Categories
2.1 Advanced and Experimental 3D Computer Animation Techniques

Week 4 Learning Blog | Body Mechanics + Acting: Weight, Decision Change, and Timing

1) Assignment Completed: 12-Second Body Mechanics / Acting Shot (Heavy Object + Change of Mind)

This week, I completed a more advanced body mechanics/acting exercise. The goal was to combine a believable sense of weight (pushing/carrying a heavy object) with a clear change-of-mind moment within a 12-second shot.

My story idea is: the character struggles to push a heavy package → suddenly hears a countdown → stops and opens the package to reveal a timed bomb → panics, throws the bomb away → turns and runs.

2) Facial Expression Task Completed: 5 Different Facial Poses

I completed five facial pose studies. I focused on readability—how the eyes, eyebrows, and mouth work together—and how camera angle can strengthen or weaken an expression. This helped me realise that facial acting isn’t about moving one controller; it’s about balancing the entire face so the emotion reads clearly.

3) Test Completed: Stitch Making Tea (Props + Constraint Planning)

I completed the Stitch “making tea” activity. This test strengthened my understanding of action logic + technical planning:

  • Clear action chain: carry the tray and set it down → drop the tea bag and close the lid → pour tea into the cup → hold the saucer while stirring → lift the cup and take a sip. Each step needs clear start/end points and clean timing.
  • IK / FK choices: IK is useful for stable support (carrying the tray, holding the saucer), while FK helps add natural arcs and performance when needed.
  • Plan constraints/parenting first: the “control handoff” between tray, lid, pot, cup, saucer, and spoon needs to be planned early so hand contact stays clean and props don’t slide or drift.

4) Self-Study

I completed the required self-study tutorials and summarised the most useful takeaways:

  • Adjusting Pivot: makes pushing/pulling/rotating easier by setting a correct force point (especially important for heavy objects).
  • Camera Clip Distance: prevents objects from being clipped when the camera is close, keeping playblasts clean.
  • DAG Only: helps manage hierarchy more clearly and reduces Outliner clutter.
  • Colorspace: helps avoid display mismatches that can affect material/texture judgment.
  • Constraints & Parenting with Objects: supports cleaner prop interactions and reduces technical issues like popping, drifting, or broken connections.

5) Previs Update (Based on Ting’s Feedback)

I revised my Assignment: Previs – Hunter To Prey (Final) based on Ting’s comments. Key improvements included:

  • Making the transformation moment clearer on camera (showing the drunk character turning into a larger monster).
  • Adding camera follow-through when the slender character is thrown into the wall, so the shot tracks the movement instead of staying static.
  • Adjusting several shots to include full-body framing where necessary, improving clarity of action and body mechanics.
Categories
2.1 Advanced and Experimental 3D Computer Animation Techniques

Week 3: Previs Storytelling — Power Shifts Through Camera, Structure, and Control

1) Group Project: Previs Cinematic Scene (Theme: “Prey”)

This week, my teammate and I completed a 30–45 second previs assignment using animRig_chemoBot. Our story takes place in a narrow alley at night: a drunk man appears to be the prey, watched from above by a tall, slender creature that moves in and attacks. The turning point is that the “prey” suddenly transforms into a larger monster and hunts the slender creature instead, creating a dramatic power reversal.

This project helped me understand that previs is not about making the animation complex—it’s about using shots, pacing, and spatial relationships so the audience instantly understands who is in control. I learned to use focal length choices (compressing vs. expanding space) and high/low camera angles (establishing dominance and vulnerability) to build tension and support the “pressure → reversal” emotional arc. I also used alley occlusion and tight framing to make the environment actively support the storytelling, rather than functioning as a passive background.

2) Story Structure

In class, I studied story structure and realised that even a short film needs a clear cause-and-effect chain and strong rhythm control. We planned our timing using a three-act structure: 10 seconds for setup, 20 seconds for escalation, and 10 seconds for resolution (the reversal and wrap-up). This ensured the conflict was not random, but logically built toward the turning point.

More importantly, I learned that structure directly shapes shot design:

  • Act 1: communicate location, character state, and where the danger comes from quickly.
  • Act 2: increase pressure through progression—closer, faster, tighter.
  • Act 3: deliver a clear reversal shot to confirm the power shift, then end cleanly without dragging.

