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Collaborative Uncategorised

WEEK 10&Final Summary

Basic idea of the Animation

Funny themes: Twist And Shout(sekko to kaeru)
The basic idea is that the paintings from the actual drawing room will be uploaded to the virtual world without permission by the sculptures and then evaluated, reflecting preferences through body language and bubbles, intending to show the preferences of different artists on the style of painting, expressing that there is not only one good style of painting. The art is diverse.
The general wish is to blend in the idea of metaverse(virtual space and identity) and a sense of belonging. So most of the stuff in the studio is alive, which represents the reality of the critics, which could be of different ages, different genders, different countries, etc. Being judged by the same standards is a nightmare that everyone shares. By doing this animation, we can show our embrace of the pain and the wish to overcome it with a sense of humor.

Animated Production Programme

Form of collaboration:
3D character animation and 2D character animation in two different 3D scenes
Time:
around 2 minutes
The main plot:
the paintings of the students in the actual studio are scanned into the virtual world and rated by the different sculptures for their preferences
Objective:
3D: to reflect the flexibility of character animation and the use of scene design and materials.
2D: design style and fluidity of animation in both worlds, fully reflecting the keywords “fantasy” and “sense of belonging.”

MY work

My main work: 3D Generalist of the art studio scene.


I was responsible for the full animation process of the first 40 seconds of the film’s 3D realistic art studio scenes
Including
Model (jieyi helped me build a clock and a fan)
Texture
Animation&part of storyboard
Lighting
Rendering
40 seconds of Special Effects (clio is responsible for adding 2d effects)
40 seconds of editing work


My secondary work: Designing the virtual classroom


Conceptualisation of the entire virtual set on a preliminary design sketch

Final animation (group)

Work-In-Progress (personal)

I didn’t put the whole modelling process into this video because the total modelling time took me about 280 hours, and the materials and animations and rendering part took me about 150 hours, so I had to try to keep this video to the length of a song, thanks for your patience!

3D part of previs (personal)

Collaboration Unit 3D Part (personal)

google document link-develop process

https://docs.google.com/document/d/1VQ8Av_-l37XBU2dZvJ_jWcvJaWOnH13mrusaEW-5pyI/edit

Self-reflection on this group collaboration


Appreciation


Firstly, I am grateful that every group member is committed to our animation project. We are all under much pressure with other assignments in our respective disciplines. But we all tried to take time out of our day to participate in every group meeting, and we once had a six-hour online meeting in one day where we all got together to work on assignments and think of ideas. Luckily, we all did a great job of getting our projects done.


The early stages of the project


Secondly, at the beginning of the project, I was worried that the work for each of us was manageable. Especially for me personally, as I had to work on the whole process of an entire 3d high-quality scene in a month or so, which was a very challenging task for me indeed. And my work was a bit cut off from the 2D part of the group, so that I couldn’t see the progress of the 2D group, but my members were amiable, and we uploaded our work progress to a google document every week so that we could monitor each other. It’s a very effective way of communicating, and we can look at individual work progress each week and then give better advice on each section.

Google Document Link:https://docs.google.com/document/d/1VQ8Av_-l37XBU2dZvJ_jWcvJaWOnH13mrusaEW-5pyI/edit

In this document, each of our group members is posting their progress each week to facilitate comments. This link also contains a lot of our creative process and references


Communication and exchange of ideas-Problems found through group cooperation

Thirdly, Clio was responsible as the leader in the early stage of communication and design. She tried her best to motivate every group member to solve the difficulties of virtual scene design. But, for me my workload for the 3D scenes at the time was hefty. I needed to do all the modelling work alone in three weeks, so I was very reluctant when Clio first told me i need to do it. But I also understood that it would remained stalled my group if I couldn’t drive the design process. We also make a flowchart of each person’s design, which explores the most critical point of group collaboration: that we all work together to solve a problem and push our project to improve. I was happy to help my team members with the material, lighting and modelling challenges. I also received some feedback from them about the shots and the colour of the images. I like this efficient and healthy communication process.

Some thoughts on improving modelling efficiency

Personally, I am very good at doing technical work such as scene modelling and code and material rendering. As Clios said,more capable team members are responsible for more work. We all want to produce the best possible result in a short time. I’ve worked on many long-term projects before, but a situation like this, where I had to finish a film in two months, was really challenging for me. I discarded a lot of details when modelling, and I just focused on doing the corners that the camera could capture. This approach to production will significantly increase my efficiency.

Unity Assignment-Build a city

During the three-week unity course, I tried to build up a city. As I had learnt Python and unity before, this was easy for me, and I could do it during class.
I also liked the LOD mechanism for models in UE5 and unity, where the camera is very efficient at saving rendering resources when the object is far away. This way cannot be done in Maya and Arnold and Octane Render. I used the city building plug-in for this scene and adjusted the materials and layout of the city model via Python. It was beneficial for me as an animator to try out different software. I also really enjoyed the process.

Categories
Collaborative

WEEK 9: Rendering shots & After effects

Storyboard

My main task this week is to render the final model and create the effects section, and I need to adjust the colours for the video and deal with the noise and texture of the image. I want this image to be very polished, it’s a big job, and I’ll be working hard to get it done

Adobe After Effects CC

After finishing all the materials, I open the live render preview to look for bugs, which is tiresome and time-consuming. However, at this step, I often look at the work of other 3D artists to compare it with my work and look for gaps in the image. I think there are still some problems with the rendering of my current scenes because I want to give the realistic scenes a “reminiscent” feel, like a retro TV set from the 90s, so I’m thinking about how to improve the quality of the animation.

Colour mixing with Davinci

I used Da Vinci to tone the image for contrast, colour temperature and greyscale one by one, and to reduce the reds in the image and adjust the colour curve.

After affect -process

Because I wanted the film to have a beautiful, silent, sad atmosphere, so I needed to adjust the speed, colour, texture and some light effects in the post. I used PR and AE. After I finish 50 seconds of the film, I will send it to the students accountable for compositing the 3d and 2d animations.

screen recording

This video shows me working on the effects, adding vintage TV textures to each shot, as well as light and shadow effects and adjusting the focus of the lens.

The original video

Adding Effects

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Collaborative Uncategorised

WEEK 8 Real Time Technologies

Final Render test-storyboard-9 shots

During the week, I rendered the first frames of all my shots and discussed them with my members, who gave me good advice on adjusting the frames’ colours. But for rendering time reasons, I solved the problem using effects and Da Vinci colour grading. Because I needed about a week to render and submit the previs shots to the compositor for the sound, it was a tough week for me, and we were all pushing our limits.

shot intro:In these three shots, we wanted to create cinematic images with classical music to capture the viewer’s attention and demonstrate our basic modelling and rendering skills as 3D animation students. The collaborative part is essential as this project combines 2D and 3D animation. Still, we also needed to take advantage of 3D animation’s ability to create an atmosphere and work hard to capture the audience’s interest.

shot intro:

In the fourth shot, we focused the image on the blackboard, where our title appeared, along with the names of four students from our 3d group and two from our 2d group.

Next, I created animations of the fan and potted plant and b focusing the camera j on the q frog pencil, which would set the scene for the 2d to appear.

shot intro:These were the three most important shots in the film’s production, and we designed many versions of them. Choose three drawings discussed the choice of the main character many times, and David was the first to be chosen as our main character. Then we decided on a very famous Chinese poet, Lu Xun. When he was alive, he wrote many poems that attacked the darkness of society and advocated the pursuit of freedom and ideals. At the same time, reciting and understanding Lu Xun’s writings was a lingering nightmare for us from primary school to high school. So most students in China have drawn a portrait of Lu Xun in their textbooks, partly to add interest to a boring academic life and partly because they respect his courage in pursuing freedom and speaking the truth. But the fact that this drawing was marked with 49 marks means that the education system does not recognise the student’s ideas.

Reflections


I think the rendering of this image is too dull and needs to be recoloured. I realised that I needed to use DaVincih and ae to adjust the colours and add textures and filters. So I need to adjust the colours and effects before I send it to the compositor.

Previs test 1 link :

This week I mainly finished the animation parts of the clock, fan, paper, light and previs. In the scene I used the forest plugin to control the animation of the grass. I also created a previs shot to adjust the design of the screen and control the pace of the video.

Previs test 2 link

Categories
Collaborative

Week 7: Metahuman & Group work

Group work

This week I have been concentrating on adjusting the material. My 2d classmates and I have been discussing the rendering style. We hope to enhance the contrast between 3d animation and 2d animation, just like being suddenly sucked into an illusion from the real world.How to make the realistic art studio an attractive beginning of this animation has become very important. I repeatedly tried many materials with different textures to find the most suitable rendering style for this animation.Because for a real scene, the author’s overall style dramatically affects the type of the entire animation clip, I will continue to be responsible for rendering the realistic art studio.I am responsible for the entire scene material uv splitting, material sphere creation, and rendering,And I use the octane renderer, which has excellent performance in rendering realistic scenes

UV&Texture

Due to the sheer volume of production I have only shown some of them- Frog pencil case, curtain, blackboard and other objects

Throughout this material making process I have tried to create the thickness and pattern of the floor by inputting and overlaying image textures and floating point textures, and then completing the material sphere by outputting bumps and diffusions. This is where the OC renderer excels at virtual realism.

Many of the files in this module are drafts of our group members’ creations, including sketches of plaster figures drawn by jieyi, which I was responsible for creating and applying to the 3D scenes. I wanted to use some of the 2D group’s draftsl to record interesting ideas and funny moments from our group’s production process. Also it was very much in line with our concept and we wanted to reflect the creativity of the students in this scene.

OC Texture recording progress

I used octane render because I had used it to make remarkably natural materials. It took me about two weeks to create all the textures for the scene, which was a big challenge for me. I’ve never done so many textures in such a short time.
But I would have done better if I had more time.

Octane Render view recording

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Advanced and Experimental Project 1.2-Robotic arm

week 8:Rigging-node editor

Hand – Palm – Fist – Back of the hand – Knuckles – Fingers – Nail
Thumb – Index finger –Middle finger – Ring finger – Little finger – Finger prints – Finger tips

Arm– Forearm – Upper arm – Wrist – Elbow – Elbow joint – Shoulder

Render Test

Rigging Test 1

2 RIGGING WAY

1 Arttribute-fingers

2 Node-elbow joint

This week I tweaked my robotic arm rig again because I wanted to make a movable elbow joint, so I tried doing the elbow joint with rigged fingers, but it didn’t work very well. So during the class, I asked Nick about the elbow rig. Nick taught me to use the node editor to control the y-axis of the curve and to control the rotation details by adjusting the object’s rotation angle and inputting and outputting the maximum and minimum values. This information is beneficial to me.

Video-Green Screen

Chroma Key-

Categories
Advanced and Experimental Project 1.1-Previs

week 8

I’ve been revising some shots this week, I’ve added HDR to the scene to separate the sky from the scene and to help me determine the layout and scale of the shots more quickly, George gave me a lot of feedback this week and we discussed the trajectory of the ball as it represents a dragon that is lively but fat, so I wanted to show the ball floating up and down. I wanted to show a feeling of floating up and down with the ball.

Thoughts on the design of the dragon character

As I developed this project, the dragon took on an increasing role in the story, but my original design combined a snake and a small dragon, but I didn’t think the design of that character was enough to support it as a main character, so I’ve been looking for inspiration to try and come up with a more designable character.

Feedback

shot 1

shot 2

Modifying the position of the octopus, the first shot shows the octopus slowly crawling towards the lotus leaf, and the second shot uses the octopus to push the camera away from the character and bring them slowly into the frame. As these two shots are correlated, the coherence of the shots is really much better if the octopus is placed in the same position and then by editing the frame.

shot3

This shot shows the characters raising their heads as the dragon flies around teasing the main character and slowly flies away.

shot4

In this shot, George gave me some suggestions on how the character could run and catch this dragon at the same time. I agree with George’s comments, but I’ve only done a rough binding, so I’m thinking about giving this shot an assist by way of 2d.

Categories
Advanced and Experimental Project 1.2-Robotic arm Uncategorised

Week 7 Animation

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Advanced and Experimental Project 1.1-Previs

Week 7:Rough board&One Shot Sequence

Made a simple composite of the scene and the character this week as I spent a lot of time modelling and binding the character and I didn’t finish the binding. So I used one of the models I downloaded for an animation preview to help me position and move the characters.

For the design of the scene, in my original design draft, I wanted the whole scene to be in a canyon with lots of fantastical plants growing in it to create a dream-like feel. So I’ve been tweaking the placement of the trees, mushrooms and houses. I’ve only made the rocks and houses first this week, and I’ll make more detailed adjustments based on what the camera captures once I’ve set up the camera next week.

One Shot Sequence-board 1

Rough board-board 3

One Shot Sequence-board 3

The modified scene and One Shot Sequence

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Collaborative Uncategorised

Week 6 :The three -dimensional model of scanning

Getting Started with Unity

This week, Herman Ho gave us an overview of the video game industry and the Unity interface. But I already knew how to use unity before, so in the first two weeks of the course, I was able to import resources, use plugins, create a city

Generating model

This software is beneficial to me because, as a 3d generalist, I tend to spend a lot of time on the modelling and mapping part. If unimportant models can be achieved quickly by scanning, or if I only need to topologies into low surface count models, this method will significantly improve my efficiency

Group work

3D storyboard

This week we continued the group meeting. I made the first version of the Previs lens. In the design of the last two lenses, I and CLIO believed that if the paper was not allowed to move, let the camera slowly turn to the desktop and gradually pull it. Near the camera, it may be better. So I will adjust this secondary lens adjustment

Render Test 2

Categories
Advanced and Experimental Project 1.1-Previs

Week 6 rigging and storyboard

Rigging

I used adv to rigging my characters this week, I felt I could show the world view I had designed more clearly if I used my own characters, and there are a lot of strange creatures in my story. I also wanted to practise my binding skills this week as I have rarely been involved in binding before and this was an exercise for me.

Final model

As we are still focusing on how to design shots this term, I haven’t gotten very detailed with the model, so I will be putting this model into my shots and starting to create complex character animation sections.

I can finally focus on the camera. Since this character is fundamental to my whole animation, the final effect of this character also determines whether I want to continue to develop this project as my FMP project, so It had to take a lot of time to make. I also needed some help with the design of this character. Luckily, I finished the model in time, so my shots will speed up next week.

WALK TEST

This week I have been binding the models, as this assignment does not require a lot of model binding, so I have not tweaked a lot of details, just being able to drive the model’s walking and key limb movements.

  • The first walking test
  • The second walking test

Feedback

This week, George made some comments in response to some of my character shots, and I made changes to the second shot’s layout and tweaked it in terms of character movement, and this does look so much better after the adjustments.

Shots

  • The first shot
  • Adjusted shot

My current confusion is how to control the pacing of the animated shots, as I only have previous experience in making films and need to learn more about playful images. I wanted the third shot to go back and show some new information, which is very important in my film.