Monthly Archives: January 2024

Week3- 2D Storyboard

I designed some details for the previous idea, the bank layout is a very important part, which can better serve the plot. I added the vault mentioned by the money to my layout, and then a new question arose here: how to follow the camera into the inside of the bank. I drew the corresponding bank channel, which seems a little difficult to develop.

But I drew this anyway, discussed it as a new question, and decided whether he would stay or go

week2 -Main shot

I chose bank as my further project, and my teacher also provided me with many ideas. My inspiration came from the movie Batman, and I could add some plots, such as the general situation of the scene before entering the bank, the reaction of passers-by in the bank, the reaction of robbers, the reaction and interaction of bank clerks, bank facilities and layout, such as the vault.

I also designed the basic layout of the scene in my short film this week. As an indoor scene, the structure of the environment plays an important role in the development of the plot and plays a crucial role in guiding the plot development and position of the main characters, so I think the sooner this part is completed the better.

Luckily, my teacher also gave me some great advice, such as using camera angles to show tension

and pay more attention with the picture composition.

collaborative project 1:build a team

Before this week’s cooperation class, we contacted the Discipline Inspection Commission and formed a team of 4 people, and planned to think about the construction of our project in class.
Our team consists of two game designers, one vr and me 3d animation. We planned to create a 360-degree view of the game and build the project around UNESCO’s broad theme of protecting the ocean.


We first confirmed the theme and shared your ideas about protecting the environment and divergence related to the game, and finally entered into our discussion and decided to make a game guided by cartoon-style art and featuring crabs as the protagonist.


Our team has a very clear division of labor. Two game design students were responsible for the game mechanism programming and summary presentation, and completed the project in unit; VR students were responsible for scene design and leading art reference, and I was responsible for modeling riging and animation

week1 – three idea

The initial stage of the project is the collection and sorting of inspiration, we need to collect three inspiration points, teacher helps us brainstorm, come up with some interesting ideas, and choose one of the most satisfactory ideas and develop it into the follow-up project production.

My first idea was to rob a bank, inspired by my favorite movie: Batman, in which the plot of the clown gang robbing a bank is very classic. As a starting point, I also want to design an animation related to robbing banks.

My second thought was a monster. Also designed from the starting point of Stitch, the monster breaks into people’s homes, and the team with guns is fully armed to face the crisis.

The third idea is not mature, is a fighting position, at that time due to lack of maturity, I was also directly abandoned.

Thesis proposal: week1

Task for next week


Start a section on your blog for the FMP thesis proposal
Consider the following questions and try to provide brief answers on your blog for next week.

• On graduation which area or environment of production do you wish to focus upon and why?

I’ll probably focus on the pacing of the animation, and the cuts between shots. I focus on 3d animation production, because I am very interested in the preparatory buffer of animation and its expressive force, so I also hope to have stronger practical experience when I graduate, so that I can better find a job

What skills will you need to attain the standards required for vocational practice?

I need to train the details of 3D animation production, such as the movement of the whole body of the body. To deepen my understanding of animation, including realistic reference, I need to add some animation features, such as some soft limbs

How will you showcase your FMP practice for the final shows?

First of all, I need to understand the software workflow and interoperability between multiple software, and at the same time, I need to have a deeper understanding and more flexible use of camera placement and camera Settings

In the final presentation, I should show an animation that includes both the camera and the movement of the characters, and I want to create something more impactful

Is it important to directly connect the thesis research to your practical work?

I think it is still important. I need to explain my actual work through thesis research, which can also help me explain the source of my inspiration, future direction and goals

• Do you have an area of research you wish to conduct that is unrelated to practical element?

UE rendering

Rendering is the last step before entering the post and the last opportunity to adjust the effect of the picture in ue. Before rendering, we often do some rendering Settings.

First of all, we can adjust the post box, which is to control the overall effect of the screen, which can be understood as a filter. It can change the color of the light, the overall exposure compensation, as well as the screen color control, lens halo, etc., there are a lot of parameters that can be adjusted. I simply adjusted some of the exposure colors and temperatures, and for some of the details of the more complex channels, I will gradually try to understand them in future projects.

Programming command is also a very important part, he can use commands from the direction of programming to control the screen effect, this picture is my notes recorded some of my more commonly used expressions.

The last and very important rendering setup we have I am used to changing the output sequence to Png sequence and adding the resist tooth effect. Set the frame count to 30fps and the screen size to 2640*1080

MAYA: gimbal lock

When making character animation, when I was dealing with the shoulder joint of the hand controller, I found that the rotation axis tended to move in three directions, forming three irregular animation curves, and these curves tended to rotate in different directions, which was very inconvenient for me to adjust the animation curves. So I searched some information online and found that gimbal rotation is often used to complete the operation of single curve when dealing with rotation.

But I would find that when I raised my hand and swung it back and forth, it would become locked

I conducted research on this in an effort to avoid directional locking, but was not very successful. So I searched for more information, and finally found on the Internet that I could control the sequence of X, Y and Z by changing the method of the world of controllers. There were six combinations of this sequence, and there was an implicit parent-child relationship in it. Therefore, I set the shoulder controller as ZYX to solve the problem of lifting hands and rotating forward and backward

Of course, in the process of completion, it is necessary to cooperate with the clavicle controller to prevent excessive deformation

UE Nigara system: firefly

For better visuals, I decided to add nigara system to my ue project. I plan to make some firefly particles to enrich the effect of the picture. At the same time, this is also an initial attempt, and I hope I can use it in future projects

First I created a material that can be applied to fireflies. This is a dynamic material, with particle color and some radial gradient node composition of the material, while some coordinate position, subtraction, multiplication and other calculations, and mapping to create an uneven particle state

After making the material, it was time to create the particle system. I used the base template emitter of hanging particles and adjusted the base material to give this example the material I made in the previous step.

The most important thing is that the base color of the particle needs to be turned up at the value to be greater than 1, and the particle will produce a luminous effect, which is exactly what I want to do for the firefly.

After doing this, I found that these particles were a little lazy, and their moving speed was very slow, so I added some flow nodes to the wind speed to flicker the number of speed scale color RGB nodes, which could be adjusted to its maximum and minimum value.

The result is an example that I am satisfied with.