Week 9: Completion of the final segment of the animation

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.

Week Eight: Preliminary Completion of Animation

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:

Week Seven: Adding Animation Details 

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.

Week Six: Key Points to Consider When Creating Shots

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.

Week Five: Scene and Character Construction 

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.

Animation character design and character introduction

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.
WhereThe 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 HappenWhen 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.
WhenAt dusk, the sun’s blood red light shines on the ground.
WhyBecause his oath as a priest was to protect the people so when faced with a zombie he would rush to fight it without hesitation. 
HowThe 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 HappenThe 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/
HowIt 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.

Week Four: Story Confirmation It’s time to solidify the character designs. 

We have two characters: one is a zombie, and the other is an infected zombie.

 In the character design phase, we annotate the character’s backstory, the setting of the story, what happened at that time, and why the character acts in a certain way. This allows us to understand our characters more deeply and ensures that we stay true to the original concept during the animation production. Moreover, due to the distinct character designs, we can create different animations tailored to each character to better align with their individual traits.

Week 3: A collection of animation resource websites

A highly useful model website: https://agora. Community/assets

In this module, we explore the acquisition of 3D models for use in our animation scenes. These models come with quality rigging, and most importantly, they are available at no cost! It’s essential to recognize the significance of accessing functional models in the current landscape.

Another resourceful model repository can be found at https://animationmethods.com/rigs.html

This site offers a diverse array of models, including creatures and those tailored to American-style animation, broadening the spectrum of creative choices for our animated narratives.

Additionally, we share a valuable video reference platform: https://www.gettyimages.ca/collections/bbc-motion-gallery

 Here, you can input desired actions and retrieve a selection of related movements, which are more natural and serve as excellent references for animation.

In the final phase, we may require instructional videos to continually enhance our animation production skills. For this purpose, we can utilize YouTube or other video platforms to access the desired tutorials. (A heartfelt thanks to those willing to share their knowledge.)

Week Two: World Design in Animation, Creation of Mood Boards, and Storyboards 

Story One: The Taoist

In this phase, I commenced the production of mood boards and revisited the storyboards crafted in the previous week, incorporating additional camera movements to enhance the visual storytelling.

In the concluding segment, I designed a narrative twist featuring zombie resurrection, where the zombie reclaims its body with the aid of the person it had slain, subsequently launching a surprise attack on the still-recovering Taoist.

Subsequently, we can utilize MAYA to craft certain shots, establishing the visual effects for the entire narrative. However, it is imperative to adhere to the predetermined camera setup, ensuring that two-person shots conform to the camera layout, thereby rendering the shots more impactful.

Story Two: Personal Vendetta

Regarding the mood boards, I intend to design a color effect akin to that in Schindler’s List, where the aggressor is highlighted in red, setting him apart from the rest of the elements, which will be rendered in grayscale. At the story’s climax, the avenger, upon executing the aggressor, inherits his color, symbolizing the transfer of fate or consequence.

Storyboard Design: 

Following this, we proceed with the camera setup in MAYA: after modifications, the opposition between the two characters is accentuated.

Week_01: The FMP thesis proposal

On graduation which area or environment of production do you wish to focus upon and why?


I hope that I can focus more on the personal competence of animators when I graduate. Having good animation production skills is one of the qualities that every animator should have.

What skills will you need to attain the standards required for vocational practice?


Self-study and good communication skills, animation production and understanding skills, learn the advantages of animation from reference videos and convert them into their own knowledge.

How will you showcase your FMP practice for the final shows?


In the final subject project, I want to make an animation about social justice issues, and discuss whether private revenge should be taken when the law fails to provide justice for the victims. The overall animation style will be more stylistic, and real-time calculation will be added to clothing and hair to achieve better results.

Is it important to directly connect the thesis research to your practical work?

This need to be discussed separately, the actual work does not need to show the reflection on social issues, then some people will ask, is the paper research related to the actual work? My answer is yes, in the postgraduate stage, we need to read a lot of relevant animations and movies through the research on social issues. In this process, we can exercise our sense of beauty and sensitivity to animation, and our skills can be exercised later. However, the research quality and exploration of animation aesthetics cultivated in the postgraduate stage will be the effective ability to make ourselves stand out.

Do you have an area of research you wish to conduct that is unrelated to practical element?

Of course, for example, I have recently been studying the representation of quadruped animals in animation, because I have found that most of the quadruped animal animation on the market follows the Disney style, with exaggeration and anthropomorphism as the main body. As a result, most animation references on the market revolve around this style, lacking the promotion of realistic style. I hope to enrich the resources and relevant knowledge in this area through my own research.