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Maya with George/Ting Unreal Engine

Week 12: Final Notes/Showreel Submission

i’m really happy with the progress I’ve made over the term. I had used Maya before, but I never thought I’d actually feel comfortable working in it. At the start of the term, I used to wonder what the point was of doing simple and seemingly random animations like a bouncing ball or a pendulum. Now, after working on more complex shots and characters, I understand that those exercises were important practice. They helped me learn the core principles of animation, which are the building blocks of every animation. I’m proud of how far I’ve come and excited to keep learning and improving.

My Unreal Engine project is called Changes, and the goal was to explore the idea of 3D fashion shows. I’ve always had a strong interest in digital fashion, and I believe 3D lets us showcase clothing in ways that aren’t possible through live action. It also creates space for storytelling in fashion, allowing people to connect with the clothes not just as outfits, but as art pieces. I really enjoyed making this project and would definitely like to create more work like this in the future.

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Unreal Engine

Week 11: Compiling Assets and Making Level Sequences

This week I simulated the clothes to fit the animation. I also imported the animated character and garments into unreal engine and set it up in the level sequence so it can play. I also started adding cameras and framing and animating my different shots.

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Maya with George/Ting

Week 11: Refining Body Mechanics Animations

This week I put the final touches in the body mechanic’s shot. Ting had previously told me that the shot was almost perfect, I just needed to give the arms better overlapping action and follow through. She gave me pointers on how to do it, and when I added it, it made a world of difference

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Maya with George/Ting

Week 10: Reviewing Body Mechanics Blocking

This week i showed Ting an updated version of by body mechanics blocking note. She said it looked better but she had a few notes:

  • She mentioned that the shape of my character did not change at all after the collision with the wall, and it should have.
  • She noticed that the motion path of my characters hips were off at the end. The hips eased out on the z-axis but abruptly stopped moving on the y-axis. So i need to make the character bounce back upwards not just to the side
  • She pointed out that my arms did not change shape during the walk cycle, which made it look unnatural.
  • She noticed that there was no overlapping action and follow through with the various joints in the arm.
  • She pointed out that the arm should have recoiled and bounced back when it hit the wall.
This week’s attempt with the corrections overlayed

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Maya with George/Ting

Week 9: Reviewing Body Mechanics Planning

On Tuesday I showed George my body mechanics shot planning. He said he liked the idea because it is straight forward and easy to do. He did advice me to make sure to offset the different parts of the character, meaning the hips should touch the wall first then the back then the head, creating a smooth ripple effect. He also said we should have blocking ready for Ting on Friday

Planning shot

On Friday I showed Ting my body mechanics blocking. She said it was a very good first attempt, but she had a few notes:

  • The backwards walk cycle looked unnatural. I later figured out that happened because the poses for forward walk cycle are not the same for backwards
  • She also pointed down that the hips were too low during walk cycle, and it would be impossible for anyone to maintain balance in that position
  • She also mentioned that i bent the spine too much.
  • She said the collision was perfect but it was natural, so i have to exaggerate it because it is animation.
  • She said the hips stopped moving too soon at the end of the animation. It should ease out and come to a slow and complete stop

First blocking attempt

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Maya with George/Ting

Week 8: Refining Walk Cycle / Introduction to the Industry

On Tuesday, George took another look at my walk cycle. He said it was really good but the knees kept over extending, so he suggested way to stop that from happening, like rotating the hips

My attempt with corrections overlayed

On Friday, Ting gave us a quick look into what the 3D animation she industry is like. We discussed various career opportunities, roles and organization structure. She also told us about what the culture is like in animation studios and what it is like to work in animation studio. I really enjoyed this lecture because it cleared a lot of my questions and let me know what to expect after I complete this program.

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Unreal Engine

Week 10: Sourcing Character and Character Animation

To make my work a little bit easier I opted to use one model instead of four different ones. I decided to customize a Genesis 8 model from Daz Studio. As for animation my plan was to have a catwalk cycle in the first scene and a slow dance in the last scene, while the other two scenes would be mainly poses and minor movements. To save time and because the animations were very complex, I imported already animated armatures for the walk cycle and dance, from mixamo’s animation library. The other minor movements and poses were done by me in Blender.

After animating the character in blender, i exported them to unreal engine. Unfortunately unreal does not support the material type that daz studio exports its characters with. So I had to improvise, and I decided to give the character a chrome texture, because I love chrome.

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Unreal Engine

Week 9: Rendering and Post Processing in Unreal Engine

This week we covered rendering and post processing in unreal engine. We learnt how LUTs can be used to apply a particular color grade to a scene. We also looked into rendering and render settings. We learnt about good rendering practices and the various settings that are both efficient and give the best looking results

Project Update: I asked my cousin, who writes, to help me write a poem that would be narrated during the show. He wrote the poem based on the vision I had which I shared with him. He also sent me a recording of him narrating it which was really helpful because it gave me an idea of what the scenes would look like, what kind of camera motion I should plan for and how long the scenes should run

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Unreal Engine

Week 8: Gathering Assets/ Building Scenes for Design Project

This week I started planning out what my environments would look like. I wanted each scene to represent a season. This was also the direction I used when I was picking what clothes to recreate. I decided to go to Pinterest and see if I could find environments similar to what I had in mind, and I did.

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Unreal Engine

Week 7: Dynamic Lighting

This week we discussed lighting in unreal engine. We looked at the different types of light in unreal and their various use cases.

Project Update: This week I worked on making the clothes in Marvelous Designer