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2.1 Advanced and Experimental 3D Computer Animation Techniques

Week 19 Blog:Professional Practice

This week, Ting talked to us about professional practice and career development. Besides animation skills, she also explained how to collaborate with colleagues, communicate clearly, and stay professional in a real project environment.

In class, Ting mentioned that when we face a problem in a project, we should not immediately pass it to someone else. We should first try to solve it ourselves, such as reopening Maya, rebooting the machine, or looking for documentation and tutorials. If the problem still cannot be solved, we can then ask close classmates, colleagues, or more experienced people. For technical problems, we can ask the lead, TD, or group chat. If the issue is more important or related to decision-making, then we can ask the supervisor.

I found this lesson very useful because communication directly affects teamwork and efficiency. When asking a question, we should clearly explain what problem we have, what we were doing, what we have already tried, and what we think the possible reason might be. This makes the question more professional and easier for others to understand.

This class made me realise that becoming an animator is not only about making good animation. It is also important to work well in a team, stay polite, solve problems actively, and communicate in a clear and professional way.

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Term3-sara

Week 19 Blog: One-One Tutorials

This week was One-One Tutorials. I introduced our project concept, story content, and current production progress to Sara in detail. Through this one-to-one tutorial, we were able to clarify the theme, visual style, and next steps of our project more clearly.

Our story takes place in a ruined theatre. A girl dances on the stage, while rows of numb soldiers sit around her. As her movements gradually become unstable, reality begins to fracture. The scene repeatedly flashes into another world: a white rabbit appears in front of her and leads her through trenches, forests, and destroyed city streets. These scenes cut into her dance like fragments of consciousness, making it difficult for the audience to tell whether they are memories, hallucinations, or present reality.

In terms of production, we showed Sara our current progress, including the UE5 stylized test, model and rig, and animation. We are testing a black, white, and grey visual style with woodcut printmaking and sketch-like textures. At the same time, we are continuing to work on character modelling, rigging, and animation. We hope to create a slightly unsettling, oppressive, and uneasy atmosphere through rough lines, strong contrast, and unstable visual rhythm.

Sara suggested that we create a simple storyboard next, so that we can organise the main shots, scene transitions, and narrative rhythm more clearly. She also recommended some AI websites to help us quickly generate visual references and storyboard sketches. This suggestion was very helpful because although our concept and atmosphere are already quite clear, we still need to visualise the story structure further. Next, we will complete an initial storyboard and then use it to adjust our animation shots and scene design.

Categories
2.1 Advanced and Experimental 3D Computer Animation Techniques

Week 18 Blog:Studio Library & Animation Progress

This week, Ting introduced us to Studio Library. It is a useful plugin for Maya animation, mainly used to save and manage character poses and animation clips. It works like an animation library, allowing us to store useful poses, facial expressions, or movement sections and reuse them later. Compared with adjusting the controllers again every time, Studio Library can make the animation workflow more efficient and help us manage different versions of movement.

In class, we also continued the Piranha Plant attack project from last week. This time, the task was to make the Piranha Plant jump down three steps before connecting it to the attack animation against Mario. This exercise helped me understand the importance of transitions between actions. A character should not only complete separate movements, but also have continuous rhythm, clear weight shifts, and proper anticipation, so the jump and attack can feel natural.

At the same time, I continued improving my girl dancing animation. Based on previous feedback, I kept adjusting the body weight, pelvis rotation, and movement rhythm. I also tried using nCloth to create a skirt for the girl, hoping the fabric could move more naturally with her body. This made me think more about the relationship between character animation and cloth simulation, and how technical testing can influence the final visual result.

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Term3-sara

Week 18 Blog: Splatter in UE

This week’s session was Splatter in UE. We mainly learned how to create splatter, spray, and spreading spot effects in Unreal Engine. Splatter can be used to represent visual elements such as blood, ink, paint, or stains.

In class, I learned that these effects can be created through materials, textures, masks, or particle systems. By adjusting the colour, opacity, spreading range, and texture shape, splatter effects can appear on the ground, walls, or around characters.

I found this function very interesting because it is not only a technical effect, but can also enhance the emotion and atmosphere of an image. Its randomness and spreading quality can create a feeling of chaos, unease, or destruction. In future visual tests or artistic projects, I would like to try using similar effects.

Categories
2.1 Advanced and Experimental 3D Computer Animation Techniques

Week 17 Blog:Workshop AnimBot

This week, Ting introduced us to the animation plugin AnimBot, which is a useful tool for animation work in Maya. It can help animators adjust keyframes more efficiently, copy and mirror poses, change timing, organise curves, and create smoother transitions. Compared with adjusting each controller manually, AnimBot can make the animation workflow faster and more convenient.

