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Session with Serra

Artifact 1.1

The inspiration for my story comes from my own life, so I chose my current bedroom as the setting for my story. By using a familiar environment, I can more accurately depict every detail in the scene, enhancing the story’s realism and intimacy.

The inspiration for my story comes from my own life, so I chose my current bedroom as the setting for my animation. I hope that by using this familiar environment, it can provide a precise and realistic scene reference for my animation. This approach not only enhances the details and authenticity of the animation but also saves me a significant amount of time and effort in manual modeling. By utilizing the existing bedroom setting, I can focus more on the design of the characters and the storyline, making the entire creation process more efficient. Additionally, a realistic setting helps to enhance the audience’s sense of immersion and resonance.

Scanning my room
Final results

However, the scanning results were not satisfactory, with many issues of interpenetration and misalignment. Additionally, there were blank areas where the scan failed to capture certain parts. This significantly compromises the integrity and accuracy of the scene, requiring additional time and effort to fix and fill in the gaps. This situation has made me reconsider the feasibility of using the scanned data or look for alternative solutions to ensure the quality of the final scene and the smooth progress of the animation.

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Session with Serra

Week 5:Touch Designer to UE

In this lesson, we drop the effects from TD onto UE objects in real-time.

  1. Setting up TouchDesigner (TD): In TD, add a “Spout out” node after the node you want to output, which allows you to share the video effect between applications in real time. Note that the output name must be the same between programs.
  2. Setting up Unreal Engine (UE): In UE, make sure the “Off-World Live” plugin is enabled. Place an “Actor” in the scene to receive the TD data, this “Actor” is “OWL Spout Receiver Manager This “Actor” is the “OWL Spout Receiver Manager”.
  3. Adjust the settings in the Details panel of the “OWL Spout Receiver Manager” to configure the receiver, including specifying input names and creating render targets.
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Session with George

Week 14:BM V.4

To make the animation more vivid and realistic, I need to further enhance the precision of the tail’s movement. This involves making more detailed adjustments and optimizations to every subtle motion of the tail, ensuring that its trajectory and speed perfectly align with the character’s action requirements. Precise tail movements will not only enhance the expressiveness of the animation but also help the audience better understand the character’s emotions and intentions.

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Session with George

Week 13:BM V.3

During the animation production process, the following adjustments need to be made: First, the speed at which the key is struck by the tail needs to be increased to make it more forceful, emphasizing the tail’s power. Second, the falling speed of the character should be accelerated to enhance the tension and realism of the action. Additionally, the character’s movements and speed when hit by the key should be modified to ensure a natural reaction that adheres to physical principles. Finally, the motion trajectory of the tail should be optimized to ensure the entire action sequence is smooth and visually impactful. These adjustments will help improve the overall animation performance, making it more lively and engaging.

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Session with Serra

Week 4:Touch Designer

TouchDesigner is a node-based visual programming language for real-time interactive multimedia content. It can be used to create interactive installations, live visuals, and generative art. TouchDesigner enables artists and designers to craft immersive, dynamic, and highly responsive multimedia projects. It can seamlessly integrate various data sources, sensors, and multimedia elements to produce captivating and engaging interactive experiences.

Two factors were interacting with the visuals:

  • The ambient music.
  • The microphone is in the middle of the installation.

I believe that in TD (TouchDesigner), as long as you can connect the nodes, you can create truly amazing effects. Each node represents different functions and operations, and by flexibly combining and connecting these nodes, you can achieve various complex visual and interactive effects. Whether it’s creating real-time audiovisual experiences or building dynamic multimedia displays, the connections between nodes offer endless possibilities and creativity. Once you master the use of these nodes, you can explore an infinite array of artistic expressions and technical innovations in TD.

4 effects I tried out.

