Categories
Maya

Week 8 – 10/11/2025 – Maya

with George

This week we started talking about body mechanics. We learned that body mechanics are about how the body moves (weight shifts, posture, and balance) and that these movements have to feel real before we can add any acting choices. The most important thing to remember is to shoot video reference to study timing, posing, and motion in real life before animating. We can get realistic motion and learn how things like hips, feet, and center of gravity work together by looking at reference video one frame at a time.

Our assignment this week was to plan our shot. I did 2d animation planning. Here’s my reference and my planning I did accordingly:

The feedback I got for my walk cycle animation was about refining the contact poses and fixing the small movements in the feet. I fixed the contact poses and polished the small details. Here’s the updated, refined version:

with Ting

This week, we had an industry talk from Ting, she gave us valuable insight into where animators fit within different animation roles. She explained us the creative process and mentioned how team structures can differ between big companies and smaller studios. We also discussed what working in the industry is really like and reflected on our own expectations.

Ting finished the session by showing us a variety of showreels, from character animation to gameplay cinematics. This gave us a better idea of the many different career paths available in the field.

Then we received feedback on our handposes, I’ll be refining my poses based on that.

Categories
Design for Animation

Week 8 – 10/11/2025 – Design for Animation

This week we had our 1-1 tutorials with Nigel to discuss our Research Proposals. I did some research and decided on the topic of aesthetic orientation and how it’s formed. After my discussions with Nigel, I focused on the cultural appropriation vs cultural appreciation in 3d animation.

After my research, I formulated a new critical report topic which is “Cultural Appropriation vs. Cultural Appreciation in Contemporary 3D Animation: Ethical Boundaries, Industry Practices, and the Impact on Global Audiences”

I want to look into how modern 3D animation deals with the tricky line between cultural appropriation and cultural appreciation. It will look at how studios use cultural elements like character designs, clothing, architecture, mythology, and storytelling traditions, and it will also look at where respectful representation ends and exploitative borrowing begins.

In the next week’s session I will be sharing this idea with Nigel to be able to move forward with my research.

Categories
Maya

Week 7 – 03/11/2025 – Maya

with George

This week, we focused on reviewing our weight shift and walk cycle animations.

For the walk cycle assignment, we had worked in the blocking phase to check the poses and make any necessary adjustments. The feedback I got was that my animation was missing a key pose, so I redid it this week. Here’s the refined version in spline:

For the weight shift animation, George advised me to pay more attention to the arcs. To improve this, I used the motion trail tool to track the head movement, smooth out the motion, and create a cleaner line of action. Here’s the updated version:

with Ting

This week started off by talking about hands in animation. We discussed how hands can be used in order to tell the story. They can be used to cue an action, as a secondary action, to show an emotion and to reveal the personality of a character. The lecture emphasized the importance of shape and silhouette, as well as keeping them basic and readable. We also went through organic posing, gesture flow, interconnectivity, and the concept of a leading finger to help make movement feel natural.

We reviewed some of the hand poses and gave feedback based on these principles, discussing how to improve each pose. Finally, our assignment was to create 1–3 expressive hand poses that clearly convey emotion without showing the character’s face or body. I’m sharing the poses I did for this assignment with the references.

We also had the chance to get more feedback on our Franky assignments, I needed to work on the COG to show the weight shift when he’s taking a step. After refining that, I’ll focus on adjusting the timing to make it more dynamic and engaging, rather than keeping it evenly paced.

Categories
Design for Animation

Week 7 – 03/11/2025 – Design for Animation

In this class, we learned how to choose a research topic and turn it into a clear argument. You should pick a topic that interests you, fits with your subject area, and is narrow enough to be researched well. It shouldn’t be too general or too easy.

We also talked about how the whole project should be based on a research question. You shouldn’t just be able to describe it; you should also be able to explore it and argue about it.

It’s important to use your own voice when making an argument. You need to show what you think and give proof from trustworthy sources to back it up. A good argument has a clear structure, it introduces the problem, reviews what others have said, presents your findings, and ends with a conclusion.

Based on this knowledge, I’ll conduct some research to select a topic and construct an argument. I will be preparing resources and filling up the Research Outline for our one-on-one sessions next week.

Overall, I realized that great research starts with a strong question and proceeds through clear thinking, credible sources, and belief in one’s own views. That’s what I’ll be keeping in mind during my research.

Categories
Unreal Engine

Week 7 – 03/11/2025 – Unreal Engine

In Unreal class this week, we learned how to use Control Rigs to make procedural animations right in Unreal Engine.

We started by working on a snake rig. We made the snake move in a smooth, wave-like way by connecting joints and using nodes like For Loop, Transform, and Spring Interpolation. The head control moved the rest of the body, making it move like the pendulum.

Then we made a hyena rig to see how well it could move on four legs. We used the Locomotor node to control the feet, set up phase offsets for the legs, and add ankle bone data to help with balance and stepping.

Working on these rigs really helped me learn how animation logic works behind the scenes. I liked seeing how math and motion are related, and it made me realize how powerful Unreal’s Control Rig system is. I feel more sure about trying out procedural animation now.

Categories
Design for Animation

Week 6 – 27/10/2025 – Design for Animation

This week, we talked about the mise en scene which refers to everything visible in the frame: settings, props, costumes, lighting, and character positioning. Through the research assignment we got, we were able to analyze how every aspect combines with each other to set the mood, emotion and atmosphere. 

I initially examined the scene in which the Witch poisons the apple. The Witch’s dark basement with the green steam coming from her pot, makes the scene look scary and dangerous. The skulls, smoke, and shadows make it even scarier. The main prop, which is the apple, distinguishes itself from other objects due to its color. The Witch’s black cloak, wrinkled face, and crooked posture make her look old and evil, in contrast to Snow White’s pure look. Close-up views of her creepy smile and the shining apple create tension and show her dark power.

I proceeded to analyze the frame from Anomalisa. The positioning of the characters within the scene, along with their body language and facial expressions, shows the emotional isolation between them. The soft/nude color palette and subtle lighting establish a melancholic ambiance that aligns with the mood. 

Then, I analyzed the scene from Rebecca that shows how effectively mise en scène works to communicate relationships. The positioning of the characters (one standing confidently, the other appearing more hesitant and intimidated) reveals the existence of a power disparity between them. Every element, from the characters’ costumes to their manner of speaking to one another, contributes to our understanding of the underlying emotions and relationships.

Overall, this assignment has taught me to look beyond dialogue and narrative, and to concentrate on the visual language of cinema instead. Mise-en-scène is not merely decorative; it functions as a form of narrative through imagery, color, and composition. Gaining a deeper understanding enhances my perception of films.

Categories
Maya

Week 6 – 27/10/2025 – Maya

with George

This week we started off by talking about walk cycles and how you can show character by adjusting the small details of it. For next week we were assigned to do a planning and blocking phase animation of a walk cycle. For my planning, I filmed myself walking as a reference since it was really helpful last week with the weight shift assignment. I enjoy creating 2D plannings, they’re a great way to refine the overall timing and poses before moving on to the actual animating phase. Here’s my planning:

Here’s the initial version of the walk cycle (blocking phase):

After that, we moved onto the weight shift feedback. The feedback I got on my animation was to add more anticipation and to exaggerate the motion in order to better show the character’s weight. This week, I focused on improving both to make the movement feel more natural, and to emphasize the weight shift. I’m sharing the refined version here.

with Ting

This week, before the feedback, we talked about the workflow in pose to pose animation projects. It’s not a mandatory process, more like a guideline that is a very useful process to animate efficiently. We also looked at different approaches and their examples. Some seemed really useful for my own pace and workflow, while others didn’t feel as compatible. 

Then we got feedback on our Franky pose-to-pose animations. I was told to focus more on the hip movement and timing since I had done my assignment without a reference. I recorded one and adjusted the timing accordingly. Here’s the old and updated version:

Old version without the adjustments
Adjusted version with the reference

We also got a new assignment on hand gestures and create a few hand poses using real-life references. Here’s the poses I did for the assignment:

I’m curious to see what critiques I’ll get, since I haven’t worked on hand poses before.

Categories
Unreal Engine

Week 6 – 27/10/2025 – Unreal Engine

This week, we explored different tools and exercises to get a better feel for how physics work inside Unreal Engine. We started with some basic experiments using simple shapes, changing their mass and gravity settings while enabling Simulate Physics to see how each object reacted differently.

After that, we created a Blueprint Class and set up a master mesh with several child static meshes, linking them together with a Physics Constraint to mimic a chain-like movement. By tweaking the angular limit values, we were able to see how the swing and twist motions changed in real time.

Then, we imported a Paragon character model from FAB and adjusted the angular limits of each body portion in its skeleton mesh.  We then used these physics settings, as well as the character’s existing animations, to create a keyframe animation.

Later, we tested the Fracture Tool, playing with mass settings and experimenting with different fracture types to simulate destructible objects. We also worked with the Anchor Field Generic and Master Field Generic tools to enhance the realism of our fracture simulations. To wrap things up, we used the Take Recorder Tool to capture and record our simulation results.

Overall, this week helped me understand Unreal Engine’s physics system and how its different tools can work together to make environments that are more dynamic, interactive, and realistic.

For my final project, I’m preparing a storyboard to decide on the shots and to start creating the scenes.

Categories
Unreal Engine

Week 5 – 20/10/2025 – Unreal Engine

We got to talk to Serra one-on-one about our project ideas and progress this week.  I had already finished the main plot, so I spent my time looking into the FAB to find useful assets that could help me build my environment. To keep things organized and efficient, I broke my research up into different scenes and grouped the assets I found by scene.  When I showed them to Serra, she told me that I could also model my own forest using trees and other natural elements, which would be a great opportunity to practice working with the engine. 

She also told me about a tool called “Procedural Landscaping” that I had never heard of before. It can automatically make realistic terrains and plants, and I’m excited to try it out.

I’ll be sharing some of the useful assets I found on the FAB:

Categories
Maya

Week 5 – 20/10/2025 – Maya

with George

This week we covered walking cycles and weight shifts and how they are one of the key aspects of animation. We also talked about the center of gravity and how to use it to make sure a pose is balanced and that the weight is distributed correctly. We then were assigned to plan and animate a weight shift for next week. For reference we shot a video of ourselves doing the weight shift. Based on that reference video I did my 2d animation planning.

For more on the weight shift subject, George told us to do a pose from our sketches that shows weight. For that assignment I’ll be using this sketch that I did:

After that we received the final feedback on the ball with tail animations. I had to make minor adjustments to the tail as it landed from the jump to make the tail follow the motion trail of the ball. Here’s the refined version of it:

with Ting

This week, we completed the final reviews for our Juicebox acting animations. Based on the feedback and suggestions, I’ll be doing some improvements in the walking cycle and I’ll be doing more polishing to make the animation smoother.

After that, we focused on the three poses we worked on last week. She explained how we’re going to use them as part of the “pose-to-pose” animation process. For this week’s assignment, she asked us to create an animation that transitions smoothly from one pose to another. To accomplish that she gave us a quick tutorial and introduced us to useful plug-ins for this assignment. My work will focus on transitioning from the angry pose to the happy pose. 

Here’s my angry pose and happy pose:

I think this is a very important exercise in order to understand clearly how the pose to pose animation works and its process.