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

WEEK 5 – Starting The Character Development

My story revolves around Dr. Grey, a scientist who invents a device that unlocks portals to various multiverses. However, a malfunction in the system reveals multiple versions of himself, all cautioning him about the peril this technology poses to humanity. In a climactic twist, he opts to destroy his laboratory to avert the impending catastrophe. Initially, I concentrated on developing Dr. Grey’s character, with a detailed depiction provided in the image below.

This is the biography of Dr. Grey: Dr. Gray, a brilliant and ambitious scientist based in a futuristic city; With a passion for pushing the boundaries of science. Dr. Gray has devoted his life to science he has always been alone and now he is on a mission to invent a machine called yx3 that will make travelling to parallel universes possible. also, he has a goatee.

George suggested adding more backstory to Dr. Grey, such as why he is alone and what drove him to develop this groundbreaking yet dangerous technology. This backstory will add depth to his character and make his ultimate decision more impactful.

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

WEEK 4 – Diving into Character Development and Previs

This week has been the busiest and most demanding of the term so far. We had to tackle several critical aspects of our projects, including basic composition, camera placement, and adding camera movement, all for the creation of the first draft of our previs. This process was incredibly time-consuming and required a lot of focus on various elements.

Given my passion for Digital Matte Painting (DMP), the establishing shot is incredibly important to me. I see the architecture of Dr. Grey’s city to be inspired by brutalism, with an overgrown, high-vegetation environment that emphasizes the isolation and secrecy of his work. I’ve sketched out my ideas to ensure this shot captures the right mood and atmosphere.

During our feedback session, George assisted me in refining the remaining shots. I acquired essential techniques for animating and controlling the camera to ensure smooth movements and avoid jarring actions. Additionally, he proposed compelling composition ideas and stressed the importance of portraying the pivotal moment when Dr Grey activates the detonation button in a visually and emotionally impactful manner.

I will incorporate these suggestions and refine the previs in the upcoming week.

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

WEEK 3 – Developing the Mood and Composition for My Previs

This week, I’ve been busy creating three mood boards to capture the overall mood, environment, and lighting for my previs. The environment I’m going for is distinctly sci-fi, featuring futuristic elements and high-tech aesthetics. Picture towering, sleek structures with advanced technology integrated into every aspect of life. The lighting will be a mix of greens and blues, emphasizing the high stakes and dramatic moments in the story.

In addition to the mood boards, I also created some basic compositions in Maya. During our feedback session with George, I realized the critical importance of the rule of thirds, a principle we often overlook. With George’s draw-overs on my shots, I understood how I should consider the edge of the frame and the use of space. For example, positioning key elements along the grid lines can create a more balanced and engaging composition.

George also emphasized the importance of leading lines, which can guide the viewer’s eye towards the main action or focal point of the shot. Additionally, he pointed out the necessity of considering the depth of field to ensure that the background elements complement the foreground action without distracting from it.

These insights have been incredibly valuable as I refine my compositions and work towards a cohesive visual style.

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

WEEK 2 – Storyboards

I had three compelling concepts for my previs project, which I plan to present as my Final Major Project (FMP) story. With a focus on demonstrating proficiency in environment design and Digital Matte Painting (DMP), I aimed to develop a story with a strong sci-fi theme. Here are the initial ideas along with accompanying mood boards and basic shot outlines:

1. A boy trapped in a modern world discovers a mystical book and sets out on a quest to find like-minded individuals, only to realize it was all a dream.

2. A scientist creates a device that can access alternate multiverses. However, a malfunction reveals multiple versions of himself warning of the danger it poses to humanity. To prevent disaster, he must destroy his lab and everything in it.

3. In a futuristic environment, a groundbreaking medication allows people to experience different emotions at their command, such as the warmth and happiness of sharing a meal with loved ones.

After consulting with George, we decided to pursue Idea 2 as it offers more potential and aligns well with the skills I want to showcase. This project will be an immersive exploration of a sci-fi narrative, focusing on creating engaging environments and impressive DMP work.

In the coming week, I will work on creating the moodboards and some basic shots in Maya.

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

WEEK 1 – Mise-en-scène in “Monsters University”

I’m so excited to start term 2! George’s lesson on analyzing the mise-en-scène was really enjoyable. we discovered how elements like settings, props, and character design work together to help the narrative. Moreover, I gained insight into previs and its significance in the film industry. The role of previs in planning performances and camera placements to make scenes filmable and elevate storytelling is truly remarkable.

For practice, I decided to study “Monsters University” mise-en-scène. Analyzing the mise-en-scène in “Monsters University” involves examining how different elements are organized and designed to convey meaning and elicit specific reactions from the audience. Here is a detailed breakdown based on the provided information:

Settings & Props

  • Setting: The film predominantly unfolds on a university campus, featuring various settings like classrooms, dorms, and Scare Games arenas. This backdrop plays a vital role in establishing the academic and competitive tone of the narrative.
  • Props: Props such as textbooks, scare equipment, and team banners serve to reinforce the university setting and highlight the significance of the Scare Program. These objects contribute to setting up the challenges and ambitions of the characters.

Costume, Hair & Make Up

  • Costume: Characters don university-themed outfits like varsity jackets, team uniforms, and casual student clothing. These costumes help distinguish between different monster groups and their affiliations within the university.
  • Hair & Make-Up: In the case of animated characters, this pertains to their visual design and textures. The varied appearances of monsters, including fur, scales, and colours, are utilized to communicate their personalities and roles in the narrative.