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Session with Serra

Artifact 1.0

Storyboard:

In the bedroom at night, a character is sitting on the bed playing with his mobile phone. The time displayed on the phone is ?? :??. The character lies down and closes his eyes. The next second, he opens his eyes and goes to a white room. He has a canvas in front of him, and underneath it are several paint buckets, and a roller brush. He picked up the brush and made a stroke on the canvas, and colors and patterns appeared. He continued to make several strokes, and different colors and patterns appeared. He painted faster and faster. Suddenly, the dream was over. He sat up with his eyes open in reality and picked up his mobile phone, which showed the time ??:??

Research board

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Session with George

Week 12:BM blocking 2.0

Still need to improve the trajectory of the tail.

Adjust the speed of the key. Speeding up the speed at which the key pops out, not only increases the visual impact of the animation but also demonstrates more clearly the great strength and elasticity of the tail effect. Let the audience feel the vividness and vigor of the character more intuitively.

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Session with Serra

Week 3: Live Link VCAM

Live Link VCAM is a tool that can link mobile devices with Unreal Engine. It allows viewers to see and experience scenes from the project in the first-person perspective, essentially functioning as a simplified VR device, though it is presented in a flat format. I believe this tool greatly facilitates the creation of first-person view (POV) animations for creators. When creating a POV shot, I need to consider its position, angle, movement speed, and even the shake and amplitude of the camera. This usually requires numerous adjustments to achieve a good result. However, with this tool, I can easily create these shots. It allows me to intuitively adjust and optimize the first-person perspective, saving a lot of time and effort while enhancing the overall quality and viewing experience of the animation.

First we need a UE project (this is mandatory)

Then we need to enable 5 plugins: 1. Take Recorder 2. Apple ARKit 3. Live Link 4. RemoteSession 5. VirtualCamera

1.If the computer is connected to the phone’s wifi.

After the computer successfully connects to the phone’s WiFi. PC: win+R Enter cmd, press Enter, and enter ipconfig next to ”Users name>“

Then find the IP address of your computer and enter it into the UE as “Unicast Endpoint” and add: 0. For example, my computer’s IP address is 172.20.10.8, then I have to enter 172.20.10.8:0.

In this way, the live link VCAM on the mobile device searches for the computer device and then connects. We can then make it “active” in the project.

2.If at home (using public wifi), we need to set it up differently.

This is a video showing my phone successfully connected to the computer and “active” in my project. As you can see, the connection between the camera and the phone is very successful, allowing me to view my project environment in a 360-degree panorama. However, when I tried to walk around, the camera hardly moved. I later discovered that this was because my scene was too large, making the movement distance almost negligible within the project. Fortunately, this issue can be adjusted using tools on both sides. I can make the necessary adjustments in the settings of both the phone and the project tools to ensure that the camera more noticeably follows and reflects the movement accordingly.

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Session with George

Week 11:Body mechanics plan

Plan

Shoot video Reference

Blocking

In my shoot video reference, I tried to use my hand and arm to simulate the tail’s movement. However, due to the different skeletal structures, I could only achieve a rough motion trajectory. While this method cannot accurately replicate the tail’s dynamics, it provided me with a basic reference to start from in my animation process. I will continue to explore how to better represent the tail’s movement to ensure that the final animation is both natural and lively.

This is a character I designed previously, a mischievous doll. It has some cotton protruding from its chest, making it look particularly unique and interesting. There is a small key inserted into its left ear, and its tail is shaped like a keyhole. In this project, the biggest challenge will be animating the tail. Since the tail needs to interact with the key, it requires precise movements and careful consideration of many details and technical aspects. I need to think thoroughly about how to make this interaction look natural and smooth, while also maintaining the character’s liveliness and charm.

Improvements in the shape and movement of tail movements. Improve pose

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Session with George

Final layout

This is my final layout video, and I am quite pleased with the progress so far. I believe I will develop it into my main project. However, I plan to redesign the characters and refine the scene designs. My focus has always been on animation performance, so I will try to incorporate more action sequences to practice and improve my animation skills. By continuously improving and innovating, I hope to eventually present a work that is both entertaining and showcases high-quality animation performance.