appears relaxed and rhythmic.

Based on this research, I would like to apply these observations to my future animation work, especially in animal locomotion studies. I also presented this research in front of my classmates and tutors. Although I felt nervous about speaking in English, I did my best and completed the presentation. Overall, this research helped me better understand animal behaviour and movement. In the future, I would like to study tiger locomotion as well and continue developing my understanding of creature animation.

Categories
Serra Class

Week 3: Touch Designer

This week, I attended a TouchDesigner workshop and gained a foundational understanding of how the software works. It was my first time working with TouchDesigner in a structured way, and I found the experience very interesting because it introduced a different approach to creating visual content compared to traditional animation or 3D workflows. Through the workshop, I learned the basic logic of node based programming within TouchDesigner. I noticed that its structure is quite similar to other node based systems such as Nuke and the node editor in Blender. This helped me understand the workflow more quickly, especially in terms of how data flows between nodes and how visual outputs are generated through procedural connections.

In addition to the technical introduction, I also explored various examples of artworks and installations created using TouchDesigner. These examples included interactive media installations, real time visual performances, and projection mapping projects. Seeing these works helped me understand the creative potential of the software beyond just technical experimentation. In particular, I was impressed by how artists combine sound, motion, and interactive elements to create immersive environments for audiences.

TouchDesigner itself is a node based visual programming software used for creating interactive media, real time graphics, animations, and audiovisual installations. It is widely applied in fields such as digital art, live performances, exhibitions, and projection mapping. One of its key strengths is the ability to process and modify visual and audio data in real time, which allows for highly responsive and dynamic creative outputs.

Overall, this workshop was a valuable introduction to a new creative tool. It expanded my understanding of real time visual systems and gave me new ideas about how interactive media can be used in installation based art and animation-related projects. I would like to continue exploring TouchDesigner in the future to further develop my skills in real time and interactive visual production.