Categories
Collaborative

Week 10 – Collaborative Unit

Summary

I am thrilled that this project has been completed successfully. This is the result of the efforts and labor put in by every member of our team. Although there were difficulties and impediments along the way, the outcome is unquestionably satisfying. The final render of the animation still lacks some polish due to time constraints. In the areas that I was responsible for, such as character modelling, texturing, rigging, and animation, there are still numerous detail-related areas that can be enhanced.

The model’s overall appearance and the degree of authenticity of the character design are relatively high. As this production was created in the lowpoly style, however, there are still control issues with the style. Due to the excessively smooth of the characters, when using solid-colored textures, the lack of sufficient reflection angles during rendering caused a lack of detail in the characters, preventing them from reaching the expected level of sophistication. Due to inexperience, the material and texture renderings in the UE4 engine were slightly oversaturated. The overall tone of the characters and scenes deviated due to the omission of layered rendering, a subject that also requires additional study and adjustment.

Regarding rigging, there are few glaring concerns. However, it is essential to take special note to the wireframe’s setting. At the joints, additional rigging lines should be added to make the model’s skin weights appear more natural.

Finally, for the character animation section, this was the aspect where I spent the most time. The actions were based on the 2D layout as a reference, but when creating the 3D animation, some pose adjustments were not aesthetically pleasing, and the transitions between key poses were not natural enough, leading to a lack of overall fluidity in the actions. Although a large part of this is due to time constraints, having a proper animation production process would greatly increase efficiency. Additionally, I underestimated the time it would take to create the animations. I created about 30 seconds of character animations in total, and my initial expectation was to complete them within a week, but it ultimately took more than two weeks to finish them, which undoubtedly delayed the progress of the entire project. This is something I need to pay special attention to in the future, including when making FMP animations.

Final Animation

Work In Progress Showreel

Hero Image

Portfolio

Categories
Collaborative

Week 09 – Collaboration Unit

This week, I began keyframing our rabbit character’s animations. I created camera animation in Maya, even though it is not compatible with the UE4 engine. However, having a basic camera allowed me to check whether the character’s movements are aesthetically pleasing and follow the laws of motion.

I set up a basic scene layout in Maya, which helped me to have a rough understanding of the character’s orientation and the overall scene layout. After completing all of the character’s animations, we importted the animated character into UE4. Then, we set up the camera and match the character’s position with the scene in UE4, and finally complete the rendering process

Shot 01 (Work in Progress)

Shot 02 (Work in Progress)

Shot 03 (Work in Progress)

Shot 04 (Work in Progress)

Shot 05 (Work in Progress)

Categories
Collaborative

Week 08 – Collaboration Unit

This week, I began preparing for character animation and needed to consider which movements would effectively convey the emotions of the characters. Using the storyboard provided by Jixuan Chen, I analyzed each movement in detail, noting the duration of each motion as well as the intended emotion that the character should express. This information will guide me as I proceed with the animation process.

Upon completion of the analysis of the characters’ intended emotions and movements, I created a 2D layout for each shot that identified the key poses for the actions. With this information in mind, I began animating the characters using Maya.

Storyboard by Jixuan Chen

storyboard page01
storyboard page02
storyboard page03

Animation Test

Additionally, I created a simple walking and running cycle animation test using the functions of the advanced skeleton plugin. The purpose of this is to import the animations into UE4 for testing, ensuring that the completed animations can be efficiently and seamlessly integrated into the engine, thus avoiding any unnecessary problems.

2D Layouts

Shot 01

Action: The rabbit pushes open the door and joyfully hops down the steps.

Shot 02

Action: The rabbit stares at the small sapling, with a look of confusion on its face. It blinks a few times and shakes its head.

Shot 03

Action: This is a continuous sequence of shots. The rabbit looks at the small sapling with confusion, looks around to its left and right, and then shrugs with an open palm gesture.

Shot 04

Action: As time passed, day and night came and went, the little rabbit watched as the seedling grew taller and taller. he walked into the frame, looked up at the growing seedling with a mixture of confusion and joy, and then walked out of the frame.

Shot 05

Action: The small seedling grew into a massive tree, adorned with twinkling stars that made it look breathtakingly beautiful. The rabbit looked up at the enormous starry tree and felt a great sense of joy.

Categories
Collaborative

Week 07 – Collaborative Unit

The character models are pretty much done this week. My next step is to set up the character’s textures and character riggings.

