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Advanced and Experimental 3D Computer Animation Techniques Serra Week 1-10

WEEK 5 – Focusing on the Establishing Shot and Environment

As mentioned before, one of my main focuses for this artefact is my establishing shot and the environment. Initially, I planned to render the environment in Houdini using the Arnold render engine. However, due to time constraints, I decided to move everything to UE5 and create a digital matte painting.

Creating a digital matte painting in UE5 involves leveraging the engine’s real-time rendering capabilities to build highly detailed and dynamic environments. UE5 offers a range of tools and features, such as Nanite for handling complex geometries and Lumen for real-time global illumination, which can significantly enhance the visual fidelity of the scene. This approach allows for quick adjustments, making it easier to experiment with different compositions and lighting setups. Additionally, UE5’s integration with other software and its support for ACES colour space ensure that the final output maintains a high level of colour accuracy and realism, essential for creating immersive and believable environments.

One of the most important aspects of matte paintings is colour accuracy. For this project, I rendered everything in ACES colour space, which is known for its wide colour gamut and accurate colour representation. This step was crucial in ensuring that the colours in my scene were true to life and consistent across different devices and screens.

After rendering, I moved the renders to Nuke for compositing. Compositing in Nuke adds realism and depth to the shot by combining various elements seamlessly and enhancing the overall visual impact. The next step will be finalizing the shot that takes place on the Star Destroyer. This will involve ensuring that all the elements come together cohesively and that the environment looks polished and professional.

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Advanced and Experimental 3D Computer Animation Techniques Serra Week 1-10

WEEK 4 – Bringing My Artefact to Life with Vicon Motion Capture

As I mentioned before, I decided to use Vicon motion capture for the character animation of my artefact because it’s both fast and realistic. To get started, I booked a session with Kay and enlisted the help of my friend, who is also a huge Star Wars fan, to act out my shots. For all the animations, I needed detailed finger movements, so we had to attach sensors to the nails using double-sided tape. This process was quite tedious, but essential for capturing the nuanced hand gestures.

After calibrating the cameras and getting Stanley suited up, it was time to record. We captured all the necessary animations: stormtroopers standing guard, Darth Vader passing by, and two stormtroopers sitting and holding a drink. At the end of the session, Stanley even danced to a song, and we recorded the entire performance. If time permits, I’m planning to include this fun dance in the bloopers of my artefact.

Vicon motion capture, widely used in the entertainment and gaming industries, is known for its precision and ability to capture complex movements. The system uses multiple cameras to track reflective markers placed on the actor’s body, translating their movements into 3D data. This data can then be applied to digital characters, ensuring realistic motion and behaviour. Vicon’s system is highly valued for its accuracy in capturing fine details, making it ideal for animations that require lifelike motion.

The session lasted about four hours, and everyone involved had a great time. I’m now looking forward to integrating these animations into UE5, as Serra taught us, using retargeting and cleaning up the animations to fit perfectly into my project. The experience was incredibly rewarding, and I can’t wait to see how these animations will enhance my artefact.

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Advanced and Experimental 3D Computer Animation Techniques Serra Week 1-10

WEEK 3 – Exploring TouchDesigner

This week, Serra and Suny introduced us to TouchDesigner, an exciting software that merges real-time 3D graphics with interactive control. What struck me most about TouchDesigner is its ability to seamlessly integrate with various inputs and outputs, allowing for a high degree of interactivity and customization. Whether you’re incorporating live camera feeds, sensor data, or MIDI controllers, TouchDesigner can handle it all, providing a dynamic canvas for creative expression!

In our sessions, Serra and Suny highlighted the immense potential of TouchDesigner for creating stunning visual effects and interactive experiences.

We also had three sessions with Pierre, who guided us through the practical aspects of using TouchDesigner. Pierre’s workshops were incredibly informative, covering a range of topics from project mapping to creating audio-reactive visuals. Through these sessions, I gained a deeper understanding of how to utilize TouchDesigner’s tools and features to bring my creative ideas to life. One of the most valuable lessons was learning how to manipulate geometries and transform them into dynamic visual elements that react to music.

As a practice project, I created a visual piece by twisting two geometries and then transforming them into thousands of points. These points were then mirrored and expanded to respond to a track that I love dancing to. This exercise not only helped me apply the technical skills I learned but also allowed me to explore the artistic possibilities within TouchDesigner. The end result was a captivating visual that moved and evolved in sync with the music, showcasing the power of TouchDesigner to create immersive and interactive experiences.

