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Final Major Projects and Theis FMP

Week 7: New Render Tests + Finishing Showreel + Fixing Splining

In this week, I have started with learning multiple ways of rendering in Unreal Engine 5, and did my test of deciding which rendering will be suitable for my scene.

Firstly, I watched this video, and made my notes by doing the test at the same time:

In this video, Jon has clearly introduced the way of setting up the Movie render queue as a plugin and adding multiple attributes in the settings. He has used the EXR format for image rendering and making render presets, which include things like 1. Game Override 2. Anti-aliasing 3. Colour Output 4. Console variables.

The first time test by following the tutorial is showing the high exposure images in Premiere Pro. Hence, I turn on the ‘enable tone curve’ (by not doing any further colour grading), and switch the EXR format into JPG format (to make Premiere Pro easier for identifying their colour information).

Eventually, I have also made a test by using the Render (Legacy), and here is the result. However, this method is more adaptable for feedback, which is of lower quality and more speedy to render out.

Also, in the freetime of this week I have finished the showreel of this project and this unit and here is my version, which will be shown to the lecturer and seeking for the feedback before the submission date:

To progress my splining of the animation, I have received a few other feedback from our lecturer Ting, and here are what I have fixed this week:

  • Shot 1 should use the offset for different parts of Dex’s body, where the order should be: Hip moves -> Foot & Hand move -> Head
  • In shot 2, the head turns to the left smoothly. The movement should be more fluent and natural.
  • I need to ensure there is no dip in the character’s walking, where I should always keep their Z translation (Y in my rig) of the root straight in the animation editor.
  • In shot 10, the girl should step down a bit faster for timing accuracy.
  • When Jill is grabbing the fabric (Shots 12 &14), her hand gesture should be more natural instead of rigid.
  • In shot 13, Dex’s arm pulling motion should have an arc — not straight, but with a smooth curve.
  • In shot 16, Jill’s ending pose should be more relaxing.

Here is the progression of the week after using the new rendering way, which I have learnt and noted above:

Here is this week’s shot list with notes in progression:

After I was done with this week’s render, I also asked the sound composer on Fiverr to create a music background for this project, and here is my editing page with the info I sent to him:

I made this decision because the film has the potential to engage a wider audience at film festivals, and obtaining permission to use copyrighted music will make the project more credible and acceptable. Over the next few weeks, I will be completing the sound effect editing for it and focusing more on polishing the facial animation of this project.

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