Categories
Advanced and Experimental 3D computer Animation project 2

Week 4-5 (G): Advanced Body Mechanics Polishing

Between weeks 4 and 5, I received some feedback on the splining of my animation, and here are my notes on progressing it into the polishing stage.

Firstly, I have reviewed the walking cycle and the running cycle by reviewing my old work and the animator’s survival kit:

Secondly I have reviewed the bouncing ball principle for the mushroom:

Here are some of my other tweaks:

  • character should toward the camera more
  • the head controller controls more of rotating left and right, both neck and head go up and down together
  • when the character runs away, keeping her in a line, run to the left
  • She stays less time in her jump
  • Remember to keep the waving of characters arms

I have also watched some videos talking about polishing an animation:

1.

  • ‘Get all those details in’.
  • Considering taking out and adding frame in
  • Last time to do the timing
  • Write done checklist, starting from the most important part
  • Making sure the camera is working
  • Be careful with the curve & nodes in the graph editor, do not water my animation down. Always checking the arc in my animation.
  • The face animation polishing should start from the jaw.

2.

  • A final touch to make things organic
  • ‘Adding a little bit extra on top’
  • Maya grid helps to check the spacing and arcs, it is a way of reference and tells which part of my character stops moving
  • The wireframe mode of the character could also point out the ‘died’ part of my character, especially on their face.
  • To double check things:
    • Line of action
    • asymmetry
    • silhouette
    • energy
  • Avoid over polishing, keep our character simple

3.

  • Polishing is the last 10% of the animation
  • Helping strengthen the acting ideas
  • Making the physical movement become more believable to the audience
  • About adding and selling details—>
    • breaking my shot into frames
    • breaking my shot into phrases
  • Making things more organic
  • Adjusting frames to adjust the timing to make poses more relaxing

4.

  • Splitting the pressure through joints
  • Polishing is about pushing the pose
  • One part of the body movement can influence the other parts
  • Adding geometry to show the interaction between the character and the environment

Categories
Final Major Projects and Theis Thesis

Week 14: Proposal Feedback & Future Planning

Carrying on with developing the rest of the proposal
Here is today’s feedback:
-thinking of the other subtitles like ‘creativity and exploitation’
-no need to put page numbers for article journal in my citation


-check italics again (of the citation)
-check how anthropomorphism developed for children’s animation under the cultural influences
-I can use other parts in the animation as counter arguments in my topic, not only anthropomorphism is used to develop the comedy or genre of the film
-start my research design/ abstract

Categories
Advanced and Experimental 3D computer Animation project 2

Week 3 (G): Advanced Body Mechanics Splining

In this week I have been focused on adjusting the blocking of my animation with the weekly feedback, and gradually moving onto making my animation SPLINED. Here are some notes I have done below.

A few adjustments I have done based on the feedback:

  1. Giving time for my character to observe the mushroom
  2. Rotating the root when she is doing the jump
  3. Try to avoid the overlapping poses

Cleaning up order:

Tips for Splining: How to avoid “Spline Depression” – YouTube

  • Breaking down shots into manageable chunks
    o Bring things under-control
    o Working in frame chunks, or body chunks
  • Using the arc tracker
    o The action should please the vision
  • Don’t allow the computer to decide things which I can decide
    o Working with the Graphic Editor
  • Sometimes the best way forward is to delete keys
    o Re-blocking or re-animating some shots if they look confusing
  • Auto/Linear Tangents can prevent unnecessary overshoot
    o Manually checking the graphic editor

Splining Tutorial 1: Make Curves Pretty : Splining 101

  • Selecting everything first
    o Key every two frames
    o Working with setting showing ‘AUTO &AUTO’, turning blocking to AUTO as well–> it’s splined

– Starting from the transformation and rotation of the root

o Picking a nice section and make it digestible
o Work section by section with all controllers
o 30-40 frames each time?
o Thinking what my character is thinking
o Looking for whooshing motion, tightening everything
o Do nice clean shape of the graph

Splining Tutorial 2: Animation Tutorial with Pro Animator – Part 3: Splining

  • Converting all keys into AUTO-TANGENT
  • No need of my reference
  • Translate X: Moving towards the camera
    • Deleting unimportant keys
  • Translate Y: It shows the weigh of the character which is the most important one
  • Do nice smooth curve & movement by deleting keys
  • Go through each curve but only for this mover is the most important one, which drives everything
  • Polishing on more important parts, like head, instead of unimportant area like knees.

