Categories
Maya

Week 10: Body Mechanics

This week, I added keyframes between the previous blocking poses to make the animation smoother. I paid attention to small details, like how the feet land and the movement of the toes. I also focused on overlapping and anticipation in the body’s movements.

My teacher gave me advice that the left and right sides of the body move in the same way, which makes the motion look less realistic. So next week, I plan to create a spline animation while making the left and right side movements different.

Blocking 2:

When I am doing the blocking, I noticed that the lines in the Graph Editor often look jagged. This is because the motion is still rough and the keyframes are placed in a simple way. Through this process, I realized that it is very important to only put keyframes where they are really needed. If you add too many keyframes, the motion can become stiff and look unnatural.

So, it is better to start with only the minimum number of keyframes and gradually add more to adjust the movement. This method helps create smooth and natural motion, and it also makes it easier to understand the timing and rhythm of the animation. Blocking may seem like just a rough step, but in fact, it is very important because the way you place keyframes here has a big effect on the final quality of the animation.

Categories
Unreal Engine

Week 12: Setting up the scene in UE5 and creating the animation

Cut01

In Cut 1, the character walks from left to right along a path in the forest. In this scene, I focused on the sense of scale of the character and the movement of the surrounding plants.

Cut02

In Cut 2, the character walks toward the camera from the background to the foreground. In this scene, I wanted to clearly show the character’s facial expression. Therefore, I used a low-angle camera to make the character’s face more visible.

Cut03

In Cut 3, the character walks toward the cave. To emphasize the vastness of the background, I used a panning camera while gradually pulling back. This allows the viewer to clearly understand the scale of the environment, the smallness of the character, and where the character is going.

Cut04

In Cut 4, the character pauses in front of a Japanese torii gate at the entrance of the cave before walking inside. During this scene, I rotated the camera 180 degrees while maintaining focus on the character. By adding this dynamic camera movement, I aimed to clearly convey that this moment marks a significant change in the narrative.

Cut05

In Cut 5, the character walks inside the cave. In this scene, I kept the interior of the cave simple in order to draw attention to something ahead. As the character moves deeper into the cave, I emphasized this focal point by using brighter blue lighting toward the end of the cave.

Cut06-1

In Cut 6, the character arrives at the end of the cave. Rather than revealing what lies beyond, I focused the camera on the character to build anticipation.

Cut06-2

In Cut 6, I depicted a scene where the character stops and is overwhelmed by the view beyond the cave. In this scene, I did not reveal the entire interior of the cave; instead, I showed only a part of the tree to create a sense of mystery.

Cut07

In Cut 7, we focused on a Japanese shrine at the base of a tree. This shrine is visually connected to the torii gate we saw earlier at the cave entrance. By combining mystical elements like the cave and the shrine, we aimed to create a more beautiful and sacred atmosphere.

Additionally, we illuminated the shrine with orange and yellow lighting to highlight it and convey a warm, welcoming feeling.

Cut08

In Cut 8, the camera pulls back to show the entire cave interior. To emphasize the vastness and grandeur of the environment, I positioned the camera slightly above eye level, using a gentle high-angle shot.

UE5 Set up

Scene 1:

Foliage

When creating the background, I needed to place a lot of plants, as the setting was in a natural setting. I used the Foliage tool I learned in class to efficiently place plants and trees within a specified area. This function exists in other software, but it can often slow down processing or cause data loss. However, I felt that UE5’s greatest strength was that it runs stably and allows you to work quickly as long as you make sure to save regularly.

Based on this experience, in future background productions I would like to create the main objects and props in Blender, and then place plants and other elements later in UE5 to complete the background.

Scene 2:

When creating this background, I was conscious of guiding the eye naturally into the cave and of expressing the grandeur of the background. To that end, I duplicated and layered many assets to enhance the sense of three-dimensionality.

This method is not often used in other software, as it can cause strange surfaces and textures when rendering, and can also cause problems with light reflection. However, when I checked the sample background environment assets for this production, I found that many objects overlapped, creating a wonderful sense of three-dimensionality and working normally.

For this reason, I decided to incorporate this technique into my own work.

Scene 3:

As this background is set inside a cave, it is a dark environment with no sunlight. Therefore, we placed many point lights and spot lights to ensure brightness. Furthermore, by setting the light to blue, we emphasized the mysterious atmosphere.

We also positioned the base of the tree slightly below eye level so that the entire tree could be seen. Furthermore, by using lake assets, we were able to create a realistic and tranquil atmosphere.

Rendering Settings

What I Learned About Rendering in UE5

While working on this project, I tried different rendering settings in UE5 and noticed some important points. Here’s what I learned.

1. Save Often

Even though UE5 is stable, big scenes can sometimes crash. I realized that saving frequently is very important. I made it a habit to press save bottom regularly.

2. Lighting Matters

Adding many lights can sometimes make things look too bright or strange. I learned that adjusting intensity and radius carefully helps. Also, light color changes the feeling a lot: blue feels mysterious, while orange feels warm.