Facial Expressions & Body Language

  • Facial Expressions: The characters’ faces are highly emotive, effectively conveying their feelings. For instance, Mike’s determined and enthusiastic expressions contrast with Sulley’s initially relaxed and self-assured demeanour.
  • Body Language: The characters’ body language complements their personalities and emotions. Mike’s lively movements and Sulley’s more laid-back posture reflect their distinct outlooks on university life and individual aspirations.

Colour/Lighting

  • Colour: “Monsters University” employs a vibrant and dynamic colour scheme to capture the youthful energy of college life. The use of colours shifts to match the mood of scenes, with darker tones during tense or competitive moments.
  • Lighting: Lighting is utilized to set the mood and draw attention. Bright, well-lit scenes depict the lively university atmosphere, while dimmer, more dramatic lighting adds tension during the Scare Games.

Positioning of Characters/Objects within the Frame

  • Framing: The film utilizes the rule of thirds and the golden ratio to create visually pleasing compositions. Characters are strategically positioned to direct the audience’s focus to significant actions or emotions.
  • Positioning: The placement of characters within the frame helps establish relationships and dynamics. For instance, Mike and Sulley are often positioned together but with space between them to symbolize their initial rivalry and eventual partnership.

World Building

  • Establishing the World: The university setting is meticulously designed to resemble real college environments, infused with monster-specific elements. This includes architecture and the organization of the Scare Games.
  • Era and Style: The setting has a contemporary feel with a fantastical twist suitable for a world of monsters. The design elements are modern yet whimsical, aligning with the film’s tone and target audience.
  • Governance: The university’s rules and structure, including the significance of the Scare Program and the hierarchical nature of the monster society, provide context for the characters’ motivations and conflicts.

Character Creation

  • Character Design: Characters are uniquely designed to reflect their personalities. For example, Mike’s small, round shape and large eye convey his underdog status and intense focus, while Sulley’s large, imposing figure reflects his natural talent and confidence.
  • Character Interaction: The interactions and responses of characters are pivotal in depicting their perseverance and evolving relationships. Mike’s determination and Sulley’s gradual realization of the value of hard work are showcased through their interactions.

Shot Composition

  • Defining Scenes: Various shots and angles are used to convey the narrative. Wide shots establish the campus setting, while close-ups convey the characters’ emotions and reactions.
  • Emotion and State: Changes in shot composition mirror the characters’ emotions and states. For instance, low-angle shots of Sulley enhance his intimidating presence, while high-angle shots of Mike emphasize his struggles and determination.

For next week I’ll be working on three different ideas for my previs.

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3D Computer Animation Fundamentals

Showreel – A Summary of This Module

After this module, I now have a great understanding of the 12 principles of animation. Animating was a skill that I was not familiar with in 3D that much but the process of George’s class had an awesome influence on the flow of my journey in animation. I tried my best to watch as many references as possible and add George’s critiques to my work to make my work better. I’m really excited about the next module and starting a new chapter with Previs animation.

As for the Unreal Engine, I had a really good experience but also because my laptop is a bit rusty there were times that UE5 made me wanna quit everything. The thing is I love spending time working with a computer and figuring out the problems I have mathematically. Additionally, I’m thinking of having some shots rendered in UE5 for FMP as I can worry less about rendering and focus more on aesthetic aspects.

Overall I learned a lot of things in this module and I’m so excited to start the next module and learn more.

Down below you can see my showreel and also my design proposal for my FMP.

Showreel
Presentation
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3D Computer Animation Fundamentals

WEEK 10 – The Final UE5 Project – The Jump In Spline

Adding sounds to my project literally changed everything. The story begins with a shot of a planet called “Hoth” which I created with blueprints. Then we can see two troopers animated in Maya walking past and being suspicious because they were told something is wrong and then the falcon comes in giving us the information that Luke is on his way to destroy the troopers’s base. This was a really fun and also difficult project as it was my first time creating something in UE5. This software is really powerful and also fast which makes it easier to work on big scale environments.


After doing the shot in blocking and adding the first round of George’s critiques, I added more keyframes in between and also worked more on the anticipation.

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3D Computer Animation Fundamentals

WEEK 9 – Editing In Premier Pro And Planning The Body Mechanics

As the last step of my project, I added some sound effects and a soundtrack to enhance it. P.S. I changed the sound that had copyrights and added a royalty-free soundtrack to my project, the thought of changing everything at the last minute made me panic (Serra saw it!) but eventually, I was able to change the soundtrack on time and now I’m good to go.


For my first body mechanics shot I chose jumping over an obstacle as it’s not too difficult but also has its own challenges. I watched a lot of videos to understand the key poses of the jump. The main poses are the rest pose, where the character is preparing to jump, the anticipation pose, the kick-off pose, the up pose, the contact pose, and the down pose. Here is My planning and also the blocking of the jump.

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3D Computer Animation Fundamentals

WEEK 8 – The Walk Cycle In Spline And Rendering In UE5

One of the most important aspects of animating a walk cycle is understanding weight and balance. When a character takes a step, their body weight shifts from one foot to the other this shift in weight affects the way that their body moves and their posture. Moving the character forward correctly and balancing the weight shift was really tricky I’m sure that I’ll have nightmares of animating this walk cycle.


Rendering in UE5 was really fast and convenient. I’ve used Redshift for rendering in the past although it’s GPU-based but it would take me three days to render 30 seconds, but in UE5 I rendered everything in a few minutes. I’m really happy with the finalized renders and thanks to post-processing the process of compositing is much easier.

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Design for Animation, Narrative Structures & Film Language

Presentation

Here is my presentation of my critical report for module 1.