Categories
Final Major Projects and Theis Thesis

Week 13: Character Performance & Object Interaction

To construct a story:

  • Narratives to convey
  • build up conflicts
  • Thinking of design, movements, staging, performance of characters
  • applying anthropomorphism to objects
  • Emotion & Mood (connecting character’s predicament to the audiences) *Exaggeration helps to emphasise
  • We get characters’s personalities through how they engage with things and show their emotions simply by poses

Talking about judgements in thesis writing:

  • Someone who investigated the evidence
  • Tested the evidence (cross-examined witness)
  • Considered alternative arguments and explanations
  • Reach a conclusion (Verdict)
Categories
Final Major Projects and Theis Thesis

Week 12: Writing Techniques and Research Design

In this session, we have went through different topics and videos, here are my notes:

To read things more efficiently, there are no short ways; the more we read, the quicker we would become, and the more familiar we will be with the chosen topics.

  • Check paper topics, abstract, refined information
  • using Mendeley desktop
  • reading introduction, checking the beginning of each paragraph.
  • Summarizing each paper with key words.
  • Pareto Principle: 20% supporting papers, 80% key papers.
  • Always reading supporting papers after reading key papers.

Research Design:

  • It is the method of organization and data collection that a researcher applies to a project or study.
  • It can provide instructions for collecting, analyzing and measuring data effectively.
  • I can choose an effective research design by considering my research problem, which is the specific topic or knowledge gap that my research aims to address.
  • We could include my research question and research design selection in the introduction of my paper.
  • I can choose a research design by reviewing the methods other research papers used and learning about different types of research designs.

20 Types of Research Design:

  1. Exploratory research design:
    • don’t have a clearly defined problem to study
    • is less structured
    • a guide to uncover your research problem
  2. Observational research design *
    • emphasizes observing my research topic without altering any variables
    • observing behaviors or phenomena and record them rather than conducting an experiment
  3. Descriptive research design *
    • to describe a research topic
    • useful when I need more information about my topic
    • understand the “what,” “where,” “when” and “how” of my research topic, excluding ‘why’
  4. Case study *
    • analyses of real-world situations to understand and evaluate past problems and solutions
    • test how an idea applies to real life
  5. Action research design
    • involves initial exploratory analysis and the development of an action strategy
    • focuses on finding solutions, making it practical for many research topics
  6. Experimental research design
    • to test how different factors affect a situation
    • very versatile
    • uses the scientific method
    • elements included: Hypothesis/ Independent variable/ Dependent variable/ Control variable
  7. Causal research design
    • to identify and understand relationships between variables
    • involves at at least two variables and explore many possible reasons for a relationship between variables
  8. Correlational research design
    • identifies relationships between variables like casual research design
    • measures variables but do not alter them
  9. Diagnostic research design
    • attempts to find the underlying factors that cause events or phenomena to occur
    • to understand what’s causing problems so I can find solutions
  10. Cross-sectional research design
    • another type of observational research design
    • observing multiple individuals at the same point in time
    • does not alter variables
  11. Sequential research design *
    • divides research into stages
    • complete sequential research at multiple points in time, study phenomena that occur over periods
  12. Cohort research design
    • commonly used in medicine
    • examining research subjects who have already been exposed to a research topic, making it especially effective for conducting ethical research on medical topics or risk factors
  13. Historical research design
    • use past data to test your hypothesis
    • relies on historical data like archives, maps, diaries and logs
    • useful for completing trend analysis or gathering context for a research problem
  14. Field research design
    • observe subjects in natural environments
    • collect data directly from real-world situations
  15. Systematic review
    • involves reviewing existing evidence and analyzing data from existing studies
    • use previous research to come up with new conclusions
  16. Survey
    • use surveys to gather information directly from your sample population
    • including interviews, online forms, focus groups, and questionnaires.
  17. Meta-analysis research design
    • uses a variety of populations from different existing studies
    • use previous research to form new conclusions
  18. Mixed-method research design *
    • combine multiple research methods to create the best path for a specific research project
    • include both qualitative and quantitative research methods
  19. Longitudinal research design
    • involves observing the same sample repeatedly over a period of time
  20. Philosophical research design
    • analyze and understand your research problem
    • builds on philosophical argumentation techniques

