Construction of design ideas of robotic arm
Further construction and modelling techniques uv layout of models
- Modelling part 2
- Continue hand set-up
- naming things
- experimental modelling
Robotic arm design reference







Construction of design ideas of robotic arm
Further construction and modelling techniques uv layout of models
Robotic arm design reference
CTRL G group
CTRL d copy
Can move the center point of the knuckle to the joint
Select all right click assign new material (around 1.01.00)
Change the material to ai standard surface
(Cancel Skylight) Preview
In the rotation z-axis k frames, 1 and 20 frames (select group2?)
(1.20.32 started lighting) (1.30.46 started to explain)
After there is a spotlight (point light source), press t and the center direction of the light will appear (target
change name
(1.40.39 copy entire finger + animation)
Ctrl shift d
(2.12.09 copy entire finger + animation)
Change the name of each finger
Change the position of fingers up, down, left, and right
Personal summary:
Through the process of inter-professional cooperation this semester, I have increased my awareness and experience of cooperation, not only for this major, but also for cooperation with students from other majors, which makes me feel that I will adapt faster in my future work.
Generally speaking, our cooperation is successful. Everyone does their work with all their heart, and there is also a responsible and rigorous team leader. We discuss the progress of the project every week and work collaboratively with each other.What is most important to me is to identify, form and develop collaborative working relationships with a range of potential partners.
Project Completion Summary
Realistic scene design: Xiaoan
Production of realistic scenes: Xiaoan and yeri
Drawings and Illustrations in Real World: Ann and 2D
Virtual scene design: the whole group (the basic sketch is kiki)
Virtual scene production: Clio and yi
Virtual scene character design: yi
Virtual scene role model: Xiaoan
Bone-bound textures for virtual scene characters: Clio
Virtual scene character animation lighting rendering: Clio
Post compositing: Clio
Sound Effects: Clio
Real scene storyboard: yeri
Virtual scene storyboard: Clio 2D
All Animations: Ice & Amy
Initially, we made this animation to realize the theme of virtual and real worlds, belonging, and virtual communities.For us Chinese art students, we agree that a studio is a place where we accumulate experience, maybe it is where nightmares can originate, and it might be where a sense of belonging can come from, so we also believe that criticism of art is a very personal and subjective act, which is why we chose the virtual space, which is closer to the environment on the internet.Our theme is the virtual and real worlds, with the drawing room as the primary setting. We highlight the ‘fantasy’ element by comparing the actual drawing room with the virtual one. We have three main 3D characters and a 2D element throughout the animation to represent the current situation we want to show. The story follows a real-life studio where the students’ drawings are uploaded to the virtual studio without permission and critiqued at will by the virtual community. Here the act of ‘scanning and uploading’ shows the message that any object in the virtual community can evaluate the painting and represent all human groups, which is why we have chosen three sculptures instead of human figures. objects of criticism representing people of other countries, ages, races, religions, and colors. The animation shows the three prominent sculptures having different opinions about the painting, which emphasizes the subjective nature of the act of ‘criticism.’It is a nightmare for all of us to be criticized from such personal behavior, so we have simulated this scenario through a virtual community and used 2D characters – three tiny frogs – to represent people who are criticized, who may go unnoticed, who may be disgusted, who may be noticed and listened to, and the three different frogs also represent the personality of the authors of arts. By doing this animation, we can show our embrace of the pain and the wish to overcome it with a sense of humor
Assignment Submission Requirements
You will need to present your collaboration and development processes by submitting a research blog, a portfolio which includes a work in progress and a final film to showcase your research, development and collaborative process.
The portfolio should include:
• A work in progress film. (3-5 min).
• A final rendered moving image of the work produced in a film format.
• A Hero Image for the project.
• Sketches, images as well as written analyses and reflections.
Scene texture drawing
In the group assignment, my job this week is to help Yeri paint the remaining scene textures, as well as paintings for transitions.
The transferred painting was determined to be a plaster statue of the head of David
During the drawing process, I chose the plaster that is more common in the studio for the protagonist, and finally chose the Venus in the group role setting, and another painting that I like
I used the sketch style commonly used in Chinese studios to draw the plaster statue
After discussing with yeri, it is decided to add a score to the upper left or upper right corner of the painting, and the paintings that are as different as the theme of the animation must be rated
Learn how to make metahuman
MetaHuman Creator is a web-based tool that you can access through a web page for generating digital humans. Bridge users export digital humans, and you can export digital humans as a separate asset package through Bridge for use in animation production tools such as Unreal Engine or Maya.
