George gave us feedback on the bouncing ball animation. He pointed out that the ball rotated too many times after it bounced a few times, which should not be happening as the ball is losing momentum.

George gave us feedback on the bouncing ball animation. He pointed out that the ball rotated too many times after it bounced a few times, which should not be happening as the ball is losing momentum.

On tuesday, we looked anticipation as a principle of animation. We discussed out how important anticipation is in making an action look believable, as it prepares the viewer for an action about to come. George also gave us feedback on the pendulum animation. He told me that joints are moving forwards to quickly and I should offset the further

On Friday, Ting gave us feedback on our bouncing ball falling animation. She pointed out that the spacing in my fall was off and the empty juice carton should not have enough momentum to bounce as many times as it did.

George gave us feedback on our ball with tail animation. He described mine as a good start, but I needed the tail to bounce off the ground.

On Friday, Ting gave us feedback on the blocking on our juicebox acting as well as the golden poses. For the juicebox acting she suggested I add more range to the motion, as my character looked back the exact same way three time. She did not have any notes for the golden poses, she said she liked the arcs and the fact that there was clear difference between the left and right side



This week we looked into control rigs in unreal engine. This topic was very complicated and confusing, if I am being honest but Serra did her best to explain it to a level I could understand. We looked into making basic rigs in unreal engine. We also looked into a quick shortcut to create overlapping and secondary action without actually having to animate it.
Project Update: This week I started planning what the outfits displayed in the show would look like. One of the suggestion Serra gave me last week to ease the workflow, was to not spend time designing the clothes. She said it is better to either collaborate with someone who would make design or find simple outfits to recreate in Marvelous Designer. I decided to go to Pinterest and find some outfits that fit the vibe I am going for.




On Tuesday with George, we looked into weight shifts. Why it is important to practice it and what goes into a good weight shift. He made us shoot references of ourselves so we can get familiar with the motion
On Friday with Ting we got feedback from our juicebox acting shot as well as golden poses from last week. She loved my juicebox acting shot and only suggested I make the animation snappier in some places. Finally we looked into pose to pose animation and she introduced the assignment we would be submitting the next week.



My golden poses for the week
This blog post is about the anatomy of a walk cycle. A walk cycle is an effective way to describe a character. Every walk style is unique, and the mannerisms shown in a walk cycle often gives insight into the character demeanor, confidence level and much more.
Walk cycles are made up of 4 main poses. The Contact Pose, the Passing Position Pose, the Up Pose and the Down Pose.

Below is my attempt of last week’s weight shift exercise.

Overall a good attempt at a first pass. I was advised to make the poses a little bit more extreme to better show the effect of the weight change, especially when the weight moves to the left leg. I was also advised to make sure the heel leaves the ground before the rest of the foot to give that “peeling off” effect.

This week we had one on one feedback for our progress on the design project. I had an opportunity to discuss with Serra again, but this time with a more solid idea. I shared my a mood board of what I want the scenes to look like and what vibe I want the animation to have. I also told her my plan of wanting the show to be narrated, inspired by clips of KidSuper SS26 show I saw, where the showed revolved around a children’s book


She said she liked the idea but shared her concern about how feasible it would be to finish the project I had in mind, in the given timeframe. She also gave me suggestions on how I can make my workflow easier and quicker. Finally she told me to check out Bureau Betak, which was really helpful as it gave me inspiration on set designs.
Today we discussed materials in unreal engine. We took a look into the node based system that allows the engine to render materials and texture. We discussed material instances and the various benefits of using them in our projects. We also got some hands on experience downloading various textures from Fab marketplace and integrating them into our projects.
Design Project Update: After my discussion with Serra last week, I was able to put my thoughts together and come up with a concrete idea. My plan was to create a 3D Fashion show that would create a cinematic experience as opposed seeing models walk the runway. I wanted to do it differently so I had an idea to have the models in different environments. This idea came from my conversation with Serra last week, when we both recalled the Balenciaga SS23 fashion week show, where they had their models walk on mud piles.

Today we mainly looked at the sequencer in unreal engine. We got different scenes from fab marketplace and used the sequencer to create many cinematic shots. We learnt about the camera in unreal engine, how it can be animated and how to change various settings such as focal length, focus distance and aperture to get a desired look. We also learnt how to compile different shots, utilizing cuts to make a scene.
I also had the opportunity to discuss an idea I had for the design project with Serra. She told me she liked the idea, as it is in an area that she is personally interested in. She also gave me various suggestions on different approaches I could take to get the best results
This week we got a proper introduction into Unreal Engine Editor. We looked into the different tabs and what we could use them for. We discussed world building and what goes into making a scenic environment in Unreal Engine. I personally have used Unreal Engine before briefly, during my undergraduate course, so I was excited to get a refresher