Week_01: Animation story design

This week, I mainly started organizing all the scripts and models for the animation projects I prepared last semester. At this initial stage of an animation project, it’s essential to polish the animation script. I’m currently deciding between two story scripts: one from last semester that features elements of Chinese martial arts and combat, and the other about a boy with psychological issues, trapped within his mind and experiencing horrific scenes.

The considerations are the production duration, feasibility of the animation workflow, and the difficulty of integrating relevant materials:

The first script involves multiple characters and a Chinese martial arts theme, which might require more preparation time. The second project, being a solo project, could be completed more quickly and allow for better execution of all processes, resulting in superior animation quality. Ensuring the animation workflow can be completed is crucial, as last year we faced issues due to insufficient early-stage confirmations of whether the animation and rendering could support the entire project, leading to necessary alterations of the original animation. To avoid this situation in individual animation projects, I plan to create a test shot after completing the storyboard to verify the feasibility of the workflow.

Ensuring material integration involves incorporating every scene model, texture, and lighting parameter within a single project file. The more complex the scenes and lighting, the more challenging the integration. Therefore, the second project seems more suitable for my FMP project.

Regarding the storyboard creation, I strive to ensure the shot composition, smoothness of transitions, and completeness of the story. I hope to depict the character’s oppressive and distorted inner world through visual and sound effects. I also segmented each animation shot into several parts in the storyboard to facilitate seamless animation production later. At this point, we need to have a precise understanding of the required actions and consider the most visually appealing camera angles (though I haven’t started production yet, pre-designing can make the entire animation process more coherent).

Blog_05: The endgame of role model process exploration was not so successful

This week, I focused on refining the remaining parts of the character texturing process using the MASH editor to add realistic brush strokes to the character model. Let me introduce this powerful feature. It allows us to designate a plane as a special brush and apply similar planes to the target model, just like painting. Through this feature, we can add pre-made brushstroke images to the model.

When adding these images to the planes, we need to check the transparency value, hiding the black parts and displaying only the white brushstrokes. Additionally, we can change the color of these brushstrokes by adjusting the shader’s color. This integration makes the brushstrokes blend seamlessly with the model.

We can see a black outline around the character model, achieved using MAYA’s Toon feature. By selecting the target model and adding a description, we can modify the parameters to achieve the desired look—outlining the character’s backlit areas and facial contours without fully wrapping the model. However, the issue from last week remains unresolved; the model still appears blocky in color, which isn’t ideal for a stylized animation. Hopefully, this issue can be resolved in the future, or I’ll need to find alternative ways to create the character model.

Blog_04: How to build an effective portfolio and presentation strategy

In this lesson, we learned how to build an efficient portfolio and presentation strategy, covering several key aspects:

Foundation of Portfolios

First, we discussed the basics of portfolios. Portfolios can be showcased via websites or PDFs, each with its advantages. Websites are suitable for a broader audience, especially potential employers, as they can easily be found through search engines. The content should include a resume, relevant works (such as 3D animations), and creative visual designs. It’s recommended to use a simple yet professional design and to have at least a basic website ready before graduation. PDFs are more popular in certain industries as all content is concentrated in one accessible file. The PDF should have a clear hierarchy, with the most impactful or latest works at the front.

Content and Presentation Strategy

Next, we delved into guidelines for portfolio content. The content should be categorized and displayed according to the target audience or industry. Besides the final outcomes, it’s important to showcase the process, such as sketches or research work, to demonstrate the thought process. The layout should maintain a logical structure and strong alignment, avoiding overuse of images or renders, and selecting content that best represents your skills. Initially, use simple fonts (like Helvetica), and as the website concept develops, gradually build your style. We also discussed the importance of demo reels, suggesting a length of 1-3 minutes, with the best shots at the beginning. The reel should include various videos, such as gameplay recordings, modeling, or process videos, highlighting skills, and should be updated annually to reflect new projects.

Art Branding and Future Work

Finally, we learned key points of art branding. An artist’s resume should be written in the third person, highlighting career achievements, exhibitions, and technical skills. An artist’s statement can be written in the first or third person, discussing inspirations, creative processes, and future goals. It should be engaging and personal, especially when displayed in exhibitions. Practically, it’s recommended to research other artists’ websites for inspiration, consider the SEO and responsiveness of your site, and record achievements and exhibition dates to assist with future visa or job applications. For future work, it’s advised to start developing a simple website or portfolio now, focus on the basics, and further refine it after graduation. Ensure all videos or action shots are of high quality and continuously update the portfolio and demo reel to maintain relevance and reflect the latest work.

Reflecting on this, I can’t help but ponder how to balance the richness and conciseness of my story script. My script currently contains numerous metaphorical elements. Will too many details cause audience fatigue, or will they weaken the impact of the work? While I’m unsure if I’ll need to write an artist’s bio in the future, it’s foreseeable that there will be opportunities to introduce my work. How to showcase my examples and personality through these introductions is also a consideration. These answers await me to discover step by step.

Blog_03: Animation character mapping

In this blog, we will attempt to create a stylized texture for the Apollo character. This effect will be achieved in two parts. The first part involves repainting the character’s texture, and the second part utilizes MAYA’s MASH editor to add realistic brush strokes. This technique has appeared in numerous stylized animations, giving the scene and character models a unique painted feel, unlike ordinary rendering.

Returning to the first part, for the texture test, I need to ensure the texture’s quality can display the underlying color under lighting (a painting technique where adjacent or complementary colors are blended into the object’s true color). The main method is to connect a color channel map to the normal map of the shader. This map allows us to reflect the corresponding colors under light by adjusting the shader’s transmittance of the color channel map. This effect doesn’t require repainting the texture and can add more colorful and stylized touches to the model.

