Category: 3D Computer Animation Fundamental
Final Project Tutorial In this session with Serra, I talked about my idea of using water reflection in my shot. At the start, I was thinking too much about making real waves, like an ocean. I thought I needed a complex system to make the water look correct. Serra told me this is not the […]
Rendering in UE In Serra’s rendering session, we focused on how to push image quality in Unreal and why the final render often needs higher settings than the viewport. Serra shared several useful console commands for improving output, such as screen percentage, motion blur, depth of field, bloom, tonemapper quality, Lumen reflection tweaks, and virtual […]
Dynamic Lighting This week’s class exercise was about testing lighting in Unreal Engine. I built a simple scene and tried different light setups to see how they change reflection and mood. I tested several light types and moved them around to compare the direction, intensity, and shadow feeling. I also checked how reflective surfaces react […]
Control Rig This week, I also worked on Control Rig to test character movement in Unreal. In the Forward Solve graph, I set up a Full Body IK (FBIK) node and connected several effectors to drive the character’s body parts. I used this to check how the limbs and body follow the controls, and I […]
This week in Ting’s class we focused on hands in animation. The main idea was that hands are never “doing nothing”. Even when the body is still, the hands should show what the character is feeling and help define their personality. A well-posed hand can make the acting more believable and help the audience connect […]
This week in the Tuesday session with George, we continued developing our walk cycles in spline. The main focus was to move away from copying reference frame by frame and to trust our planning and key poses more. I realised that a good walk cycle does not come from “tracing” the video, but from understanding […]