In a research proposal, the author demonstrates how and why their research is relevant to their field. They demonstrate that the work is necessary to achieve the following:
Filling a gap in the existing body of research on their subject
Underscoring existing research on their subject, and/or
Adding new, original knowledge to the academic community’s existing understanding of their subject
Your research proposal also must explain the following
• The research methodology you plan to use. The tools and procedures you will use to collect, analyse, and interpret the data you collect
• Limitations or constraints that =are come with conducting it through your institution, department, or academic program

Golden Thread: (How I’m tying my thesis together to answer my research questions and addressing the research problems)

part 1: Concepts

  • What is the central argument in my research
  • Be reasonable with the ‘so what’ question
  • Take the reader from problem to solution, by aligning chapters with each other and tying it all back to our research problem.

Part 2: How to practically apply the golden thread

  1. Place my title on the footer of my dissertation or thesis, it helps me to study with my topic when I write things.
  2. Perform Alignment
    • Create a criterion by having a very clear title
    • Highlighting important parts in my title, using them as my checklist and keywords
    • Creating primary and secondary research questions (Chapters) based on the research problems
    • check primary and secondary research questions with my checklist, if anything we didn’t address, we need to add another chapter.
    • Literature Review: including points to resolve the research questions.
    • Check topics in the Lit Review match with my checklist main titles and my previews primary and secondary research questions.
    • Add points in Lit Review if there is lack of allignment to our previous checklist and topics.

Part 3: How to weave the golden thread in my research design

Research Design and Method chapter:

  • Having title, problem statement and research questions, points in literature review in prepared
  • Checklist main topics, key concepts in primary/ secondary question problems/ Literature Review Points
  • Think how would I be able to approach my written topics/ concepts (check 20 ways of doing research designs)? —> collecting data through methods/ research designs and then explain them in this chapter to align with topics I previously choose.

Part 4: ‘So What’ Question

Research Discussion Chapter:

  • Starting my key findings
  • This chapter must be aligned with previous questions and titles
  • Compare my findings to literature review, my study can contradict with the notion, and result a different conclusion
  • Add new findings as research discussion topics

Conclusion topic:

Answer the ‘So What’ Question based on our data.

Research Objectives:

  • outcomes that you aim to achieve by conducting research, research projects contain more than one research objective
  • Research objectives help me narrow in on the focus of my research and key variables, guiding me through the research process. They also drive the research project, including data collection, analysis and conclusions
  • research objectives appear early in a research proposal, often between the introduction and the research question
  • can place the research objectives in the introduction
  • researchers also list their objectives in the abstract of their proposal
  • can break research focus down into smaller steps and separate objectives, use the specific objectives to describe how you can achieve your general goal

Measurable: Making your objectives measurable is essential to achieving them. You can create metrics to measure your progress toward achieving your objectives.

Achievable: Be sure to create objectives that you can realistically achieve to help you avoid getting overwhelmed by unrealistic expectations. Make sure you have the resources and budget to accomplish your objectives.

Relevant: Make your objectives relevant to your research and your overall goals. This can help you stay motivated and on track throughout your research project.

Time-based: You can establish deadlines to help you keep your research process on track. You can set a major deadline for your entire project as well as smaller deadlines for each objective.

Categories
Advanced and Experimental 3D computer Animation project 2

Week 2 (S): UE5 Vcam test + project progression

In this week’s class, we mainly experienced the Vcam function in UE5, which is a way to use the phone to control the camera in our project and then progress the shooting. It focuses a lot on the environment, therefore it has also inspired the brief assignment I want to do for this unit.

Plugins for VP:

Livelink/ Remote Sessions/ Take Recorder/ Cirtual Camera/ VIrtual Production Utilities/ AppleAr Kit/ AppleAR facekit

Here is one of the clips our group recorded in the class:

When doing it, it’s necessary to check the IPconfig through RUN on the computer in use and type the same code into the phone app ‘Unreal Vcam’ to control it.

character rig progression: I have finished my character’s rig in maya by using Advanced Skeleton, and thinking I could import it into UE5 project as a paragon for my audience to be played with.

My new idea: due to this project being heavy in interaction and immersive world building, I am thinking of focusing on the Chinese architecture ‘Siheyuan’, which I am quite familiar with. And setting up a scene showing the Chinese New Year elements inside UE5 to allow my audience to interact with things.

Here is my reference:

Here is my draft blocking of the building built in Maya, I will be refine it in the next week:

texture file: I started my character texturing with a few changes due to the newly added Chinese elements.

Categories
Advanced and Experimental 3D computer Animation project 2

Week 2 (G): Advanced Body Mechanics Blocking

Through the feedback session this week, I changed my plan to keep the animation more reasonable and simple. I get rid of the confusing frog character and instead focus on the interaction between the mushroom and the main character. Here are my new reference:

And here is my new recorded thumbnails of the key poses in the shot:

Here are my notes of how to start the blocking of the shot in Maya:

Key poses to convey the story, set up the foundations of the shot.
Steps:

  • Rough blocks (three poses, camera composition)
  • Regular blockings (5-15 blocks)
    -take my time
    -Choices need to be good
    -set poses
    -Think of lines of action: draw a line through my pose and see where my line is taking me. One clear C shape is an example that clarifies the movement and creates a dynamic pose. Arcing my body to tell the audience where to look -thinking of the rule of the third (if we have two points of interest, especially)

FK V.S IK:

FK: more predictable, starting from the top to the below, each joint can be rotated.
IK: all about positioning the end of the chain, e.g. using it for punching.

Blending them during the movement makes the animation stronger; the character’s movement is made of mechanics and emotional expression. Ik could work when it raises the shoulder in the movement without raising the whole arm.

  • Blocking plus (every 2-5 frames is going to have a key)
  • Hit spline, s-blocking

Blocking Plus:
(Do not hit the spline!)

‘allowing the animator to approach the shot as a series of step-keyed poses right up until final tweaking’
Adding moving holds and copied pairs!

Breakdown:

  • Breakdowns are different to Extreme Poses, extreme poses are showing the extreme movement in an animation, while breakdowns are showing the fluency of the transition between breakdown and key poses.
  • Breakdowns are after extreme poses, they appear in blocking pass or splining
  • Breakdowns are before moving hold and copied pairs!!!
  • There are 3 types of breakdowns: 1. Classic breakdowns, 2. antics/overshoots, 3. Spaces
  • Classic Breakdown = middle transition pose. It’s basically about what arcs we want and describing the arc motion.
  • Anticipation and overshoots define the motions and arc further, and the weight of the character.
  • Spaces help to define the gap (it favours the last pose generated by the computer, slowing down). Like what type of ease in and out we want.
  • Resting to a move-> we need ease out
  • A move to a resting state -> we need ease in
  • Overshoot can be a change in direction, which needs an ease-in to the pose. Instead, we need an ease in to connect to a resting pose; the spacer pose would help.

Moving holds and copied pairs
Copied pair: a technique creating those moving holds and making sure how long you want a key pose to be.

  • Always used in the blocking stage of my animation.
  • How long do I want my character to hold for a pose? (My pose then transfers to the next one)
  • I can use Plateau tangents instead of the stepped ones in this stage to visualise the movement
  • It helps to avoid floatiness

Moving hold: giving a slight change to a pose after several frames to make the character more vivid, basically to avoid the character looking dead.

