
Session has been cancelled in week 1, therefore nothing happened until next week.

Session has been cancelled in week 1, therefore nothing happened until next week.
For this blog, I will mainly discuss how I set up the concept of my assignment in this unit and its blocking in Maya. Regarding I have old experience of using UE5 to work on my own film in the past, I will reuse those pipelines in this project as well.
This story I constructed is mainly inspired by a cyberpunk tattoo robot I built in the past in a DNEG masterclass run by Bournemouth University during my bachelor’s course. I was trained to do tattoos several years ago in Romford, in a tattoo academy for several weeks. I have finished the 3D model and the texture of the robot in the past based on my experience, but I found it would be fun to extend the journey with it and structure a scene for it to tell stories.
The picture below is my mood board showing how I have been inspired to create this robot and its additional environment. I am planning to finish a minimum 30 seconds animation showing how it works in a cyberpunk studio, and tattooing with its needle on some human dummies.

I plan to have these elements in this project:
As I prefer doing my conceptual work and blocking in 3D more than 2D, so I set up a project in MAYA directly. I made a proper studio by carefully measuring its scale through the measure tool in Maya and building up the position of some furniture inside.


Meanwhile, in Zbrush, I block out the proportion of the female dummy through learning the course ‘Female Anatomy Tutorial’ ran by Raf Grassetti online.


I also finished blocking the camera movement in Maya to generate a 3D animatic for me and others to review, or add new stuff into it. The video below is one of the play blasts to show the progression of this scene, I plan to bake the camera from Maya and then import it into UE5 when everything is ready.
In the following week, I will mainly focus on the robot’s rigging development by using the Advanced Skeleton in Maya and polishing the model of the studio set with all those objects inside. Also, getting feedback on the animatic from my teacher and peers. the screenshots below are showing my slow progression on its rigging.



In addition to the structure of the studio, I have been highly inspired by some structures of the architecture from real life. below are some primary photos I have taken to bring me reference in this project.


In this week’s session, George taught us some basic knowledge about animating a bouncing ball in Maya and how to refer to the rigged ball file in it after setting up a file project. By following his demonstration, I have finished a rough version in his class to understand the pipeline of keying the ball in spline, and the way to create a quick selection of all the NURBS curves.


There are some knowledge points I found were interesting in the session:







To plan out this week’s prep– plan the animating bouncing ball from left-hand side view in Maya, with 100 frames and 24 frames per second. I downloaded Kinovea and did some research on how to use it, using the references I grabbed online to assist my animating work.
Below is the reference I used for my planning and the demonstration of using Kinovea.
Here is the short bouncing tennis ball I cropped in Kinovea:
I made marks on every low and high point when the tennis ball is reaching in this video to plan out the arc of its movement:


Here are two more videos I learnt before I move onto maya with the graph I made above:
Eventually, here is my final outcome of the bouncing ball referring to the bouncing tennis video above, and my working interface from Maya:
