My initial plan was for a character to start an acceleration run after throwing a long stick, then after taking off, to grasp the stick and perform an aerial roll. Interestingly, in the end, he fails to catch the opposite edge and ultimately falls off the cliff.
Afterwards, we can begin production, but we may find that the action of throwing the stick is too abrupt, so let’s delete this part and replace it with a normal running start, adjusting some frames to make this run appear more powerful. Since the stick cannot be thrown, it is designed to be placed on the wall opposite the character from the beginning, allowing the character to complete the entire action according to the original design without needing to change most of it.
The character’s final somersault is still subject to discussion. I anticipate that this somersault could be the most time-consuming segment, although I hope that won’t be the case. In the end, the character’s descent needs to be faster to match the overall animation’s pace, and incorporating motion follow-through will make the action more dynamic.
Here, I present the practice videos from this semester.
Throughout this term, we embarked on creating an entire animation segment starting from a small spark of inspiration. This process included developing the character’s backstory, crafting the storyboard, and constructing the entire worldview. I’ve realized that the workload of producing an animation independently is immense. This might explain why, in the end, I opted to create a light-hearted combat scene animation. Such a choice likely enhanced my interest and immersion in the animation-making process.
Reflecting on previous blog entries, we can discern that the majority of the challenges in production stem from modifications made during the block animation phase. However, this also facilitated a quicker progression in keyframe animation after importing the character models, underscoring the indispensability of ‘animation previsualization’. Here, we can revisit the production workflow of animation previsualization and the preliminary preparations.
This week, we discussed how to initiate our project and gained an understanding of what we will be learning this semester. I am particularly intrigued by the production of the Resolume project. I believe that this technology can produce some unique effects in animation design, which I anticipate will be quite fascinating. Next week, we will visit the motion capture lab to experiment with mocap. I hope this technology will facilitate the development of my subsequent ARTIFACT project.
Currently, the members of our group are Han Luoqing, He Liuyihao, Zhu Yuhong, Zheng Shihong, and Zou Jianqiu.
Group Task Allocation:
Character rigging and 3D animation: Zou Jianqiu
Conceptual Design and 2D Animation: Zhu Yuhong
3D Modeling and Texture Creation: Zheng Shihong
Game Engine Mechanism Development: He Liuyihao
Story Conceptualization and Writing: Han Luoqing
Each member will collaborate closely within their designated roles to ensure the successful completion of our project.
My Responsibilities:
Early Stage:
Assist Zheng Shihong in Model Construction.
Provide suggestions from rigging and animation.
Participate in model design to offer more reasonable design methods.
Mid-term:
Receive the model.
Continue to provide modification suggestions.
Use the modified model for rigging.
Late Stage:
Utilize the rigged model for animation production.
Throughout these stages, maintain effective communication with the team to ensure smooth collaboration and project progress.
Current project introduction:
The entire game revolves around an environmental theme, depicting the inevitable demise of a forest as it gradually transforms into an industrial city. Following the first chapter of the game, the second chapter will feature a desolate industrial setting, characterized by cold, mechanized urban landscapes, with a spider-shaped metallic monster looming within it.
Week 1 Meeting Overview:
During our first week meeting, we laid the groundwork for our project. We introduced team members, including Han Luoqing, He Liuyihao, Zhu Yuhong, Zheng Shihong, and Zou Jianqiu. Each member’s role and responsibilities were outlined as follows:
Zhu Yuhong: Conceptual design and 2D animation.
Zheng Shihong: 3D model construction and texture creation.
He Liuyihao: Mechanism development within the game engine.
Han Luoqing: Story concept formulation.
Additionally, we discussed the allocation of tasks within the group:
Project Coordination: Zou Jianqiu
Conceptual Design and 2D Animation: Zhu Yuhong
3D Modeling and Texture Creation: Zheng Shihong
Game Engine Mechanism Development: He Liuyihao
Story Conceptualization and Writing: Han Luoqing
Furthermore, we set the stage for the game’s theme, focusing on environmental conservation. The narrative explores the inevitable demise of a forest transitioning into an industrial city. Following the first chapter, the second chapter will depict a dilapidated industrial scene, featuring a spider-shaped metallic monster amidst the urban decay.
In this meeting, I primarily contributed by presenting character binding requirements and suggesting design styles based on my gaming experiences. Recognizing the importance of captivating visuals, I proposed keeping facial details of game characters intentionally blurry to intrigue players further. We concluded by deciding to use Miro as our project handover platform and provided initial project recommendations and front-end development requirements.
