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3D Animation Fundamentals Maya Unreal Engine

Week 12 – Project Completion

For the final stage of my project, I reviewed all of my Maya projects and revised them by carefully applying the feedback I received throughout the term, making appropriate adjustments across each project. I then focused on polishing the scenes that were nearly complete, paying special attention to details such as motion arcs and overall animation clarity.

Since my Unreal project was designed from a first-person POV, I adjusted the scenes that were already mostly finished to work properly with the camera. I then rigged a character I found on Fab using a Control Rig. Because I mainly needed to animate the arms, legs, and head, I focused the rig on those parts and set it up with IK so I could control the hands and feet more intuitively. After completing the rig, I created animation sequences based on the camera’s position.

Once the animations were done, I built a Blueprint camera to achieve a first-person walking effect, including bob and tilt. I also created Blueprint camera sequences for both scenes. To connect the two scenes, I added a short transition sequence using the asset’s landing animation.

To draw attention to the walking targets in both scenes, I placed light sources and used a Post Process Volume with bloom to create a blinding effect as the character approached. Finally, I added ambient bird and water sounds to both scenes, rendered everything, and edited the final result in Premiere Pro.

This term was extremely productive for me. I learned many new techniques in Maya, a software I was already familiar with, and reaching a point where I could complete a project in a completely new engine like Unreal was very rewarding. Using the techniques discussed in the workshops helped me reinforce my skills and become more comfortable with the interface. This process completely changed my perspective on animation and showed me how deep and present it is in everyday life. I would like to thank my tutors, George, Ting and Serra, for all these valuable gains.

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Unreal Engine

Week 11 – 01/12/2025 – Unreal Engine

This week I started working on the paradise scene in landscape and foliage mode using the scenes I found as an inspiration.

My reference/inspo scenes:

Paradise scene initial creation:

Next week I will look for a waterfall asset to add to my scene and discuss with Serra about the character animation and how to work on the rig.

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Unreal Engine

Week 10 – 24/11/2025 – Unreal Engine

This week I started creating the forest scene by working in landscape and foliage mode for the ivy covered wall, and the rain forest assets I found on the fab for the forest. 

For the paradise scene, I started creating the landscape and gathering the necessary assets to start building the scene.

After finishing the scenes, I will focus on working with the rigs.

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Unreal Engine

Week 9 – 17/11/2025 – Unreal Engine

In this week’s Unreal Engine class, we explored the application of LUTs to improve the visual aesthetic of our scenes.  We utilized a LUT template provided by Serra and imported it into Adobe Photoshop for further modification.  In Photoshop, we utilized various alteration layers such as curves, hue modifications, and contrast adjustments to develop a customized color grade. After saving the edited LUT, we imported it back into Unreal Engine. Using a Post Process Volume, we applied our LUT and immediately saw how it transformed the mood of the scene. 

LUT
LUT Photoshopped
The scene before

We also learned how to effectively render our scenes in Unreal Engine, emphasizing the parameters that influence the final output. The class addressed the configuration of the Movie Render Queue, selection of appropriate output formats, and performance optimization while maintaining visual quality. By experimenting with these tools, we gained a better understanding of how rendering transforms a real-time scene into a polished final video. 

The scene after rendered with camera movement

We also had a chance to talk about our project progress. She showed me a few techniques to create an environment. I have 2 main scenes: a forest and a “hidden paradise”. I started creating the forest scene using a rain forest asset, and adjusted the lighting.

For the other scene, I decided to create it in landscape and foliage mode to match exactly what I had envisioned. Finally I decided on the shots and finished the storyboard. 

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Unreal Engine

Week 8 – 10/11/2025 – Unreal Engine

This week in our Unreal Engine class, we explored lighting and got an introduction to post-processing. We learned how different kinds of lights, like Directional, Point, and Spot Lights, can change the mood and make a scene look more real. We learned more about how to make atmosphere and depth by playing with shadows, intensity, and color. We also used a material to add texture to a spotlight.

We also saw some post-processing effects for the first time. These effects, like bloom, color grading, and ambient occlusion, help make a scene look better and feel more like a movie.  It was fun to see how these tools can change the look and feel of a project completely!

This week I’ll be starting to collect the assets I found and narrow it down to the essential ones. Once I collect them, I’ll start creating the environment.

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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.

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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.

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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:

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Unreal Engine

Week 4 – 13/10/2025 – Unreal Engine

This week we focused on the materials. We saw how we can create a material both manually and automatically by using a surface/texture asset by simply matching the asset with the material properties. We experimented with different material types by using and manipulating different parameters on the Material Graph. We created a basic material, a glass material, a light material and a tile material by importing a surface asset.

I also had a chance to talk about my ideas for the project with Serra. I am planning to do a first-person cinematic exploration but couldn’t decide on the shots and the camera sequence.  She gave me very useful feedback on that. Now I’m still in the research process, trying to create a storyline and storyboard. To build a solid foundation for the project and to better visualize the story, I generated storyboard shot images. This helped me shape the idea and see how it could evolve visually.

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Unreal Engine

Week 3 – 06/10/2025 – Unreal Engine

The main focus of this week was Unreal Engine’s Level Sequencer and cinematics. While discovering it, I noticed that it is very similar to the Timeline and Graph Editor in Maya, which made it easier to understand. We were told to recreate a scene from a movie, so we completed our first animation. I chose to recreate the first scene of Frozen.

I also successfully used the FAB for the first time. I imported the assets and characters needed for the scene and was able to position, animate, and adjust them within the Sequencer. It was wonderful to watch everything come together in a cinematic scene, and it helped me better understand how Unreal handles animation and camera work.

We also discussed our ideas for the final project with Serra. I have a few ideas about the concept and aesthetics. Now I’m in the research phase, collecting inspiration images and trying to build a storyline and a storyboard to discuss it with Serra next week. I’m going to share some of the scenery ideas I have at the moment.