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Advanced and Experimental 3D Computer Animation Techniques Serra Week 1-10

WEEK 2 – Making Procedural Terrain in Houdini

As a start for my Artefact project, I focused on creating a procedural terrain using Houdini. Procedural modelling in Houdini involves using algorithms and mathematical functions to generate complex shapes and environments dynamically. This approach is particularly powerful for creating terrains because it allows for highly detailed, customizable landscapes that can be easily adjusted by changing parameters, without the need to manually sculpt each element. By using Houdini’s node-based workflow, you can create intricate terrains that can be replicated or altered with minimal effort, making it an essential tool for environment artists.

My experience with Houdini was fantastic. Once you understand the math and logic behind procedural modelling, it becomes incredibly powerful and intuitive to use. I had an amazing time working with this software and managed to create the geometric foundation needed for my establishing shot. The next step in my project will be to create a matte painting using these assets in Unreal Engine 5 (UE5). I’m excited to see how these elements come together and to continue refining my environment creation skills.

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Advanced and Experimental 3D Computer Animation Techniques Serra Week 1-10

WEEK 1 – Kicking Off a New Project

After coming back from the break and submitting the outcomes of our collaborative unit, it was time to start a new project: Artefact, under Serra’s advisement. Serra wanted us to create something that involves user experience. Initially, I had no idea what I was going to do, so we discussed the skills I wanted to improve, and she helped me come up with a solid idea.

As someone who aspires to work as an environment artist, having stunning visuals and compelling compositions is one of my main goals. For the story of my artefact, Serra suggested a playful twist: a blooper reel of Star Wars. The concept is that stormtroopers, Darth Vader, and all the characters are actors on a set. After a long day of shooting, the stormtroopers decide to unwind at a pub and enjoy a drink or two!

To achieve realistic animation, I’ll be using Vicon motion capture. For the establishing shot, I’ll create the terrain in Houdini, which will be great practice for improving my skills in that software. The scene will then be assembled in Unreal Engine 5 (UE5) due to its speed and powerful capabilities. Finally, I’ll composite everything in Nuke to polish the visuals.

In the coming weeks, I’ll be posting about my process and the various things we learn in Serra’s class.

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Advanced and Experimental 3D Computer Animation Techniques George Week 1-20

WEEK 20 – Reflecting on This Module; A Journey of Growth and Learning

I learned so much in this module; it was super challenging and demanding, yet incredibly rewarding. In the first term, I delved into the intricacies of previs, developing my idea for my FMP. George taught us about the critical role of previs in the film and animation industry, emphasizing how it allows us to visualize and plan scenes effectively before full-scale production. Previs helps in laying out performances and camera angles in a filmable way, making it an essential step for any animator to understand.

After the previs phase and a short break, we shifted our focus to an advanced body mechanics shot. Body mechanics in animation is based on understanding and replicating realistic human movement, which is fundamental for creating believable animations. Coming up with an idea for this shot was a bit challenging initially. I started with a concept involving a character jumping over a stairway and then rolling to avoid a car. However, George advised me to simplify the idea, focusing on one jump and perfecting it, which significantly improved the quality of my animation.

The beast of this term was the acting shot. As someone with more experience in environments than character animation, I struggled a bit with this. Lip sync in acting animation is particularly demanding, as it requires precise timing and synchronization of mouth movements to match the audio. George guided us to find audio clips that we were not familiar with to come up with fresh ideas. This helped us to create more original and authentic animations.I tried my best working on this shot and will continue to refine it in the coming weeks.

This module was tough, but I enjoyed every second of it. I feel a significant improvement in my skills across various categories, from previs to body mechanics and acting animation. The growth I’ve experienced has been invaluable. You can see all my final outcomes below.

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Advanced and Experimental 3D Computer Animation Techniques George Week 1-20

WEEK 19 – Acting Shot Final Week

After struggling to achieve the desired look in spline animation last week, I knew it was time to make some significant improvements. First and foremost, I focused on ensuring that every curve was in auto-tangent mode to avoid any kind of snapping in my animation. This adjustment was crucial in refining the overall movement and flow of the character.

Next, I worked on improving the character’s entrance into the frame to make it look more dynamic. Following George’s drawings, I added the recommended poses and controlled the hip movement using a motion trail, resulting in a noticeable improvement in the character’s appearance. George also suggested making the bullet hole on the character’s hat bigger and more exaggerated, which I promptly addressed. Additionally, I made sure to add the correct anticipation to the head turn, correcting the previous snappy motion caused by incorrect keyframes.