MetaHuman Creator is deployed on the cloud and can be used interactively on the web page through Pixel Streaming technology. It first scans real humans and extracts facial features, and records them in the background database (gene bank). Using Creator to pinch people is actually to mix the feature values of these gene pools, so it is possible to create realistic and believable characters that conform to the characteristics of human anatomy.
In the production process, Clio and I mainly use topology to simplify the block surface of the high-precision model
Also, we studied reality capture in Sara’s class
Project title: twist and shout
The general wish is to blend in the idea of metaverse(virtual space and identity) and a sense of belonging. 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 humour.
Team members: Clio, Yi, Yeri, me, Amy, Bingxue
Time cut-off point (team leader Clio plan): Pre-design deadline: 1.23 [including the design of two scenes, storyboard production, material collection, and animation if possible,]
Animation production start time: 1.24 [Animation production will be based on the storyboard, 3D and 2D will start at the same time, there will be two stages: background production and animation production, according to the importance of cut, the estimated time for background production and animation production is :2.16]
Last compositing start time: 2.28
Estimated end time: 3.6
Cooperation goal: 3D: reflects the flexibility of character animation, scene design and material application. The main work summary is the flexibility of scene construction and character animation
2D: The design style and animation fluency of the virtual world fully reflect the two keywords of “fantasy” and “sense of belonging”
Approximate plot:
A half-minute realistic scene (3D), with 2d animations inside (grabbing paintings, scanning, etc.) and then switching to 2d
Then, there are 3D plaster animations in the scene (2D) of the virtual studio. The general animation is that the plasters look at the uploaded paintings from the shelf and express their opinions on it, one piece at a time, and each plaster expresses different opinions.
The animation during this period is about one and a half minutes. There are 3-4 plaster casts, only one full body or half body. During this period, there will also be small 2D animations interacting with 3D avatars. Imagine, for example: the 3D plaster avatar has a pencil mark drawn by humans, and then the 2D eraser floats over to help erase it. In the end, the plasters found that the opinions were inconsistent and noisy. Get up, then the picture zooms out, blurred, end
A plaster plaster alone can be scored directly and forcefully, and the paper will be thrown away during the quarrel, and it will be blacked out on the camera.
These small animations determine the degree of difficulty and the richness of content according to our schedule and length of time
(presentation speech script)
My name is jieyi and I am responsible for the pre-setting of realistic scenes in the project as well as a part of 2D character design and 3D modelling support. My concept for the scene is based on some traditional Chinese painting studio, which is a classroom that teaches colouring and sketching for examination. Because of it is a room for training, the ambiance of this place is quite severe. And we also find some animation rendering reference here At first I designed three plans for the layout of the scene. The first is pretend to be a neat arrangement with line to line The second is more random, with high easels, and seats around the still object table in a circle The third is a less crowded studio with more decoration in After a group discussion we decided to do the first one, neat arranged layout After deciding on the layout of the studio I started to decide on the props for the scene and the placing of props For example, there might be color stains on the plaster or handprints from students with pencil dust and here are some of the photos used for reference The other part of my work was part of the character design and 3D modelling.
Scene Confirmation Scene Sketch Prop Confirmation
Props Model Making
The overall effect of the 3D scene by Yeri
Start designing the scene
I am mainly responsible for the scene design and detail construction. I design the 3D scene first. It can be a very ordinary and real studio. The main thing I pay attention to is the placement of props.
The current order of work is: 2D scene/3D scene, and then the storyboard and details designed according to the scene
Bingxue and KIKI are mainly responsible for the 2D virtual community. Note that the key words are “fantasy community”, “metaverse” and “sense of belonging”. It does not need a real studio effect, and it can be any unconstrained idea, but note that this is only a background design space at best , the plaster character is the protagonist. Amy can first assist with animating the small details in the larger scene.
Find scene reference
Character Design – Venus
There are 3-4 plaster casts, only one full body or half body, and the others are human heads, common plaster heads in studios, such as David Poseidon. During this period, there will also be 2D small animations interacting with 3D avatars. Imagine, for example, that there are pencil marks drawn by humans on the 3D plaster avatar, and then the 2D eraser floats over to help erase it.
Current plaster casts: David, Violin, Venus, Eyes
And all team members’ design sketches for the virtual scene