By following my plan, I have polished my animation blocking under the narrative of my UE5 assignment. Also, I have learnt how to build up the fire Niagara effect in the scene.
Here is a quick screenshot of the fire from my project:

By learning how to build up the fire, I have checked these two main tutorials online:
Due to the first video needs a specific software called ‘Amber Gen’ to create the effect, hence I moved to the second video which used mainly the started resources included in the game engine:

As the video is about 10 minutes, here I am going to display my notes through study it:





Here is the interface of the flame. To explain more, the flame has three parts: fire, smoke, and debris dropping down. Only the fire and its debris have colour information added to them. As I know my flame starts from frame 1015 in the story and ends up in frame 1350– which is 336 frames and 14 seconds in total, I have changed their lifetime into 14 seconds for adding into the scene.


In the process of making the fire, I found it important to test out the level of the spawn rate and the sprite size to make sure the effect was achieving my expectations. Also, it’s important to add them casting the light by adding a light renderer under the fire part.
Due to I need to add the fire into the scene under a specific frame, and making the animation working, here I have followed this tutorial:
By following the tutorial, I understood how to add life time to my Niagara effect after I have dragged them into my animation sequence:

And so I have used a similar method and built up the animation of each flame on its own in my scene, and here is what shown in my sequence:

As I have noticed I can also key the size of the fire, I let each of them get larger by following the time moving. Also I have added layers of flame effect in my scene by following the time passes, therefore we can see the level of the fire is getting bigger and worse on my cyberpunk human:
Frame 1069:

Frame 1121:

Frame 1278:

Frame 1349:

Moving from building up the fire to the animation part of this week, I have added all those details to the robot:

I have created different quick selections to control different part of the robot:

Here is the graph editor of the camera at the same time in Maya:

Due to I have to add the focal length of the camera manually in UE5 here is my progression:

In some shots I tried to make the background more blurry therefore audiences could focus on the foreground more, although the difference might not be that obvious:


I have also debugged a texture problem of the opacity pass of the robot, for now, audiences are be able to see its empty ink bottles around and the ink materials I put inside:

Next week, I will be focusing on the animation of the robot’s dream at the beginning of the story and doing some explanation by adding music and sentences to the story, the latter will be mainly inspired by old silent films (some examples I am thinking below):


A quick render from this week’s progression: