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design-for-animation-narrative-structures-and-film-language Uncategorised

WEEK 1:Narrative Structures


This week we have been learning about developing relevant research questions, finding academic resources, and using resources to help us articulate our arguments. We also explored our areas of interest, which served as the start of our critical report.

During the week, we thought about our respective areas of interest, some of which are.

  • The impact of UGC [user-created content] on modern games
  • The use of motion capture technology in animation and the threat it poses to animators
  • A study of the criteria for creating authenticity in animated documentaries
  • The changes in feminist themes in the history of animation creation
  • The virtual meets the reality in animated documentaries.

In the end, I chose this title.

The criteria for defining reality in animated documentaries.

Initially, I wanted to do a paper on the subject of UGC. Professor Nigel gave me some advice, and I realised that the topic was too large in scope for a 1,500-word critical report. For example, the scale of data collection would be heavy, and my lack of experience with UGC projects would make me struggle.

After a week of thinking about it, I chose the topic of animated documentaries from some of the topics I had done. While working on the undergraduate animation, we needed some help selecting the actual film and data. I also had some unresolved problems. Hopefully, this report will inspire me to produce animated documentaries in the future.

Language Academic Support Course

I learned about the basic knowledge of some thesis writing in this class, which is very valuable for a non-mother tongue student. At the same time, we played some games together to help students understand each other.

Categories
3D Computer Animation Fundamental Uncategorised

week 2:Shark and &Pendulum Shot Animation

In this lesson, we learned about the principles of using a camera and how to manipulate a shark to swim.

Shark

1. Non-Linear deformers bend, squash, twist etc, for animation

In the second week, we learned the usage of Nonlinear under the Maya menu, such as Bend, Flare, Sine, Squash, Twist, and Wave. I used to be confused about the adjustment of parameters, but this course improved my understanding of the use of deformers.

2.Nonlinear&Shark

Add a new camera and aimer. If you put the aim into a subset of sharks, you can focus on the shark through the camera.

3. Texture

Test-1

For the first time, I added basic materials to the shark, added lights to observe the swing of the shark’s tail. When I used C4D, I had a transformer called distorted. I can distort the object by controlling the wire frame. The method of using a transformer in different software is a bit different, but I like to explore different ways to solve the problem.

Test-2

I just arrived in London this week, and there was no wacom digital board in my home to support me to draw stickers. So I used other people’s stickers, I just put it roughly in PS to adjust the UV, so the shark belly looks a bit problematic

Pendulum Shot Animation

I can control the movement speed and rotation angle of the object through the Graph Editor.

First Adjustment

When the pendulum made the first keyframe, the swing of this pendulum looked very unnatural. I tried to continue adjusting the frame’s length and movement trajectory.

Second Adjustment

In the third week. I received feedback from George, who helped me to adjust the angle of the pendulum’s movement. Then I realized that the speed of the pendulum’s swing would also change under the effect of inertia, so I modified my animation again.

Observing the sketch of people’s movement status

Categories
3D Computer Animation Fundamental Uncategorised

week 1:Bouncing Ball Animation

In the first week, Mr.George explained how to make the ball rebounding animation in the first week. As the most basic course of sports, I still think it is essential for creating animation.

1.Graph editor

The Graph Editor is presented as graph view of scene animation so you can create, view, and modify animation curves in various ways. For example, we can control interpolation between keyframes, extrapolation of curves, and change animation curve value and timing by altering the shape of animation curves using tangent handles.

2.Timeline

3. bouncing ball

The first principle is squash and stretch. This is the principle that animated objects will get longer or flatter to emphasize their speed, momentum, weight, and Max. There’s a bouncing ball that has squash and stretch.

At the apex, the ball is not moving. When falling, the speed of the ball increased in the index. Before and after contact with the ground, the ball reaches its highest rate.

From a physical point of view, gravity will pull it down when a ball bounces until it encounters obstacles (ground). Forced the small ball to play until the power was less than the gravity, eventually making it fall again.

I noticed that the speed of different spheres in the process of landing is also different. For example, in table tennis and bowling, the speed and rebound are all affected by the object itself, so we also need to maintain the authenticity of the object in the creation process.

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