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Advanced & Experimental

Advanced and Experimental 3D Animation Techniques Portfolio

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Advanced & Experimental Project 2

Week 10: Final Work

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Advanced & Experimental Project 2

Week 09: Editing the Animation

After the test was completed, it was found that there was a problem with the character’s hand animation. The solution was found because the bone tree of metahuman had one more joint on the finger than the bone tree of ue Xiaobai. can successfully solve the problem

Afterwards, the same as the previous test animation, import the characters into the prepared map, add accessories to the character blueprint, add slots to the bones and bind the parent and child sets, use the fk that comes with meta human to bind the k animation, adjust, add the camera, and set Level Sequence, export animation
In addition, if the scene map is too large, elements in the scene can be merged to
make loading and rendering faster

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Advanced & Experimental Project 2

Week 08: Props & Anime Text

Make props, textures, import ue, and add characters to the blueprint

First of all, I tried to directly import the complete fbx model into ue, and found that the material was lost, and it was a white model. The solution is to import the relevant texture maps of the model into ue separately, create new materials in ue, and connect them as shown in the picture. Finally succeeded.

Add props to the character, the idea is to add the props to the character blueprint, select the appropriate bones, and bind the props and bones into a parent-child set

animation text

finger fixing

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Advanced & Experimental Project 2

Week 07: lighting & testing the scene

light adding
light rerander
light color editing
add details like smog and render light
final
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Advanced & Experimental Project 2

Week 06: Scene Built

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Advanced & Experimental Project 2

Week 05: Facial Expression Animate

For the exercises of movements and expressions, metahuman was chosen, and metahuman was
added to the scene. Because only movements are used, the scene construction is as simple as
possible, only planes and lights are built.
Add a level sequence, add a camera, and start animating. Use the ikbinding that comes with
meta human to make the action, and the performance is a thank you action.
Then add the character’s expression, use the actions that come with metahuman for reference,
import the level sequence and change it with the face controller

Some mouth shape libraries that come with metahuman

anime editing
with facial expression
another screenshot
Join the camera for animation recording
randering
Categories
Advanced & Experimental Project 2

Week 04: Character Animation

Animating MetaHumans with Control Rig in UE

Create an animation representing a gesture of gratitude. I chose to use Metahuman for the production.

First, import the Metahuman into the Unreal Engine (UE) scene. In the blank scene, I only set up a simple plane, a large light source, and two small light sources to illuminate the character.

Import characters and create lights and scenes

I refer to the tutorial on metahuman animation production on the virtual engine official website

In this presentation, Cubic Motion’s Senior Technical Animator Riham Toulan takes you through animating a MetaHuman with Control Rig in Unreal Engine’s Sequencer. The techniques demonstrated can also be applied to animating any asset rigged with Control Rig.
control rig text
control rig in ue
k-frames
final anime preview
after rander
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Advanced & Experimental Project 2

Week 03: Organize relevant tutorial links.

Derivative |
Touch designer

Touch designer example Canton Fair concept video

使用TouchDesigner可以创作什么样的作品?_哔哩哔哩_bilibili

Project related links

(2) JSFILMZ – YouTube

Surface capture motion capture general plan video

Bridge

Quixel Bridge – Manage 3D content and export with one click

Categories
Advanced & Experimental Project 2

Week 02: Presentation

  • Introduction
In project 2, I will try to use ue to make a fighting scene animation I will mainly study the cooperation between metahuman and other software and the animation realization of characters in ue
  • Reference
The building was designed by Italian architect Giuseppe Mengoni, who was skilled in steel structure and glass materials. Completed in 1874, the old market is an old building with a magnificent stone-carved exterior wall. It features city craftsmanship such as arches, arcade windows, and To fit the post-apocalyptic setting, I will incorporate elements of ruins and plants into the building’s unique features.
  • Character development
For the character design, I have referenced many outdoor sports clothes for convenience, such as sports vests and hunting clothes. In order to reflect the character’s personality, I will also add props such as watches and cufflinks to the character’s attire.
  • Storyboard
  • Slide