Before I made the center of gravity shift, I broke down the center of gravity changes in the steps and drew the following decomposition steps. The drawing is a little rough, but it clearly shows the rotation and transition of the center of gravity

Before I made the center of gravity shift, I broke down the center of gravity changes in the steps and drew the following decomposition steps. The drawing is a little rough, but it clearly shows the rotation and transition of the center of gravity
In 3D animation, the ball with the tail can be said to be a difficult problem.
Pellets tend to have very exaggerated squeezes and stretches. In class, the teacher shared the case of the ball with the tail for us, and used the real reference of the squirrel’s tail.
In the animation process, the correct and flexible use of anticipation and following is very important, especially in the typical tail ball movement.
We must also remember that in the process of buffering, the motion trajectory of the tail tip is curved, and in the process of buffering, it is necessary to keep the dynamic match and follow the previous frame, and keep the tail always in the shape of S, which can make the animation more flexible and vivid.
It is worth noting that the ball will produce a lag or inertia in the tail tip during the preparation process of bouncing. At the highest point, the tail will naturally drift along with the motion trajectory to form a soft feeling
This class we used a method control rig to get the cortol system in UE. Created our skeleton ctrl and rig nodes, even IK crtl. Finally put the skelton mesh in the sequence made a simple animation.
There is class notes.
in this class we learned UE simulate physics, whic is very intersting, we can put some phsics in our level, to add more vivied elements and animations, it’s really a easy way to get it.
there is the key note in class
Motion trail in Maya are very helpful for us to do animation. When we select the controller and click on the motion track, it will generate a curve. These curves are marked with frames, which can easily check whether the trajectory of the movement is what we want
At the same time, you can also click the point on the motion trajectory to move to reverse control the motion of the controller
In 3D animation, the movement of one part of the object affects the movement of another part of the chain reaction, especially in the pendulum animation, there are also more movements such as the tail bounce. This means that the end part will have a lag with the main control end, which is what we need to deal with in the animation process, such as soft seaweed long hair flowing will have a similar effect.
This picture is my practice assignment, in which the teacher pointed out my shortcomings to me. The degree of my following movement is not strong enough, and it will float in the air due to the effect of inertia. This kind of floating in the air needs to be higher, and the final falling part needs a longer time of slow movement.
The material of ue mainly consists of two parts: base material and material instance
The naming conventions are M_xxx and MI_xxx
The RGB of the ordp map represents different parameters
Material nodes are very varied and are often used to control some parameters (and image information). We need flexible understanding and application when making materials
This week, I designed the draft project of the ue5 project, and the requirements are to make 30 to 120 seconds of video.
In my draft design, I divided the scene into three main levels
The first is the panning shot of the long view, which mainly introduces the general layout of the scene
In the second level, the local content is enlarged as a medium shot to shoot a path.
In the last shot, a close-up lens is used to focus on the details of some objects.
In my design, my animation part is carried out by an explorer. As the scenes and cameras move, the explorers go deeper and deeper into the forest to find and discover some mysteries.
In the end, I also made a list of some problems that I will encounter, and I need to communicate with teachers and learn by myself, which is also the direction I will go in the future
The ball bounce is the basis of the animation, including the energy attenuation of the bounce height, and the extrusion and tensile deformation during the bounce
Thank the teacher for helping me to criticize and revise my homework
I need to increase the height of the initial ball, increase the height attenuation,
At the same time, it is not appropriate to stretch too early in the process of squeezing and stretching in the air.
Also at the end, I need to keep the ball moving and add a bit of rolling to rest