3) Self-Study: Constraints / Parenting / Locators

I also studied the differences and practical uses of Parenting, Constraints, and Locators:

  • Parenting is a permanent hierarchy—stable, but not ideal for frequent handoffs.
  • Constraints are switchable relationships—useful for “control handovers” through weight changes.
  • Locators act as invisible anchors—cleaner prop setups and easier adjustments later.
Categories
3D Computer Animation Fundamentals MAYA

3D Computer Animation Fundamentals(Maya Final)

Categories
2.1 Advanced and Experimental 3D Computer Animation Techniques

Week 2 Telling Stories Through Cause and Effect, Presenting Perspectives Through Shots

This week’s lesson materials emphasize that a story is not “what happened next”, but rather a chain of cause and effect connected by “therefore / but”. The class exercises also revolve around this point: first, use SWBST to quickly determine the main line, then transform it into a version driven solely by cause and effect, and finally onto the storyboard.

Class Quiz: Storytelling Pair Activity (Flood + Ladder + Freedom)
The story concept of our group is a metaphor:
• The flood = disaster
• The ladder = tool/technology
• When humans completely relied on nature, God sent the flood as a punishment/test;
• When humans began to create tools and attempt to “conquer” nature, they gained freedom.
I have reorganized it into a cause-and-effect version (which better meets the requirements of the class):
Humans completely entrusted their survival to nature. Therefore, God sent a flood to bring about disaster.
However, humans began to create tools such as ladders to change their situation.
Thus, humans no longer merely waited for nature to arrange things, but gained the freedom to act.
Reflection: This exercise has made me more aware of the difference between “theme” and “plot” – the theme is “from dependence to control”, while the plot must be driven by specific actions (disaster → invention → escape/ascension). If the shot only shows “the flood is very large”, the audience will think it’s a disaster film; but when the shot shows “building a ladder / using the ladder” as the turning point, the viewpoint will be valid.

Class feedback: Implemented the storyboard from last week in Maya
The teacher reviewed the tasks from last week and asked us to implement the bar story version (the version by the group members) in Maya.
Reflection: Transitioning from 2D storyboards to 3D production will reveal the real problems: whether the camera position, shot path, occlusion, and spatial relationships are reasonable. Some shots that seemed “OK” in the storyboard will fail in Maya due to spatial incompatibility, forcing me to return to the fundamental question – what exactly does each shot want to show the audience and what does it want them to understand.

Assignment: Film Photography Analysis (I chose a segment from “The Legend of Fu Sheng”)
The assignment requires selecting a 1-2 minute segment and analyzing how the cinematography supports the narrative (through angles, lighting, layout, composition, etc.), rather than merely repeating the shots.
I chose the segment from “The Legend of Fu Sheng” titled “Opening → Su Quanshao’s Death” because it was accomplished through cinematography alone: establishing the world view, visualizing the concept of protons, and establishing Yin Shou’s controlling demeanor.
In my analysis, I will focus on the following points:

  • Cold opening (snow + details of the corpse): Presenting the war as a systematic slaughterhouse, setting the tone to be extremely cold first;
  • Low-angle shots / wide shots to create a crushing power contrast, making Jizhou’s “having no choice” a factual aspect of the scene;
  • High-angle shots of Yin Shou + progressive questioning rhythm to turn the dialogue into an interrogation, pushing Su Quanshao towards the inevitable “having to use death as evidence” ending;
  • Approaching / helping up the “gentle illusion”: Packaging political violence as a personal consolation, completing an open demonstration.

This Week Summary
The most effective aspect for me this week was: first, write the story in a cause-and-effect manner, and then decide on the shots. The shot language is not supplementary explanation; instead, it transforms the “perspective” into visual facts that the audience can directly perceive.

Categories
2.1 Advanced and Experimental 3D Computer Animation Techniques

Week 1 Storyboarding & Camera Language

This week, I completed the tutor’s storyboard tasks, focusing on how framing/composition, camera angles, and camera movement support storytelling and emotion.

1) Assignment: Scene Storyboard (Lawrence of Arabia excerpt)

I storyboarded one scene and clearly labelled all camera moves in each shot (push/pull/pan/track/follow/static).
Key takeaway: camera movement isn’t decoration—it controls when information is revealed and how emotion is paced.

2) Activity/Quiz: Creative Adaptation (The Incredibles excerpt)

I adapted the selected clip into a storyboard, prioritising:
• Clarity: the audience can instantly read the focus
• Rhythm: cuts and framing changes shape the tone

3) Assignment: 5 + 5 Challenge (A guy in a bar) + Peer Exchange

I created two storyboards using 5 shots × 5 seconds (25s total), with no dialogue and no acting/facial expression—only camera language. I then swapped boards with teammates and explained the choices.
Challenge: without dialogue or performance, emotion must be carried by composition, movement, and shot order. Peer feedback helped me check if the story was readable.

