Week Nine: Lip Sync Adjustments and Some Thoughts

After last week’s practice, we have obtained a rough outline of the animation curves and made some modifications to the lip sync. Now, we need to pay more attention to the finer details of the mouth, such as the presentation of the character in the camera’s view. Therefore, the spatial relationship between the character’s teeth and lips requires careful consideration by the animator before making a decision. There is no set formula; I believe it’s more about understanding the relevant knowledge and the animator being aware of this during the animation process.

The sense of space between the teeth and lips

It’s important to avoid overly realistic dental details in the mouth cavity (animation should prioritize expressive quality over realism to achieve better performance effects).

SomeThought

I have consistently compared my animations with those of advanced animators and realized that my work may lack an element that imbues the animation with a soul, known as subtext.

Since 80% of human communication is expressed through body language, I could incorporate appropriate secondary actions in my animation performances to differentiate the emotions within my animations and advance the narrative process (once I have mastered the technical aspects of animation production). Currently, it may be even more important to pay attention to character design during the animation process, immersing oneself in the creation.

Week Nine: Importing Motion Capture Files into the ADV Model

During this week, we initiated the repair of our motion capture data and commenced the production of specific animation sequences in line with the narrative demands. It is crucial to acknowledge that the data derived from video motion capture is inherently flawed, necessitating its importation into MAYA for the refinement of motion data. This encompasses the recalibration of footstep placement and the rectification of distorted joints. Upon examination of our motion capture data, we find that each frame is populated with data, prompting us to discern and eliminate the stationary footsteps adhered to the ground, as well as to extensively prune the erroneous frames. Moreover, certain frames bear no relevance to our reference footage, thereby requiring their complete excision and the subsequent reanimation of those intervals.

Over the course of this week, we have embarked on rectifying our motion capture data and crafting specific animated segments that align with the script’s demands. Pertaining to the motion capture data, it is imperative to recognize that the data procured through video motion capture is incomplete. Consequently, we must import it into MAYA to amend the motion data. This involves fine-tuning aspects such as footstep alignment and correcting any distorted joints. Our scrutiny of the motion capture data reveals that each frame is replete with data. Hence, we isolate those footsteps that are affixed to the ground without movement, and we extensively excise erroneous frames. Furthermore, there are frames that are entirely incongruent with our reference video, which necessitates their full removal and the re-creation of animations for those specific durations.

Week 8: Resolume Arena Project Output

Today, we commenced the process of exporting our Resolume Arena project. The export interface distinctly categorizes videos into various dimensions, facilitating the projection of graphics onto disparate screens.

Detailed Operation:

Projecting the Resolume Arena project file onto a physical wall surface through a projector is an invaluable technique, particularly for VJ artists and live performers. Let’s examine the step-by-step process to achieve this. Initially, we must ensure that our Resolume Arena project file is fully prepared, with all media content imported into the project. This is an essential prerequisite before commencing.

Subsequently, we need to configure the projector. This involves establishing the necessary hardware connections and verifying its operational status, which may include power connections and signal inputs. Next, connect the projector to the computer running Resolume Arena via HDMI or another compatible connection method. Consequently, our computer can transmit the image signal to the projector.

Within Resolume Arena, navigate to the Output menu, select Display Setup, and confirm that your projector is recognized as an output device. During this process, we may need to adjust the screen resolution and position to align with our projection area.

The most critical step was to use Resolume Arena’s Mapping to adapt the video content to the actual wall. This may include Angle correction, size adjustment, etc., to ensure that the projected image fits perfectly with the wall.

Week Eight: Identifying issues within the Blocking phase of animation

After completing the modifications to the character’s center of gravity, it’s time to make some minor adjustments to our animated character’s poses. At this stage, we must pay closer attention to the character’s performance in front of the camera, incorporating appropriate animation techniques to ensure the animation flows smoothly and leans more towards a ‘true animation’ feel.

Once the character’s center of gravity adjustments are confirmed to be accurate, the twelve principles of animation become incredibly important at this moment (although they are often important).

Poses are indeed vital! Therefore, animators must meticulously craft each pose to ensure they are visually clear and impactful, while also aligning with the character’s dynamics and the rhythm of the animation.

Poses are crucial! Pay attention to the character’s left hand here. The original animation placed the left hand too close to the body, causing the entire hand to be hidden within the body, obscuring the hand’s silhouette. By slightly turning the hand outward and redefining the animation curves, we can make the hand’s movements more pronounced and the poses more aesthetically pleasing, as this avoids creating excessive negative space in the silhouette.

In this section, we notice that the original action’s center of gravity shift isn’t very distinct, or it feels artificial. Introducing a greater change in the center of gravity, making the character’s step forward more ‘resolute,’ can enhance the animation’s effect. The animation curves also become more appealing and well-defined. (Constantly focusing on curves during animation production is indeed the correct approach!)

Week 7: Creation of a Resolume Arena Project 

This week, we ventured into creating a Resolume Arena project. Through exploration, I discovered that it is an intriguing process that allows for the amalgamation of audio and video, culminating in impressive visual effects. Here are some fundamental steps I’ve summarized for creating a Resolume Arena project:

Familiarization with the Interface

The interface of Resolume Arena comprises multiple sections, including the menu bar, control tools, and thumbnails, among others. Each thumbnail represents an independent video clip. In this phase, you’ll notice a resemblance to Photoshop, where you simply place existing effects on different layers and amalgamate them together.