Texture and Material

We had a group discussion this week, as the final characters and scenes need to be rendered in UE4, so if the materials maded within maya are most likely not available. And therefore my main job for the textures was to draw the color tuexture without adding extra nodes in the maya renderer, as this is not needed to be used.

character render test

Character Turntable Animation

Character Rigging

The character rigging comes next, and I am confident in its production because I have done a lot of rigging work, including two-legged characters, four-legged animals, and some cartoon creatures rigging.

It is worth noting that I was rigging with the advanced skeleton plugin. It is really convenient for me to rig this rabbit since I don’t have to rig its face separately; instead, I can use the advanced skeleton plugin for some accurate and quick rigging. This capability was included to the most recent update of the plugin.

character rigging test
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Collaborative Uncategorised

Week 06 – Character Modelling

Collaboration Work

This week, a brand-new character design was developed by Zheng Deng. we redesigned the character to create a standing, adorable rabbit based on the rabbit. With the exception of the eyes, the rabbit character was intended to have a non-motorized face.

character design by Zheng Deng

This week, the character model was also created by me in a lowpoly style with Maya as the main software.

3d model
wireframe

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Collaborative Uncategorised

Week 05 – Work in-Progress Discussions

Collaboration Work

This week, I prepared for our upcoming presentation. Our group assigned responsibilities to every member, and each of us had to present what we had produced and what we planned to do in the future. Also in this week, I received the character design from Zheng Deng, which I analysed briefly before creating an model.

Character Modelling

I used maya to creat the model, and the texture part is not yet finished. My current plan is that if the model part passes, I will use Substance Painter to create texture and materials.

character design by Zheng Deng
3d model
wireframe

Reflections

Friendred suggested after the presentation that the character’s design was too similar to that of the little prince, therefore our group decided after debate to rework the design and model of the young kid. Transform the this young boy character into a rabbit or a squirrel.

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Collaborative Uncategorised

Week 04 – Avatars

Collaboration Work

This week, we decided on a theme and a story for the animation we’ll create. The story is around a rabbit who discovers a peculiar small tree in front of his house. he doesn’t know what it is at first, but as time passes, the tree grows and becomes a large tree filled of stars.

We also set up the team members to perform the work. My main responsibility are character modelling, texturing, character rigging, and animate all character actions.

We also looked for some references to scenes and characters, here are some references below:

character reference
scene reference

Sessions

During this week, we managed to learn some simple ways to use unity in class. Before the class, I had never used unity as a piece of software, and the only thing I knew about it was that it was a game engine that required an extensive amount of code to work.

Herman taught us the way of asset import and export, and some basic unity manipulation.

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Collaborative Uncategorised

Week 03 – Project Discussion

This week we decided on the direction of our project and as each week we will have a collaborative meeting to discuss

and update everyone on their ideas and progress.

Title: Tree and Star

Main Theme:

Your efforts will eventually pay off. Everything in the world has a certain cause and effect, for example if you plant a

seed, it will grow into a big tree.

Group members:

Jixuan Chen:
j.chen03202212@arts.ac.uk
3D Computer Animation

Jiawei Chen:
j.chen0320216@arts.ac.uk
3D Computer Animation

Jiahao Yang:
j.yang0320221@arts.ac.uk
3D Computer Animation

Zheng Deng:
z.deng0320221@arts.ac.uk
3D Computer Animation

Kaiyue Wang:
k.wang0320222@arts.ac.uk
Visual Effects

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Collaborative Uncategorised

Week 02 – Design and Digital Processes and DAOs

In this week, we explored various collaboration subjects and content. In addition, we had a productive meeting in the

cafeteria to identify group members and discuss the precise topics and themes we would be working on.

Gamified Collaboration

For the first game, we created animal body parts and then sewed them together to create something entirely new. So,

we can gain additional inspiration.

Collaboration Meeting

In addition, we continued to discuss whether to create an animated short or a first-person game for our collaborative

project in the canteen. One of the ideas is to create an experimental animation about two people in the same room

doing different things, but they cannot see each other because they are from separate subgenres.

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Collaborative Uncategorised

Week 01 – Unit Introduction & Assignment Details

in the first week, I reviewed the brief, met some students from different majors, and presented my previous work in an

effort to discover a few members who could work together and contribute in their field. Fortunately, I met a student

from the VFX course who had a strong command of UE4, and we decided to collaborate.

Our primary concept is to combine the traditional 3D animation software maya for creating the modelling, rigging, and

animating, with UE4 for rendering the final image. UE4 includes a very powerful real-time rendering system that can

render and show an assortment of rendering impacts, including realistic rendering, stylized rendering, and 2D

rendering style, etc.

In furthermore, I also met three students from the same course (3d computer animation), and we all agreed to

collaborate and produce an animated short film as our final project for this unit.