  • Characters hold a key pose to prevent them from looking dead
  • Preventing a floaty animation in transition
  • Each part balances the weight of the character
  • We can add a moving hold on top of the copied pair
  • When a character comes to a stop, body parts will counteract  
  • Moving hold is different from easing in & out; we could add easing in and out through Spline when the movement is being conveyed
  • Secondary movement can be added through a moving hold to show the emotion
  • Considering the character before adding the moving hold, do not do mechanical things in the scene!!
  • Focusing on my emotions if I do this realistic movement—

Pipeline:
(开始)Start ➡ Key Pose (关键姿势)➡ Extreme Pose (极限姿势)➡ Breakdown (过渡姿势)➡ Moving Hold & Copied Pairs (移动保持 & 拷贝对称)【归在3D Blocking阶段】➡ Spline (曲线润色) ➡ adjusting In-Between (中间补帧)➡ Polish (打磨)➡ (结束)End

Animation & 12 Principles:

  • Squash and stretch. The more you squash and stretch, the softer the character; the volume shouldn’t change.
  • Anticipation: preparing the energetic action.
  • Staging: control what audiences are looking at in my shot, either the rules of the third or the middle. Thinking of Mise-en-Scene.
  • Straight Ahead & Pose to Pose: animating frame to frame or adding the middle frame later. Pose to pose can fix a lot of work, catching problems early on. (Keys 1, extremes 2, how far my character would go, breakdowns 3, how my extremes will connect 4 in between) 1-3 added in the blocking stage, 4 added in the polishing stage. extreme poses 通常指主动作本身的最极端时刻,比如跳跃的最高点、落地时最压缩的瞬间。Breaksdowns就是纯过渡
  • ✅ Key poses是讲故事的”重要姿势”,
  • ✅ Extreme poses是讲动作”物理极限”的姿势。
  • Flow through & Overlapping actions, and drag*: the appendage will follow and then come back to the main body
  • Slow in & slow out (add it during the polishing stage): Use the spline to change the frequency of the character, the object gets slow, fast and slow
  • Arcs*: adding slow in & out through the spline (polishing stage), body moving to shape an arc
  • Secondary action: Gesture that supports the main action!! It’s not the overlapping animation. E.g. facial expression
  • Timing: The speed of the action will be defined by the number of frames between two key actions.
  • Exaggeration: making the expression more dramatic and bigger, stronger. When the motion is quick, the exaggeration needs to be bigger to be noticed, otherwise, it makes the exaggerated pose longer.
  • Solid Drawing: 3d dimensional drawing, draw perspective lines on the floor. Avoiding symmetry lines. Avoid Twinning, avoid symmetrical poses. Characters need to be balanced in the 3d environment.
  • Appeal: characters need to be appealing, interesting to look at. A dynamic design. 1. Using a variety of shapes. 2. Playing with Proportions. Magnifying things we find interesting, shrinking things we find ugly or boring. 3. Keep it simple.

By reviewing the session’s demonstration, here are my notes:

Here is how we should parent constrain the body part to the prepared locator with baked information:

Categories
Advanced and Experimental 3D computer Animation project 2

Week 1 (G): Advanced Body Mechanics Planning

IN this week we are planning out the animation to show the advanced body mechanics for the following five weeks by following the workflow below:

Here are a few of my notes:

Pantomime

-Mr Bean

-expressive bodily or facial movements of the performers

We want the character to be acting with the body:

(creating clear full body expression)

  • Keep the animation clear and simple, use rules of third, composition and colours
  • Lock the camera

Idea:

  • If there is no primary idea, looking at YouTube
  • Draw thumbnails
  • Capturing the essence in my shot
  • Pushing the pose, no tracing on my reference
  • Needing a desire. Point a&b, what happened to both of them…
  • About 5 seconds
  • Showing the personality of the character
  • No pure body mechanic
  • adding more narrative, creating some anticipation, showing the contrast of the character
  • entertaining

Here are my initial idea between the character, frog he wants to reach, and the mushroom as a problem between them.

Here are my combined reference video shot during in the class:

Here are my thumbnails and sketches created for the planning of it:

Categories
Advanced and Experimental 3D computer Animation project 2

Week 1 (S): Engaging experience world structure

In this unit, I decided to visualize a world which metaphors the perspective of autistic people, from how they creatively seeing artistic things, to their fright caused by noise and flashing lights. Due to I am also developing the world for my FMP project ‘Pocket Fantasy’, I decided to keep similar assets but restructured their features and tell a different story through different movements to deliver the thought.