This meeting served as the foundation for our project, aligning team members and establishing key objectives for the weeks ahead.
adjustment of character positioning. In this shot, the fallen bodies are obscured behind the two individuals, necessitating a clear distinction between the positions of the three characters.
In this context, we must pay attention to the distribution of each character within the frame, ensuring that the animation serves the camera’s perspective. A visually appealing shot requires the creation of animation based on the 12 principles of animation, further incorporating a critical appreciation that clarifies the characters’ silhouettes and the composition of the shot.
This week, we’ve completed the majority of the animation production, and it’s time to start refining some details.
Firstly, there are some issues with camera staging.
We need to bring the camera closer to make the interactions between characters more apparent. Additionally, during the segment where the zombie charges forward, we should increase the visual impact of the footage.
When the Taoist priest attacks the zombie, the transition between shots needs to be more convincing. Therefore, we introduce certain character displacements to allow for seamless camera switches.
The final segment is not yet complete, so after addressing these primary issues, we will revisit what can be added at the end. Here, I list the parts that need revision this week:
We plan to introduce some intriguing elements to the first part of the animation. For instance, the person being chased actually has a monster relentlessly pursuing them from behind. I’ve designed a sequence where the pursued individual uses a car in front to make a sharp turn, skidding on the ground like a cat before colliding with the vehicle. However, I realized this lacked a sense of humor in the animation, so I decided to have the character skid in place due to uncontrolled speed, followed by a zombie in a thrilling chase.
It’s not just similar; it’s identical.
Following this, I opt to stay true to the original animation, where after a brief chase, the character is finally caught.
Furthermore, the motion from the first shot to the subsequent one should be coherent, preventing the audience from feeling disconnected from the narrative.
Subsequently, we can observe that some shots may be modified for enhanced animation effects. For example, characters can exhibit more dynamic movements when dodging; akin to dodging bullets, characters can perform evasive maneuvers to avoid the Taoist priest’s talismans (Zombies! Quick, use the Z-shaped dodge!).
In this context, we discover that our animation production often draws more inspiration from two-dimensional animation silhouettes.
This week marks the beginning of building our scene characters. We can use cubes to represent our basic characters. First, we open MAYA to create characters, and by altering the model shader colors, we can quickly differentiate each character. In the second step, we attach controllers to the entire character, allowing us to control the movement of our cube characters more efficiently. In fact, we can establish a parent-child hierarchy between the cube character’s head and body, eliminating the need for an additional controller ring.
At this stage, we can start creating our animation files, initiating camera movements based on our preliminary animation shots. This gives us our initial camera files. Through this process, we can roughly understand the direction of the entire animation and make timely adjustments, which facilitates the subsequent import of animated characters and accelerates the completion of the final piece.
According to what I learned in the class, I added the background story and details of the main characters in place, and drew two characters that fit the story by myself. After confirming the character design, I will start to make the model.
Taoist priest:
Who(characteristic)
A poor Taoist priest, and everyone didn’t believe his story about the village being sealed with zombies so they thought he was crazy.
Where
The dilapidated Taoist temple, the wooden doors have been broken, many of the utensils in the Taoist temple are broken, but the sword under the portrait is very new, it seems that the owner is very precious it.
What Happen
When the sealed zombie in the ancient village is awakened and indiscriminately kills everyone it sees, the Taoist chooses to solve the crisis. When he was ready, the zombie had arrived at the door of the Taoist temple.
When
At dusk, the sun’s blood red light shines on the ground.
Why
Because his oath as a priest was to protect the people so when faced with a zombie he would rush to fight it without hesitation.
How
The man began to act at the moment he saw the zombie and launched an attack on the zombie.
The zombie that broke the seal
Who(characteristic)
The evil zombie who was sealed in the village by the Taoist priest more than 100 years ago was an insatiable landlord. Now the seal has been broken, and vengeance has begun on everyone, especially the Taoist.
Where
/
What Happen
The object that sealed it is stolen by ignorant villagers, causing the zombie to break through the seal, and all it wants to do is restore its powers and find the Taoist priest who sealed it.
When
/
Why
/
How
It keeps killing people in the village to suck the villagers’ blood until it smells the Taoist in the air, finds the Taoist and intends to take revenge on him and kill him, so that no one can seal him back again.