Monthly Archives: October 2024

Material Editor

After importing the FBX model into Unreal Engine (UE), I needed to reassign and adjust its materials. To streamline the process, I initially obtained the base materials by importing the FBX file. These materials provided the foundational textures and attribute parameters for the character. However, as the default materials did not fully meet the requirements of my project, I refined them in the material editor to optimize their visual effects and better align with the overall style of the animation.

Specifically, I focused on fine-tuning the surface roughness, color saturation, and detailed parameters. Adjusting the roughness was particularly crucial as it directly affects how light reflects off the character’s skin. To create a non-reflective skin texture, I increased the roughness parameter, making the character appear more natural on screen while complementing the lighting setup in the scene. This approach not only minimized excessive highlights that could distract the viewer but also gave the character a unique stylized texture that harmonized with the cartoon-like environment.

Despite the tight project schedule, I managed to complete these fundamental adjustments within the limited time, ensuring that the material effects were consistent with the rhythm of the animation. Additionally, during the modification process, I considered the compatibility with the rendering phase. For instance, I ensured that the character’s material maintained a stable appearance under varying lighting conditions, avoiding any abrupt changes caused by shifts in illumination.

Through these material optimizations, I successfully enhanced the character’s visual appeal while laying a solid foundation for the animation’s final presentation.

Import MAYA animation to UE

During the export stage of animation production, I conducted meticulous checks and adjustments to address various potential issues, especially clipping problems. To tackle this, I fully utilized the features of the X-Form Editor, accurately identifying and fixing any clipping points on the model’s surface.

When exporting files, I adopted two different methods tailored to the needs of each character. For the big monkey’s animation, I opted for the FBX file format. I exported the baked skeletal animation and matched it to the skeletal structure of the animation sequence before importing it into Unreal Engine (UE) as an animation sequence. This approach effectively preserved the details of the skeletal animation and seamlessly integrated with the engine’s controller system.

For the little monkey’s animation, which involved complex geometry deformations, I used the Alembic (ABC) format for export. The ABC format excels at capturing intricate geometric caches, making it ideal for scenes requiring high-fidelity dynamic effects. However, its drawback is the inability to directly retain material information, necessitating reapplication in the engine. To resolve this, I first imported the little monkey’s FBX model into UE to retrieve the material ball resources. Then, I applied these materials to the corresponding ABC file’s material slots, successfully restoring the character’s materials. While this method added complexity to the workflow, it ensured that the materials and animation were perfectly synchronized in the final render.

Throughout the export process, I rigorously tested various aspects, such as animation smoothness at different frame rates, accurate material map loading, and consistency of the model’s physical attributes within the scene. These detailed efforts not only guaranteed the quality of the final animation but also provided a solid foundation for subsequent rendering and post-production.

Scene reconstruction

During the process of creating the animation, I realized that the previously constructed scene was overly realistic. While it was rich in detail, the high reflectivity of the materials and the complexity of the lighting made the visuals feel disconnected from the overall style of the characters. After multiple attempts and careful consideration, I ultimately decided to completely rebuild the scene to better align with the character animation and narrative.

In the new scene design, I opted for stylized, cartoon-style assets. This artistic approach not only matched the tone of the animation but also reduced the visual distractions caused by overly intricate materials and lighting. The cartoon-style scene not only brought more artistic appeal to the visuals but also added a unique charm and expressive quality to the animation.

After rebuilding the scene, I focused particularly on the lighting design to create the ideal atmosphere and dramatic effects. I chose warm-toned lighting, such as soft orange and yellow hues, to establish a welcoming and adventurous mood. Additionally, I introduced subtle blue and purple tones in the shadows and as auxiliary lighting, enhancing the richness of the colors and making the scene more dynamic.

To ensure the best light and shadow effects for each shot, I tailored the lighting for every individual scene before rendering.

This reimagined scene design and meticulous lighting adjustments not only resolved the previous style inconsistency but also infused the animation with a more distinctive visual language, elevating the overall expressiveness and viewing experience.

Scene build

In the process of creating the animation, building and refining the scene was an ongoing task. To ensure both rendering quality and efficiency, I chose to construct and optimize the scene using Unreal Engine.

I selected a set of realistic-style scene assets with the goal of creating an environment that blends ruins and caves, evoking a sense of mystery, adventure, and treasure hunting. These assets included crumbling stone walls, collapsed structures, stone pillars, and scattered ancient treasure decorations, perfectly fitting the theme of my project. However, since the assets were highly detailed and differed from the style of the character animations, additional adjustments were necessary to achieve better harmony between the two.

To ensure precise alignment between the scene and the character animations, I first exported the scene’s key position data from Maya and imported it into UE. This data included critical terrain layouts and relative positions, serving as a crucial reference for building a detailed scene. Based on this data, I adjusted the placement, scale, and rotation of the assets to ensure each element seamlessly matched the characters’ actions. For example, while animating running and jumping sequences, I paid special attention to the height of the ground and the placement of obstacles to avoid clipping issues or inconsistencies with physical logic.

Additionally, I enhanced the scene with dynamic elements, such as gently flickering torchlight and drifting dust particles, to add a layer of realism and immersion to the environment.