Here are some shots I developed in the previs for my final major project. This set is mainly an imaginary world constructed from the perspective of our female protagonist:

Here is a concept of my twisted world-building: –> What if my female protagonist has autism, and she lives in this virtual pocket world appearing in my FMP in her imagination?

  • Props in this set could be anthropomorphic characters to reflect her inner world, sensory experiences, and emotional navigation.
  • The girl sits curled up on a stool, arms around herself—a posture that might suggest self-soothing, anxiety, or feeling overwhelmed.
  • The candy, utensils, paper and other animated objects floating around her could represent how everyday stimuli feel amplified—even normal things like candy wrappers or utensils may hold a heightened sensory impact or symbolic meaning.
  • These objects have faces, hinting at personification—perhaps a nod to pareidolia or the way some autistic people assign deep emotional connection to objects.
  • The bright glowing pink and red hues might reflect sensory intensity—colors, lights, and feelings can often feel more vivid or even overstimulating.
  • The lighting may also represent the girl’s focus of attention—autistic perception often zeroes in on specific stimuli in a world that may feel chaotic.
  • The golden retriever appears calm and affectionate—perhaps a symbol of comfort or a support animal.
  • Many autistic people find solace in animals, who offer non-judgmental companionship and are easier to connect with than people.

Also, I have looked at a few animations talk about autism in YouTube, which inspired me to have this idea

This video represents a few traits of artistic people, which include their fear of unknown things, sensitivity to light and imagination, which protects them from difference.

Other references on the visual side I have used before I started structuring the concept:

Technical side, I develop the female character from turning her 2D design into a 3D sculpture in Zbrush, and then I started doing the retopology in Maya:

I used this course below to support my study of retopology in Udemy:

I will be doing the UV wrapping and rigging in next week, and soon starting to construct the world.

Categories
Final Major Projects and Theis Thesis

Week 11: Understanding Methodology & Frameworks

In this lesson, our lecturer talked about how a framework could help us to structure our study in thesis writing.

And we have mainly watched some videos on the YouTube:

This one talks about how the frame can be used and seen in daily life, and it can distort how people identify and conclude things from their perspective. similarly, the framework in my writing can effect how audiences responses to my writing, especially with a meaningful conclusion.

This one talks about a few steps on finding the ‘real’ framework which can be used by our study:

  1. practical tips on how to find one: (I need to get to know my project first)
  • Title
  • The problem I would like to solve
  • The research questions I would like to answer
  • Knowledge of existing literature —> start finding my framework.

EXAMPLE: – researching a new topic, like: ‘Defining a Digital Business Strategy (DBS)’

—->>>> do my literature review

——>>>> understanding Description 1, 2, 3.

2. Highlight the keywords

  • We see a lot of them in our literature review.
  • write keywords of this topic somewhere ——> they can help the research for my framework of the study.

3. Google.com

  • research by using ‘keyword + framework’ —-> image checking in google to see any old studies include the model of it.
  • check each key word from the list.

4. Check if this is a ‘real’ framework.

  • our research needs to be supported by reliable resources.
  • Type the name of the model/frame in Google Scholar.
  • Download the paper to see if its related writing is based on this ‘real’ framework picture.

5. Does it really speak to what I want?

  • Find the ORIGINAL work relating to the image of the model.

6. Find if there is any paper related videos online.

7. Any later version of this framework.

  • paper word: extension *

8. I might need to combine framework models into one conceptual model that is designed for my study.

    This video talks about how to do with the framework we found, or the conceptual model I created in my study.

    1. Explain the model.
    2. Conceptualise the Framework —–> refining the key part I will be using in the model.
    3. Shape data collection plan.
    4. Main influences of the framework in our plan:
    • Hypothesis —> which can test out our study.
    • Data collection instruments.
    • Data analysis.

    To conclude, the framework influences my whole study; it could help us to understand the problem, shape our data collection, and interpret it.