By receiving the feedback from the technician Shihong in late week, I have split all my shots into individual files; which are in two separate groups: matching the imaginative world and the forest park scene.


Basically, I have turned the body movements of my characters into splining and fixing every moment, which looks unnatural with the previous feedback and my reference. And so here is my progression of the week:
I have also fixed all the Gimbal lock happening in my scene by checking if all the rotation X and Y of the elbow is turning back to 0, but only driven by the X,Y,Z rotation of the hand with the Z rotation of the elbow.




In Unreal Engine 5, I have updated all files in rendering by importing individual cameras for each shot, and then connecting them together in my film.


As I had adjusted the timing of the camera during the time I fixed each shot, a slight difference in the shot frame will appear between Maya and Unreal Engine 5, hence here are my notes of each shot and the necessary assets to be exported & rendered in each shot:

Due to the prop, underwear has several constraints; hence, I have used the Alembic file for exporting them from Maya and importing them into the game engine. To make sure I can assign texture to these models properly, I opened the UV sets when exporting.

I have also added the scale animation of the underwear to make sure the one in running is the shot needed for:

In the following week, I will keep fixing each shot with the feedback given by Ting and also add the hair/facial animation into my characters by unmuting the layer. So hopefully next week I can hand in a version with fixed body movements and splining facial expressions.