Summary
• Every camera move needs a purpose
• Storyboarding trains “director thinking”
• Constraints made my visual storytelling more precise

Categories
Design for Animation, Narrative Structures and Film Language

Rebelling Against the System: Technical Spectacle Aesthetics and Capitalist Control in The Matrix|Presentation

Categories
UE

The Last Harvest|Final work

The Last Harvest is a stylized Unreal Engine environment project inspired by Van Gogh–like abstract expressionism. Using flowing brushstroke textures, a swirling sky, and a soft palette of golden yellow, light green, and pink, the cornfield is reimagined as a “breathing” digital oil painting. The work treats “harvest” as both an ending and a return—a gentle dialogue between humanity and nature at the edge of time. The project combines hand-painted textures, material–lighting iteration, cinematic camera work, and post-production editing to deliver a short real-time rendered sequence with a poetic, dreamlike atmosphere, exploring how game engines can support artistic storytelling and emotional visual language.

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UE

Summary & Reflection Blog | The Last Harvest

In The Last Harvest, I set out to build a Van Gogh–inspired, abstract-expressionist environment in Unreal Engine—using flowing brushstroke language, rotating light, and a soft palette (golden yellow, light green, and pink) to turn a cornfield into a “living painting” rather than a realistic farm scene.

What Worked

Overall, I feel I achieved the main stylized goal: the scene reads as painterly and atmospheric, with a clear emotional direction—gentle, dreamlike, and slightly bittersweet.
More importantly, I managed to complete a full production loop from concept to output: building the environment, testing materials and lighting in-engine (Lumen, fog, color grading), developing shots, and delivering a rendered sequence.

What Fell Short (and Why)

While the overall style direction is in place, some areas still feel rough in detail polish. The main reasons were:
• Hardware limitations & lag: UE5 became slow during heavy iteration, which reduced how much fine-tuning I could realistically do.
• Time planning: I prioritized getting a complete result, leaving less time for consistent refinement across assets.
• Style consistency: Some elements still vary in how “painterly” they feel, which shows I need a stronger system for unifying brushstroke density, edge treatment, and color behavior across the whole scene.

Key Takeaways

This project taught me that stylization isn’t a single filter—it’s a set of rules that must stay consistent across textures, materials, lighting, and composition. I also learned that locking down a few “style benchmark shots” early can make later production faster and more coherent.

If I Do It Again

Next time, I would:
• Establish 1–2 final benchmark shots earlier (materials + lighting + grading locked).
• Reserve a dedicated polish phase for asset consistency and shot pacing.
• Under limited hardware, focus detail only where the camera actually sees it, instead of chasing global perfection.

Even with the constraints, The Last Harvest gave me a clearer understanding of how to translate a painterly concept into a real-time UE workflow—and what I need to improve to make the final result cleaner and more unified.

Categories
UE

Final Stage: Rendering in UE5 and Post-Production in After Effects

In the final stage of the project, I completed the full output pipeline for The Last Harvest. I first finalized and rendered the shot sequence in UE5, making sure the stylized materials, lighting, and brushstroke language stayed consistent in the final frames. Then I brought the renders into After Effects for post-production polish, where I refined pacing and cut details—adjusting transitions, shot duration, and overall “breathing” rhythm—so the visual focus and emotional flow read more clearly. Finally, I added voice-over to strengthen the narrative and emotional layer, completing the project as a more immersive audio-visual piece.

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UE

Shot 3: A Peeking View Through Corn Leaves

In this stage, I completed the third shot for The Last Harvest. I lowered the camera into the cornfield and used the dense leaves on both sides as a “natural frame,” so the viewer feels like they’re peeking out from deep inside the field—more immersive, and more enclosed in a dreamlike way.

Shot Intent

Shot 3 focuses on depth layering and eye guidance: the foreground is dominated by large corn leaves that create strong occlusion; the mid-ground opens into a small path and broken fence fragments; and the background connects to the pink mountains and the swirling sky. This structure—foreground enclosure → mid-ground corridor → background expansion—adds tension while naturally pulling the gaze toward the emotional center of the sky.

Composition & Asset Placement

  • Foreground corn leaves: I placed the corn closer and denser, letting the leaves occupy the sides and top of the frame to create a clear framing effect.
  • Mid-ground leading lines: The path/ridges and broken fence pieces act as directional lines, helping the viewer read where to look despite the busy foreground.
  • Background emotional anchor: The swirling brushstroke sky remains the main emotional visual, serving as the distant “endpoint” and keeping the Van Gogh–inspired style consistent across the project.