In class, Ting demonstrated some basic functions of AnimBot, such as how to quickly adjust poses, control animation timing, and make movements feel smoother. After that, we tried using the plugin to create an animation of a Piranha Plant attack. This exercise required us to show the plant character preparing, building up energy, and then attacking suddenly, so the rhythm and impact of the movement were very important.

Through this workshop, I found that AnimBot is not only a tool for improving efficiency, but also helpful for controlling timing and animation details more clearly. In the future, when working on more complex animation shots, I would like to continue using AnimBot to support pose adjustment, timing, and polishing.

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Term3-sara

Week 17 Blog: 360 Video

This week’s session introduced 360 Video. I learned that 360-degree video does not present only one fixed camera view. Instead, it allows the audience to enter a space and look around freely. Therefore, when creating 360 video, we need to think not only about composition, but also about where the audience may choose to look. Creators can use sound, movement, lighting, or character placement to guide the viewer’s attention and avoid important information being missed. This class helped me understand that 360 Video is more like a form of spatial storytelling, creating a stronger sense of immersion than traditional video.

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2.1 Advanced and Experimental 3D Computer Animation Techniques

Week 16 Blog:Advanced Animation Shot Blocking

This week, I started working on Assignment: Advanced Animation Shot (Blocking). My plan is to create an animation shot of a girl dancing, so at this stage I mainly focused on using the reference video to define the main actions, key poses, and overall rhythm.


During the blocking stage, I placed the reference video next to my animation and compared the character’s body poses with the dancer’s movements. Dancing is more complex than simple actions because it requires attention to body rhythm, weight shifts, and the coordination between the arms, pelvis, and torso. At this point, I have completed the rough key poses and the general direction of the movement.


Ting’s feedback was that the main problems in my animation were the pelvis rotation and body weight. This made me realise that the pelvis and centre of gravity are very important in dance animation. If the pelvis rotation is not accurate, or if the body weight is not properly placed on the supporting leg, the character can look unstable, stiff, or even like it is floating.

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Term3-sara

Week 16 : Reality Capture

This week, we continued learning about Reality Capture. Compared with last week’s basic introduction, this session focused more on how to process and use scanned models in practice.

I learned that scanned models usually cannot be used directly after they are generated. They often need to be cleaned and optimised first. For example, we may need to remove unnecessary parts, fix incomplete areas, reduce the polygon count, and organise the textures. This helps the model run more smoothly in Unreal Engine and reduces performance issues.

After the model is processed, it can be imported into Unreal Engine and placed into a virtual scene. One of the biggest advantages of Reality Capture is that it can preserve real-world details and textures, making digital environments look more realistic.

Through these two weeks of learning, I think Reality Capture is a very useful creative tool. It can help us quickly collect real-world materials and connect reality with digital art. In the future, if my work involves cities, buildings, objects, or natural environments, I would like to continue experimenting with this technique.

Categories
2.1 Advanced and Experimental 3D Computer Animation Techniques

Week 15 Blog: Creature Locomotion Polish & Advanced Animation Shot Idea

This week’s tasks mainly included two parts: Creature Locomotion polish and Advanced Animation Shot planning.

For the Creature Locomotion task, I continued working on the butterfly flight animation. During the polish stage, I focused on adjusting the rhythm of the wings, the up-and-down movement of the body, and the flight path. I wanted the butterfly to look more natural and gentle, rather than moving in a mechanical way.

At the same time, I also started preparing for the Advanced Animation Shot. This assignment will continue from Week 16 to Week 19, and the final outcome should be a 5–12 second advanced animation shot. I plan to create a shot of a girl dancing. Compared with a simple action, dancing requires more attention to body rhythm, weight shift, and the flow between movements. It is also a good opportunity for me to practise more complex body mechanics.

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Term3-sara

Week 15 :Reality Capture

This week’s session was about Reality Capture, also known as real-world scanning or photogrammetry. Sara introduced how we can turn real objects or spaces into digital models by taking photographs from different angles. In simple terms, Reality Capture is a method of bringing real-world materials into digital creation.

During the class, I tried scanning my own face. This helped me understand the process more directly. First, photos need to be taken from multiple angles to cover the shape and details of the subject as completely as possible. Then, these photos are imported into the software, where it identifies matching points between the images and generates a 3D model. After that, the model can be cleaned, textured, and optimised before being imported into Unreal Engine or other 3D software.

I found this process very interesting because it makes the boundary between reality and the virtual world less clear. In the past, I thought 3D models were mainly created through manual modelling, but Reality Capture offers another approach. Real faces, objects, buildings, or natural environments can all become part of a digital artwork. Scanning my own face especially made me feel that the real body can also be transformed into digital material.

This session made me realise that Reality Capture is not only a technical tool, but also a creative method. It allows artists to collect materials from the real world and reorganise them in a digital environment. In the future, if my work requires real objects, facial forms, or spatial textures, I would like to continue experimenting with Reality Capture as part of my visual research and production process.