3. Reflections and Shadows

Reflections and shadows can be tricky. I noticed that using Reflection Capture and Lightmass helps make them look natural.

4. LOD (Level of Detail) Helps Performance

High-polygon objects can make the scene slow. I found that using LOD allows the polygons to decrease when objects are far away, which makes everything run smoother.

5. Object Placement

I also noticed that putting too many objects in one place can be heavy for the scene. Nanite in UE5 helps a lot, because it can handle high-polygon objects without slowing down the scene.

6. Rendering Settings

I tried different settings and learned:

  • Anti-Aliasing makes edges and movement smooth. TAA works well.
  • Post Process Volume helps adjust brightness, color, and contrast.
  • Ray Tracing gives realistic shadows and reflections, but it can slow down the scene.

7. Preview Before Final Render

I found that it is better to preview in low resolution first. When everything looks good, then do the high-resolution render. Temporarily hiding unnecessary lights or objects also saves time.

Categories
Design for Animation

Week 11: Historical Development of Japanese Anime

This week, I focused on exploring the history of Japanese anime.

An examination of the history of Japanese animation reveals the characteristics of each era, as well as the differences and characteristics between Japan and other countries.

Japanese animation began in the 19th century through the mutual influence of technical and artistic knowledge between Japan, Europe, and America. Against the backdrop of this cultural and technological exchange, a uniquely Japanese form of animation gradually developed.

Prior to the 1960s, Japanese animation consisted primarily of short films. The earliest representative feature-length animated film is “The Legend of the White Snake” (1958). At the time, films were typically in black and white and aimed primarily at children. This is thought to be due in part to the influence of Japan’s long-standing kamishibai (picture storytelling) culture. Even after the social turmoil of the postwar period, anime culture did not decline; rather, it gradually expanded.

In the 1960s, television was the medium with the greatest influence on Japanese animation. The rapid spread of television led to the emergence of 30-minute children’s series, and the broadcast of shows such as “Astro Boy,” “Tetsujin 28-go,” and “8-Man” established the basic format of television anime.

In the 1970s, the target demographic for anime expanded from elementary school students to junior high school students, and giant robot series continued to be popular. Meanwhile, television anime became closely linked to the sale of robot toys, emphasizing its commercial aspects. During this period, anime clearly established itself as an entertainment industry.

In the 1980s, anime expanded to older audiences, including high school and college students. This was due in part to creators from the generation that grew up watching anime becoming core producers and the rise of small, independent studios.

In the 1990s, despite the effects of the recession caused by the collapse of the bubble economy, demand for anime as affordable entertainment actually increased. Furthermore, with the introduction of computers, digital anime began to emerge.

In the 2000s, the works of Studio Ghibli, including those directed by Hayao Miyazaki, received high praise overseas, further increasing the international acclaim of Japanese animation. At the same time, the increase in digital animation works led to a diversification of the range of expression and genres.

Categories
Unreal Engine

Week 11: Cave

I created the cave and corridor in Blender. First, I modeled a basic sphere and then used Sculpt Mode to sculpt the rock textures. Finally, I combined the cave and corridor assets to build the environment.

Problem and solution

First, I created this cave using Blender.
For the modeling process, I started by creating a sphere, then used Sculpt Mode to shape it and add textures to make it look like a realistic cave.

After that, I exported the model from Blender to UE5, but I encountered a new problem. In UE5, even if an object is three-dimensional, the inner faces are not rendered properly, so the surface appears transparent from the inside.

I tried reading various references to solve this issue, but I could not find a clear solution. Therefore, I went back to Blender and used the Solidify modifier to add physical thickness to the mesh. After applying the modifier and exporting the model again, the surface was no longer transparent.

Through this problem, I realized that it is important to give objects proper thickness when creating 3D models.

References

Categories
Maya

Week 9: Body Mechanics

For the body mechanics animation, I first wanted to make lifting a heavy object. But my teacher suggested that you should select more simple movement because you are still beginner. So, I changed it to getting up from a chair.

Getting up doesn’t have big movement, but it has a lot of up and down motion. So, I needed to focus on the movement of different parts of the body, like the hips and head. Overlapping movement is also extremely important. For example, when the body bends, the hips move first, and the head follows later. I also used ease in and ease out for the head. My experience with the pendulum animation helped me understand how to do this.

First, I followed my workflow: I watched reference videos carefully, then made a rough blocking of the motion. I focused on timing and spacing during this process.

Body Mechanics Blocking

Body Mechanics Spline Motion

According to this reference, I learned how the body moves when getting up from a chair. First, it is important to understand that the body does not move straight up and down suddenly. It swings forward and backward to create momentum. When bending the legs, the body arches slightly and the back touches the chair, which makes the motion look more natural. Then, using ease in and ease out, the body bends slowly and smoothly.

I also learned that even if the whole body does not move much, small movements of the head or face can help balance the motion and make it look more realistic. For example, the body may move only a little, but the movement of the head can make the action feel alive and show the character’s emotion or intention. Paying attention to these small details helps make even simple motions look realistic and believable in animation.

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