Another area I focused on was fixing the timing of the arm movement. Previously, the arm took too long to come down, creating a laggy effect. By adjusting the timing, I was able to achieve a smoother and more natural-looking motion. Despite these improvements, there are still several aspects of the animation that require further work. However, I am committed to continuing to refine and enhance the animation in the following weeks.

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Advanced and Experimental 3D Computer Animation Techniques George Week 1-20

WEEK 18 – Acting Shot In Spline

I wanted to talk about my experience working on the acting shot for our latest project this week. I had to animate the character saying “alright, who did this” in a specific style called spline. But before I could start, I needed to adjust the poses based on George’s feedback from our session.

George gave me detailed sketches on how to animate the character’s mouth for the line, and I made sure to use his suggestions in my work. He also stressed how important it was to make the character’s entrance into the frame look impressive and guided me on how to do that.

Even though I tried hard to make the changes and clean up the animation, I found it tough to make the shot look perfect. I really wanted to get it perfect in the time we had, but I realized that I needed more time and attention to get the result we wanted.

Looking ahead, I know I need to put more effort into refining this shot for next week. I’m determined to improve the spline animation and make sure every detail matches our vision for the project.

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Advanced and Experimental 3D Computer Animation Techniques George Week 1-20

WEEK 17 – Acting Shot Blocking

This week, I focused on refining my acting animation based on the feedback I received from George. Here’s a rundown of my progress and the adjustments I made:

  1. Reshooting the Reference: I reshot my reference, adding a head turn at the end and changing the angle of the camera. This gave me a clearer perspective on how the character should move and interact with the environment.
  2. Blocking in Maya: I started the blocking process in Maya. During my feedback session, George pointed out a few critical issues:
    • Camera and Hat Size: In my reference, my face took up a lot of space in the shot. However, in the animation, the cowboy’s hat was too big, which required the camera to be further back. This caused timing issues. To fix this, George suggested using a smaller hat and adjusting the camera focal length and transition.
    • Head Turn Mechanics: In my animation, I animated the whole body and head together, but in real life, the head turns first, followed by the body. I need to correct this in my animation to make it more natural.
    • Expressiveness and Poses: Some of my poses made the character look robotic. I need to add more emotion to the poses to make the character feel more alive.
    • Movement Issues: When the character walks into the scene, there are abrupt movements in the hip. George drew over my animation to help me understand the correct movement.
  3. Blocking Plus and Lip Sync: For next week, I need to:
    • Complete Blocking Plus: This involves refining the poses and transitions to make the animation smoother.
    • Add Lip Sync: This will be a challenging task, as syncing the character’s mouth movements to the audio is crucial for believability.

I’m excited to see how these changes will improve my animation. The feedback from George has been incredibly helpful, and I’m looking forward to presenting a more polished version next week.

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Advanced and Experimental 3D Computer Animation Techniques George Week 1-20

WEEK 16 – Intro to Acting Animation

After finishing the advanced body mechanics, we’re now focusing on acting animation. George gave us a new task: find an audio clip that we don’t know or don’t remember the acting from, to come up with a fresh idea. The criteria for the audio were that it should be between 3-5 seconds long.

Once we find the audio, we need to draw some thumbnails and create a layout of the idea. In that layout, we should show the “before,” “now,” and “after” of the character. Additionally, we should write the dialogues of the audio and illustrate the emotions of each sentence using the emotion wheel.

Finding the right audio was the most challenging part, as George had predicted. I listened to many clips, searching for one with an emotional shift. Finally, I decided to go with an audio clip from Dwight from The Office. I’ve watched The Office many times, but luckily I don’t remember the actor’s action choices for this particular scene.

Additionally, I found a cowboy rig with a silly look and a stupid hat, which inspired an initial idea: a cowboy in a saloon, furious about something that had happened to him. After my session with George, we decided to shorten the audio to just “Alright, who did this?” and make it about a bullet hole in his hat, showing him looking pissed about it.

I realized I need to reshoot my reference because, for now, I’m looking at the camera, which isn’t good for this scene. Next week, I’ll start the animation in blocking in Maya and reshoot my reference.

Here’s my plan for next week:

  1. Reshoot Reference: Make sure not to look at the camera.
  2. Start Blocking in Maya: Begin animating the scene using the new reference.