However, we can notice that the shader’s color blending isn’t quite realistic, resembling a brush-painted layer of unrelated color on the character. I haven’t found a solution for this yet, which is an aspect I need to acknowledge. Perhaps manually blurring the color tendency map might achieve the desired result.

Blog_002: The application of ndisplay in e engine is introduced

In this lesson, we learned to set up 3D billboard effects using Unreal Engine’s nDisplay feature. However, due to my FMP animation project, I am more interested in using this display technology to control multiple screens simultaneously to play one video. My animation project design requires a face composed of computer screens, and this technology should help me achieve this. This technology mainly works by having the viewports of these display devices share the same viewpoint. By maintaining a certain correspondence between each screen’s rendering perspective and the actual position, we can create an illusion of being in a virtual world. Practically, this means selecting a screen and projecting a 3D image onto it.

Firstly, we need to create a UE project and enable nDisplay in the plugins. After installing the plugin, enable nDisplay in the project settings and create the necessary assets. Start the listener and launch the client through the switchboard, adding actions to the listener event, which requires adding interfaces (such as display interfaces). Lastly, listener events include JSON and binary data, with binary data being more efficient.

If we’re not very familiar with the nDisplay structure, it helps to know it has a configuration containing multiple nodes, each essentially a window instance, like running a program. Each window can have multiple viewports, and we can define the size and position of each viewport, allowing for one-to-many or many-to-one configurations. Currently, with one computer, I aim to have four instances running on it. The first project window has one viewport, the second has two, the third has two, and the fourth has four, enabling one computer to run four instances and approximately nine viewports. Here, we hide the remaining windows upfront, leaving only these four, mastering the basic use of nDisplay

If issues arise when opening the plugin and loading the switchboard, we need to understand that the nDisplay structure contains multiple nodes, each a window instance that can include multiple viewports. In the demo project, clicking the switchboard may not respond because only the main node receives input. To achieve multi-screen synchronization, interfaces must be called to send events and properties to other nodes. Checking “Only Main Node” ensures only the main node executes; otherwise, both the main and other nodes execute.

Blog_01: Start preparing the FMP animation project

This week, we submitted all our third-semester assignments, so I decided to start preparing for my FMP. I weighed the option of continuing with my original animation and modifying it, but I realized that the animation scenes contain too many character models. Most purchasable models are limited to a single pair (one male and one female), which does not align with my initial story setting. Additionally, the Chinese ancient architecture featured in the story, including palaces and traditional streets, is too grand. Without a complete scene, the project cannot be easily started. Thus, I began creating a new script, hoping to continue my undergraduate focus on psychological disorders by crafting an animation that conveys the suffering experienced by individuals with depression. These pains are depicted both literally and metaphorically within the script.

I compiled some key terms: somatization, pain, fatigue, sensory anomalies, psychological disorders, mental illness, emotional disturbance. I transformed the somatic symptoms of depression into a boy’s dependence on medication and communication, a sense of falling, and sudden tinnitus, incorporating these elements into the story. The narrative follows a boy who relies on medication to manage his depression. One day, he skips his medication, causing his surroundings to become oppressive. After taking his medication, he returns to reality.

In this stage, we will attempt to create a suitable character for this story. I’ll continue using Apollo as the base model for this animation, experimenting to achieve a stylized effect. This allows us to explore different animation styles and gain more experience in stylized production. Let’s start by changing the character’s hairstyle to quickly set an appropriate age range. The initial hairstyle made the character look younger, but the thin hair on the sides lacked depth. So, I chose the third hair model for a better fit.

Week 10: Completion of the ARTIFACT Project

With the dedicated efforts of me and Shihong, we managed to render the project in the final week. During this process, we encountered numerous technical challenges and made certain adjustments to the performance of our project. Here, I present the video:

Additionally, we have uploaded segments of our creation to YOUTUBE, accompanied by various background music tracks.

During this semester, we embarked on an exploration of experimental animation and investigated various methods that could expedite the project production process. In terms of animation, we employed video motion capture technology to acquire our dance animations (after all, we truly cannot dance, yet we were eager to create animations of this genre). Apart from the dance animations, all were keyframe animations. Both methods are broadly similar in their production approach; however, video motion capture aids animators in achieving the desired results more swiftly (though the output quality may not be as high).

In this project, I attempted to integrate the technology of UE’s virtual camera. However, similar to the unused ‘three-render-two’ technique, this technology proved to be quite challenging to manipulate and tended to impact the final output quality adversely. I hope to utilize it more effectively in future projects.

Week 10: The animation exercises for this semester have concluded. One should never lightly attempt an animated character without clothing.

Here is the final version of this animation (Why is there no clothing? Because I attempted to create a military uniform for this character using MD software. However, due to the character’s extensive range of motion, the cloth simulation resulted in the garment tearing into pieces. Therefore, I had to abandon this idea. Once I find a solution, I may revisit and add the clothing).

During this semester, we began by revisiting the logic of character movement, posture, and the principles of timing and spacing in animation through exercises with the BODY MACHINE. This foundational work was instrumental when we later practiced character dialogue. The exercises were excellent, prompting reflection on numerous issues encountered during animation production. We also identified several key problems that need to be addressed. For instance, I tend to overlook the ‘POSS’ issue when creating animations, which I should probably practice more to overcome. Additionally, I’ve been neglecting the sense of space in animation. However, I’m confident that with further practice, I can quickly resolve these issues. Thus, reflecting on animations and learning from the works of others are valuable lessons I’ve acquired this semester.

Summary of Learning Segments for This Semester