Category Archives: 1.1 3D Computer Animation Fundamentals

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.

UE live link face

Just Body animation in maya is not complete, another reason I use metahuman is because of face capture.

I use Live Link Face, which can be well connected with Apple’s mobile phone to implement real-time face capture, link to my mobile phone, and use the camera recorder to capture facial data, and finally apply it to my character model with blueprint.

This is a note I made, which records a lot of details about how to link plugins

UE & MAYA workflow: making my project

For every beginner, understanding the workflow of the software is one of the first and indispensable key steps.
In my initial vision, I wanted to get the character model through ue’s metahuman plugin, complete the animation part in maya, and finally bring the animation back to ue to make the final effect and complete the rendering.

What’s frustrating is that I have a lot of trouble trying to work with the workflow, I try to find tutorials, I try to make mistakes, and then there are still some problems that don’t get solved well.

MAYA walk cycle

Recently we made a walking animation of the lower half of the body. In class, the teacher helped me to point out that my walking animation is the problem of my knee, which is indeed a very important point that has troubled me for a long time. When my character is moving forward, the knee will unconsciously shake, and this is precisely because I ignore the relative position of the knee when making walking forward, resulting in the position of the knee is more backward than the previous frame, which is not right.


At the same time, when we do the walking animation, we also need to pay attention to the shift of the center of gravity, not only the problem of the center of gravity up and down on the side, but also the shift of the center of gravity from left to right in the positive perspective


Under the guidance of the teacher, I corrected this point, realized the progress of walking animation and solved this huge problem for me, and I felt full of harvest.

MAYA pose

The key pose of character production is the basic component of character animation, so a good posture and dynamic posture are very important in animation


On the basis of meeting the basic requirements of animation, we should try to stretch the action to the maximum to achieve the exaggeration of animation


In the process of making key pose, it should be noted that the reference figure cannot be completely copied. For some angles and joints, more flexible control is needed to avoid overlap of key parts, such as elbow joints, so that the figure can present a natural posture with movement in the camera as much as possible