Triggering Clips

Beneath the menu bar, I observed a horizontally arranged set of bars—these are my video clips. By clicking on a thumbnail, I initiate the playback of a clip. However, it’s important to note that these clips are by default synchronized with the BPM (Beats Per Minute).

Mixing Clips

As previously mentioned, the entire interface is user-friendly. Each horizontal bar represents an independent layer, allowing me to switch between different thumbnails on the same layer. I attempted to click on clips from another layer, blending them together.

Adding Effects

On the right side of the interface, there are several tabs including “Archive,” “Composition,” “Effects,” and “Sources.” I click on the “Effects” tab, select an effect, such as Bendoscope, and drag it to the appropriate position under the composition bar.

Adjusting Effects

The effect immediately alters the output video. Most effects have additional control parameters; for instance, Bendoscope has a slider that controls the number of divisions for the warping effect. I can adjust these parameters to achieve the desired outcome.

Week Seven: Let’s make progress by identifying the errors in our animations. 

Upon inspection, there might not seem to be anything amiss at first glance. However, trust me, the striding motion I’ve implemented here inadvertently makes the character resemble a lady struggling to take a step rather than a gentleman urgently striding due to warfare.

Therefore, it’s crucial to note that when we use character controllers for animating walk cycles, the master controller is designed to handle the overall rotation of the stride and the vertical movement of the body. The hip controller, on the other hand, primarily utilizes its Y-axis, which is the vertical rotation, to aid the motion of the stride. This was an oversight on my part in this instance.

When executing the walk cycle, the amplitude of the movements need not be so large. As the leading foot descends, our stride should lean towards the side of the lifted foot.

So, for the waist: It will rotate towards the side of the front foot, reaching its maximum angle. 

For the center of gravity sub-controller: We can use it to adjust the overall tilt of the body.

Action Choices

A good animation choice can enhance our animation, so we can step out of our reference to find poses that are more character-specific. Here, we can see that the modified S-curve and the bent arms make the character’s silhouette more pronounced and visually appealing.

Week 6: Commence animation BLOCKING

Last week, we captured motion references that align with the dialogue and character actions. It’s now time to attempt the conversion of these into animation data. 

The primary focus should be on the stride and shoulder movements, while also ensuring the accurate emotional portrayal of the animated character.

Therefore, I have selected some BLOCKING pieces with roars that I consider to be very effective.

In this instance, we can observe the character extending their head forward, initially dropping the chin down, then compressing it upward before opening again to complete a cycle of mouth opening and closing, accompanied by a significant head movement. Concurrently, the head swings in a C-shaped curve that aligns with the character’s facial tangent line.

When the character bellows forcefully, the facial features first compress, then exaggerate into a wide-open position, with eyebrows raised and the mouth opening to an incredulously large size. The character’s head exhibits a slight left and right shake during the roar, conveying a sense of intense effort. This detail should be noted for the record.

The character feels fear and lowers their head. Here, one can observe the character’s shoulders rising, with the entire body engaging in the motion.

Week 6: Artifact Project Model Rigging

We discovered that the motion capture data we had prepared could not be linked to the models we purchased, Apollo and Artemis. Our preliminary assessment suggests that the model creator may have frozen the bone transformations during the modeling process. However, directly unfreezing them could result in the loss of the model rigging. After careful consideration, we have decided to proceed with re-rigging the models.

Due to project time constraints, I will demonstrate a simplified rigging operation, utilizing MIXAMO’s auto-rigging feature to complete the body rigging, and employing the MAYA plugin ADV to finalize the facial rigging of the character.

During the MIXAMO rigging phase, we need to upload our model to the official website. After correctly setting the skeletal points, we can await the automatic completion of the model’s rigging.

After acquiring the model with body rigging, we need to upload the file into MAYA and activate our ADV plugin. Utilizing the MOTION CAPTURE feature, we convert the MIXAMO-based skeleton to an ADV skeleton, enabling us to leverage this universal skeleton to redirect our motion capture data. Moreover, to utilize UE’s facial technology, we must employ the ADV facial rigging system to create operations compatible with Apple’s ARKIT. Below is the operation video I recorded:

Following this, we can proceed with our project using the characters based on the ADV skeleton.

Week 5: Establishing Animation References and Key POSES

I have re-shot the video reference and have determined the primary Position of Significant Stance (POSS).

In the selection of the POSS, I prefer that when the character speaks the first sentence, they are in a state of shock and confusion, conveying the situation to the person opposite them. During the second sentence, the character carries a certain degree of anger. The final sentence is delivered with extreme anger and a hint of madness.

video reference

During the video reference shoot, my primary focus was to portray the three emotions mentioned above, incorporating a forward step to complete the transition between each emotional state. With each step the character takes, the emotional evolution intensifies, culminating in extreme anger. However, it seems that the shooting angle I used differs slightly from the angle in my reference.

Week 4: Final revisions for the BODY MACHINE animation

When there is excessive variation in hand movements during a downward swing, we need to make meticulous adjustments to the motion curve to ensure the continuity and precision of the action. By doing so, we can elevate the professional standard of the animation, making it appear more fluid and realistic.

In the final stages of the animation, adding some hang time effects can enhance the visual impact. This involves initiating the movement with the main body parts first, followed by the limbs. This technique not only adds to the fun and dynamism of the animation but also creates a visual effect of the limbs being dragged by the body. Such treatment makes the animation more vivid, realistic, and engaging for the audience.

In the end, we add the scene behind the character and also add the ambient lighting. Here I place the final modified animation.