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



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.





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.




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.

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.
Maya 14
During the week we worked on the continuous action, after taking me through a long and painful period of production I realised that there was something wrong with the model I had removed the heel of the high heel, this resulted in my foot not being able to be aligned as it rotated, so I made a flop, and after communicating with George I decided to re-alter the model by choosing another Rig to re-create the action.
Maya 13
In this week, after removing the character’s high heels, I reworked the feet, and reworked the areas in Blocking that were problematic last time, and adjusted the character’s overall range of motion in George’s revisions, which were more flexible and had a larger range of motion, and focused on the direction of the crotch movement, which should be a The movement of the hips should be a complete upward arc and the feet should be heel down and heel up before landing.
Maya 12
In this week, we made the action blocking, I determined the position of the camera and the position of the character from the entrance to the bottom of the field, I picked a female figure of Rig to make, in this action the character needs to rotate twice with a certain degree of difficulty, in order to conform to the role of the character reference, George suggested that I Rig I type of high heel shoes to delete.
Maya 11
In this lesson we will go through the Rig to create character moves, we need to find a suitable Rig and then draw each move at the right time for each frame, I picked Xixi Yu’s move as a reference and decided to create it, I will create his 2D simple move and mark up the moves needed for each frame.

