Unreal Engine Showreel Summary This term I developed my Narcissus project in UE5 step by step. The main idea was to build a quiet environment and use visuals to support the theme of self-focus and emotion. I learned that good results come from clear planning, fast workflow, and many small tests. In the early stage, […]
Category: Character Animation
In Week 12, Ting introduced the basic ideas of cinematography, focusing on layout, composition, and camera language. She explained that the camera should be treated like a character, because it helps guide the audience and tell the story. Camera choices should be clear and logical, not only for visual style. Ting talked about four main […]
With George In Week 11, George gave more detailed feedback on my body mechanics animation. This week focused on refining movement details and improving clarity. First, George gave specific feedback on the arm movement during the jump take-off. He explained that the arms should swing more clearly to support the jump and help show energy […]
With George In Week 10, the class focused on the polish stage of body mechanics animation. George gave me several clear suggestions to improve the quality and clarity of my motion. First, he said the movement during the jump take-off should be softer and more exaggerated. The pose needs to show a clear C-pose or […]
With George In Week 9, the class moved into the spline stage of body mechanics animation. George reviewed my planning and said the difficulty level was very high. He pointed out that during the rolling action, the motion needs to be controlled frame by frame, which means almost every frame needs a key. I understood […]
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 we learned the full workflow of pose to pose animation. The main focus was understanding the importance of key poses, the center of gravity (COG), offset timing, and inbetween frames. Through Franky’s demo, the tutor explained how each stage builds on the previous one and how to move from blocking to polish with […]
This week, we learned how to create pose to pose animation. I chose two of Franky’s poses from last week as the starting and ending positions. In Maya, I added keyframes between them to make the movement smooth while keeping good balance and rhythm. The tutor explained that pose to pose animation helps us control […]
This week, the main focus was polishing the juice box animation. I had never done polishing before, but after watching Ting’s demonstration, I understood that polishing means adjusting the animation rhythm, adding details, and refining movements to improve the quality. For my animation, I adjusted the speed and frame count of the juice box standing-up […]