Categories
Unreal Engine

Week 4: Materials

‘Illusion of sanity’ – this is the name I came with for my project.

I rearenged the narrative so now it looks clear. It helps me to form more concreate image of what I would like to create. I would like to play with constrast blue/red representing sanity/insanity.

This is a script:

  1. Show the entire bar
  2. Zoom in on the main character from behind (sitting at the bar)
  3. Receives a drink (blue)
  4. Pulls the drink toward her and looks at it
  5. Takes a sip
  6. Grabs her head
  7. Black screen
  8. Looks up at the bar and everything goes blurry
  9. Turns her head: the world becomes clearer (but now red)
  10. She looks at the red drink
  11. Looks at the blue pills
  12. Throws pills away
  13. Her hand reaches for the glass again
Categories
Unreal Engine

Week 3: Sequencer

On the previous week I mentioned that I had several ideas about the final project. I decided to leave my idea with 3D and 2D for the better times. Instead, I will focus on the cinematic about a girl who has scattered consciousness. I even have a plot outline, however, now it looks more like a story rather than a script.

Core idea: young women is sitting in the bar, she drinks something and suddenly starts hallusinating. Then she ‘wakes up’ from this condition and sees pills which are supposed to help her but she decides not to take them.

For now, the plot is quite raw, so I will build a more clear narrative in the future.

Categories
Unreal Engine

Week 2: Worldbuilding

I started to think what project I would like to do at the end of the module. I have some old ideas which I woud really love to work with. Right now, I am thinking about creating a cinematic which merges 2D with 3D (like arcane, to be hero X, etc.).

However, I am not so sure about this as it seems to be volumetric and complex project while the time is lacking. Maybe I will stick with some other variants.

Categories
Unreal Engine

Week 1: Introduction

Unreal Engine 5 is a volumetric industy-standart program used to create games and animations. I have never used it before, however, I used Unity for a bit, so the concept of the software is familiar to me. Though UE5 looks more complex and gives more opportunities to create.

I believe that UE5 will be a great tool to use for my future projects and ideas.

Categories
Maya

Week 11: Body Mechanics Polish / Project Proposal

Body Mechanics Polish

This week we are still working on our body mechanics animation. I fixed problems with timing and spacing which were still present in the previous version. I also paid attension ro the swinging after landing to make it look more realistic. On the final stage I also adapted where model’s knees and elbows are facing and added more offset keys to them to exaggerate power with which the model jumps and lands.

Body Mechanics Polish

Project Proposal

Categories
Maya

Week 10: Body Mechanics Polish

Last week I had problems with timing and spacing, especially on the highest point of the jump. I also had to work with arcs more as they looked quite unnatural.

Correcting Notes

In this new version I tried to fix that slow and gradual fall. I moved arcs in order to recreate the lelenth of the jump.

Body Mechanics Polish
Categories
Maya

Week 9: Body Mechanics Spline and Blocking

This week we worked not only with blocking but with spline version. Blocking helped to put key poses because this animation is complex, whereas spline helped to make this animation smooth and gradual.

Blocking
Spline

Categories
Maya

Week 8: Body Mechanics Sketch and Blocking

Body mechanics is what our body does mechanically in terms of weight shifts, feet placement, posture and movement.

While trying to recreate body mechanics in animation, it is essential to look closely at the reference. We should not copy the reference to every second but it helps us to learn from, and to gain knowledge and understanding of how your objects moves, whether it’s a human or an animal.

Ref
Sketch

And here is the first raw blocking stage of my animation of the jump.

Body Mechanics Blocking

Categories
Maya

Week 7: Polishing Walk Cycle / Hand Gesture in Animation

This week we continue to improve our walk cycle. This time we did animation in spline.

Baesd on the feedback, I had to space legs out more. However, because of that I had which to bring the overall translation y down.

Correcting Notes

This is how the new version looks like.

Walk Cycle

Hand Gesture in Animation

Last week we started discussing hand gestures, and this week we delved in this topic even more. Hands are very expressive part of our body, in terms that they tend to express our emotions while we talk or move. Hands always do something. In order to make hands gestures look good, you have to take into consideration clear and organic shape, inter – connectivity, leading finger, and grooping.

Assignment for this week was to pose expressive hand poses.

Ref 1
Hand Pose 1
Ref 2
Hand Pose 2
Ref 2
Hand Pose 3

Categories
Maya

Week 6: Critiquing Step / Walk Cycle / Pose to Pose Animation Workflow

Critiquing Step

This week I received feedback on my step motion from the last week. The thing I need to work on is arcs while stepping from one leg to another.

Notes With Corrections

This one is the new version where I fixed motion arcs while ‘hips’ are moving.

Step Motion

Walk Cycle

Now, when we finished with our steps, we can move to the walking cycle. I must say that this was hard but we made through it. The task was to animate basic walk so we could focus more on the focus on how the hip and legs work. This helped with better understanding of the hierarchy between them. We needed to animae the full cycle for a walk is the point from which one contact frame “cycles through” 1 time until it gets back to the first contact frame 2.

Sketch

And this is my final animation.

Walking Cycle

Pose to Pose

The previous version of my pose-to-pose animation was too complex, thus, I had to simplify the action and make it more smooth.

Pose To Pose

P.S. Hand Poses

This week we swithed from the golden poses to the hand poses. I studied how hands and hands alone can impress characters emotions and their personality.

So this time I decided to use my own hand as a reference.

Ref
Hand Pose