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Experimental animation 4

This class we learn TD software production, TD software I am not unfamiliar, in the undergraduate sophomore and junior I have contact with this software, this software can carry out some dynamic effects of poster production, he produced some random effects, so can produce unexpected effects to bring some inspiration for the production.

In the classroom we learned some basic TD operations, such as his interface and how to add controls, and then carried out the study of sound visualisation, we uploaded a piece of music, you can generate a visual dynamic image. This may be useful in experimenting with animation.

In this experimental project, I conceived a fantasy dream about the ocean, inspired by the feeling of falling body when people sleep, the story is the protagonist lying on the bed, and then with the sleep into the dream, the protagonist feels the body’s fall and then the camera down the protagonist fell into the ocean, in the ocean, he saw a lot of fantasy creatures and strange buildings. I want to make this story have a fantasy significance, instead of the common ocean scene that everyone sees, I want to add a moving tram in the ocean or a huge machine that operates in the ocean or a lost relic, I want to make the scene of the strait more colourful, colourful. To make the shooting sculpture look more than just pure blue, I found some floor plan illustrations that I could refer to, as well as some model material.

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Experimental animation 3

In this lesson, we learnt how to do virtual production using Unreal VCam software, the teacher first played a video of virtual production for us when Wang Jiaer made his music video in this video, we can understand the effect of virtual production used in UE5. Then we opened our own project scene to connect with the mobile, which requires both ends to be connected under the same Wi-Fi with the same IP, which is not easy because there are always connection failures in the connection. After the connection, my classmates and I found that this virtual film can only be used in version 5.3, and our version 5.1 is difficult to achieve the latest virtual film system requirements. The virtual film can convert the scene in UE5 to our mobile to move in real time, when we move the scene on the mobile will also move in the same direction.

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Experimental animation 2

In this lesson, we followed Kay to see how the animals are made, and learnt how the equipment is worn on the body of the motion capture actor, and how the surrounding equipment is used to sample the movements and input them into the computer. Motion capture equipment is expensive, and requires a very large venue, as well as professional action personnel to perform, which may be difficult to achieve for us when we are making personal actions. But after a series of systematic study of motion capture has a deeper knowledge, perhaps in the future the company can use such equipment to produce animation, which is very energy-saving for action designers, can be produced in a very short period of time on the action you want, may be the future production of animation in a very good way.

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Experimental animation 1

In this lesson the teacher talked about the assignments we need to create this term, this term we need to create an experimental animation of 30 seconds or more as our animation project for this term.

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Maya 20

This week I finished animating the final movement after completing the advice George provided on the mouth shape last week.

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Maya 19

This week we have been working on the continuity of the movement, after the last modification suggestion, I have modified all the movements, added the movement of jumping the eyes out of the eyeballs to show the surprise of the character, George has explained more about the mouth shape, the position of the teeth needs to be adjusted, the inner part of the teeth should not be exposed as much as possible and the tongue position can be left out in many places, the head can be a little more downward when it is bending down to lifting up so that the body looks like it is being subjected to a downward to upward force. When the head moves from bent over to raised, the chin can be more downward so that the body looks like it is being subjected to a downward to upward force, the mouth should be shaped in such a way that the mouth line looks as smooth as possible, and the position of the tongue needs to be better understood.

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Maya 18

This week, I have re-recorded the action references, corrected the character’s movements, and made more exaggerated movements and expressions. This week, I have added the production of mouth shapes, through George’s tutorials in the PPT, I have learnt the mouth shapes of each letter when it is pronounced again. George suggested me to add the expression of dismay before exclamations so that it looks more surprised, and then make an action of closing and opening the eyes so that the expression looks more exaggerated, in the exclamations, the mouth shape also has a process of changing from small to large, in the rise can be more slowly, the body of the body is more powerful, in the lets pronunciation, the tongue needs to be against the palate, the tongue can be used as the mouth shape, the tongue can be used as the mouth shape, and the tongue can be used as the mouth shape. When pronouncing lets, the tongue needs to be pressed against the palate, so the root of the tongue needs to be exposed, and the shape of the mouth needs to be more like a circle when pronouncing the “O” syllable. The angle of inclination of the eyebrows, eyes and mouth should be a spreading angle, the head swing can be recycled a bit more and the swing range should be bigger, and the gums should not be exposed in the mouth shape.

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Maya 17

This week I made a blocing of the movement, the character has a movement of leaning forward and then rising up during the exclamation, and then a waist crossing at the end. George suggested that I can put my hands down when the body is leaning down, and then put them on the waist after moving backward following the shoulders like a fluttering motion, and there is no need to show too much of the hand movement in the camera’s placement. At the end, you can do a head-twisting movement to make your expression more exaggerated. This week’s action reference, I did not make a very standardised recording recording video should be the same as the production of animation for the angle of three-quarters of the book, so I will be re-recorded again.

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Maya 16

Based on George’s suggestion last time, I have modified the change of the character’s adjustment amplitude, so that the movement looks more flexible and vivid, and the character can maintain stability and flexibility after the character has turned round twice, which is a very big improvement for me in making character movement, and I believe that I will have a better understanding of making character movement in the future as well.

This week we needed to pick a Rig with an emoji that was to create an emoji move, we needed to pick a voiceover from the website and then break down the voiceover and analyse the emotion of each syllable. The sentence I picked was: Wow!…Lets do that again. this voiceover is from the film Shrek. I then found a character, Rig, who would be perfect for this voiceover, his name is Thep, and this week we were tasked with creating the story around the voiceover and giving the character his personality. I then found three action references on the website, which I used to create three different actions and reference sketches.

George provided me with great movements for my expressions and actions, and suggested that I could think of better poses through his performances, and next week I will be shooting my own video to use as a reference for my movements to create more exaggerated movements.

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Maya 15

After changing the model, I made the continuous animation again, with the experience of making the continuous action before, it’s not so difficult for me to make this model, after rotating two times, the feet can be stopped in the same place to keep immobile, the main adjustment this time is about the left and right angle change when the character is balancing in the stationary state, and the slight amplitude adjustment of the body, George gave me a good suggestion when the character is lifting up the body, the body can be slightly leaning forward when lifting up the body, so it looks more dynamic, making the character look more forceful. George gave me a good suggestion when the character lifted his body. When lifting the body, the body can lean forward a little bit, so that it looks more dynamic, which makes the character look like the force is bigger and the range of the body is bigger, and when adjusting the balance on one foot, the body can lean forward first, and then go back to the balanced position again.