In today’s lesson, we explored the fundamentals of Unreal Engine, including the creation of textures, the process of downloading models, an overview of the level settings, and the collaborative features that will be essential for our upcoming group project. While this content may appear introductory, it is imperative that I continually familiarize myself with these concepts to ensure a seamless production process in the future.
Work Appreciation
Additionally, we examined two distinctive examples of narration: Sam Rolfes Presents: Stage Two – Return to House of Kenzo and Black Cloud by Lawrence Lek.
Both works do not convey their narratives directly; instead, they engage the audience through abstract and experimental approaches that invite deeper immersion into the story.
My Storyboard
Also, I have begun developing my ideas for the upcoming final project. Below are my storyboards.
At this stage, my ideas remain vague and abstract. To enhance my storyboards, I plan to incorporate more details and references, including online images. Here are some strategies I will employ to achieve this:
In the previous homework submission, there were two significant issues: thepacing andthe rotation at the end of the animation.
Pacing
Pacing refers to the speed of animation, encompassing both fast and slow movements. It also pertains to the proximity of keyframes associated with different actions. When keyframes representing distinct actions are positioned closely together, the animation transitions between these actions rapidly.
Regarding the pacing, some frames caused the ball to jump too slowly, while others made it move too quickly, resulting in inconsistent motion. As for the rotation, the ball did not spin at the correct speed, which made the movement appear somewhat unnatural.
So then, I tried to fix these issues and the following is the outcome.
Pendulum: Reference
In this lesson, we created an animation of a pendulum. Although I had some prior experience with animation, I had never had the opportunity to animate a pendulum before. While it may seem simple at first, achieving perfection in the animation is more challenging than it appears. To ensure accuracy, I used my lanyard as a reference for testing the animation.
While it may not be as accurate as a real pendulum, it helped me better understand how the lanyard swings with minimal energy and how it eventually comes to a complete stop.
Pendulum: Planning
With this insight, I began drafting my pendulum animation.
My planning often differs from the final outcome. While the initial concept seems smooth, the actual animation does not always reflect that. I realise I need more practice to better understand these basic animations and to improve my planning for future projects.
Pendulum: Outcome
This is the result of my pendulum animation. I found the most challenging aspect to be the final phase, where the pendulum slows down and eventually comes to a stop. Additionally, I feel the speed in this version is a bit off, and I plan to make further adjustments after receiving feedback on Friday.
Tail Animation Exercise
In addition to the pendulum, I have been practicing tail animation in my spare time. This helps me better understand the movement, energy, and follow-through actions of a tail. I feel a great sense of accomplishment when I complete a tail GIF.
Pose Sketch
I have also created several sketches depicting various poses. I find the proportions of the human figure particularly challenging to render; when the proportions are incorrect, the overall representation appears distorted and unnatural. Moving forward, I will need to engage in further practice focused on observation and life drawing to enhance my skills.
I tried to make sure that each of these poses has the Line of Action.
Line of Action
Fig-1: Line of Action
The line of action is an imaginary line that represents the direction and motion of a character’s body, serving as the driving force behind their actions. A well-defined line of action enhances the character’s energy and liveliness, while also helping the audience anticipate what will happen next. For example, if a character is about to strike an object, the line of action must be clear and unobstructed, effectively conveying the imminent action.
Fig-2: Path of action – joshmctt.com
In the image above, the right cat is bent toward the left side while holding a weapon, indicating anticipation as it prepares to strike something on the right side. It demonstrates a clear line of action without overlapping, effectively conveying the forthcoming action.
Anticipation
Anticipation is a crucial element in animation, referring to the actions that occur before a primary movement. It provides the audience with clues about what will happen next, thereby enhancing the realism and vitality of the animation. Additionally, anticipation can serve as a transition between different shots. For instance, if a character raises their hand in one shot, it creates a connection to a subsequent shot where the character is prepared to punch someone. The following video offers a more detailed explanation of anticipation.
This blog post examines the bouncing ball exercise, a foundational task in animation. In the lesson, we focused on planning and creating a bouncing ball animation, paying particular attention to essential principles such as timing, squash and stretch, and the natural arc that underlies all animations. Despite my previous experience in animation, I often face challenges due to time constraints on assignments, which limits the opportunity for thorough planning. However, this exercise underscored the critical importance of planning in the animation process. Presented below are my planning notes.
The way I used to make this animation is called keyframe animation.
Keyframe
In animation and filmmaking, a keyframe is a critical image or shot that defines the starting and ending points of a seamless transition between movements. Animation consists of a series of images, or frames, that combine to produce motion, commonly referred to as “moving images.” Typically, there are 24 or 30 frames per second, known as 24 fps or 30 fps, respectively. The frame rate, or the number of frames per second, significantly influences the smoothness of the animation.
As demonstrated in the example above, the 24 fps animation appears less smooth compared to the 30 fps animation. This difference arises because the 24 fps animation contains fewer frames per second, resulting in a slightly less fluid appearance than the 30 fps version.
In the image above, the man is shown running with various poses at different moments. The red vertical lines at the bottom of the image indicate keyframes, each representing a distinct pose. During the animation process, it is essential to keyframe these fundamental actions and make adjustments to refine the overall movement. The keyframe between these key poses are called In-Betweens. In the above example, the In-Betweens are frame 148, 153, 158 and 163. In other words, the key poses of the man must be captured as keyframes to complete the running animation effectively.
Bouncing Ball: Planning
The above plan is my initial sketch. Although it was based on a reference video of a tennis ball, I found it challenging to animate due to the closely spaced arcs. I then sought inspiration from an alternative video and developed a revised plan for the animation.
In comparison, my second plan includes more details, such as thesquash and stretchof the ball when it hits the ground and bounces.
Squash and Stetch
Squash and Stretch is a fundamental principle in animation that brings life and personality to movements. It adds a sense of elasticity and exaggeration, making animations feel more dynamic and engaging. However, it is essential to maintain the object’s overall volume when applying squash and stretch. For example, if the object squashes by 3 cm, it should also stretch by 3 cm to compensate. Failing to adhere to this rule can result in an unnatural or distorted appearance in the animation.
The number of keyframes is clearly outlined, and I incorporated a wider arc to facilitate smoother animation. However, despite having a more structured plan, I encountered adjustments once I began animating. For instance, the timing I initially planned was not always precise, requiring recalculations during the animation process. Additionally, I needed to determine the amount of rotation, an aspect I hadn’t accounted for in my planning.
This image captures a view from my animation workflow. I added motion trails (represented by the red arcs) to verify the accuracy of the shapes and paths. This technique helped me stay aligned with the planned movements, making the animation process more manageable.
Arcs
Most animation occurs in arcs, whether it involves a bouncing ball, the movement of a tail, or the motion of a hand or head (which will be addressed later). This principle applies universally, as arcs are essential for creating natural movements in animation. The following video provides a more detailed explanation of the significance of arcs in animation.
Bouncing Ball: Outcome
We animated this animation in a software called Maya. It is an animating software which is used by many well known studios such as Disney.
While I am generally pleased with the final outcome of this task, I recognize that my repeated exposure to the animation may have introduced a level of bias, potentially leading to undetected errors or oversights. To enhance the accuracy and quality of the work, I plan to seek feedback from both my peers and my tutor.
This blog post introduces Unreal Engine. In addition to learning the software’s basics, we watched a case study in class that explored how different angles were used to adapt The Lion King to a fairyland.
This has inspired me to consider possible project ideas for this term—perhaps something realistic, adventurous, or even a blend of both.