Categories
Animation

Week 5: Centre of gravity and line of action.

Critique ball with tail in spline & planning the weight shift exercise.


The Center of Gravity COG

For Humans:
The centre of gravity (COG) for humans is typically located around the hips or pelvis. This is where the main control resides in character rigs, serving as the foundation for natural movement.

For Hero Characters:
For hero characters, the COG shifts to the chest, reflecting their predominant movements, such as flying or leaping through the air. This adjustment enhances the believability of their superhuman abilities.

Maintaining Balance:
To ensure proper balance in animation, it’s essential to apply correct weight distribution within the positive space of the character’s body mass. This helps achieve a sense of realism and stability in movement.

COG exercise

The following images present the outcome of the exercise, practicing the COG by aligning the bony rig with poses corresponding to the reference images. Where the red marking is Gerorge’s feedback.

Forward jump

Posing with the use of the live-action snapshot reference, is to ensure the accuracy of the physical logic, and distribution of the weight in consideration of the COG, however, the animator role is to go one step beyond, to make it visually appealing with use of exaggeration and assymetry.

Kneeling jump

Kneeling jump breakdown of action, video source: 3 Exercises To INCREASE YOUR VERTICAL Pt.2 | JUMP HIGHER | The Lost Breed used as the reference. Breakdown including the anticipation: hand movement that implies the preparation for the jump, stretch and squash of the spine, marked with the ball reference under each pose, pendulum consideration where the hands follow the chest and pelvis moving up front.

This example was broken down correctly; however, it is visually uninteresting because the posing throughout the action is symmetrical. Animation should aim for asymmetrical posing, as this allows for more variation in the line of action, making the movement appear more dynamic. Animation has the advantage over real-life action in that movements can be exaggerated. Considering this, the current example is far too dull to justify the time spent animating it.

A ball with tail spline animation feedback

  • Managed to make progress, and achieve fluid motion of the tail.
  • Need to pay more attention to the timing and spacing. The allocation of frames is incorrect, which results it the undesired movement. More specifically, instead of jumping to falling, jumping to flying and coming down was delivered. Rule of the thumb is that more frames are allocated for the ease in and ease out, as the character accelerates upward or downwards, to show the gradual movement.

Body weight shift planning > blocking > spline exercise

Instructions & Guidance (notes from in-class talk)

1. Setting Up the Basics

1.0 Change Default Tangents to Stepped

Switch the default tangent to “stepped” mode to make it easier to block out key poses and focus on timing.

1.1 Create a Default Pose

Start with a neutral default pose. Use both the front and left views to ensure accuracy and alignment.

1.2 Set Up a Quick Selection Tool

Create a quick selection tool for all the controllers, excluding the root controller. This will streamline the animation process and save time during adjustments.


2. Anticipation: Adding Realism to Movement

2.1 Offset for Anticipation

Introduce anticipation by slightly offsetting the pose in the opposite direction of the intended movement. This creates a sense of tension and preparation before the action begins.

2.2 Incremental Adjustments

Use the “+” or “−” keys to control the gizmo for incremental adjustments. Remember:

  • A larger gizmo results in smaller, more precise movements.
  • Set the foot roll to 100 and adjust it in the graph editor across the entire animation timeline for consistency.
2.3 Create Multiple Anticipation Poses

Develop around 4 anticipation poses to build a dynamic and fluid movement.


3. Weight Shift: Crafting the Contact Pose

3.1 Clean Up Between Poses

Reset all values to 0 before moving on to the next pose. This ensures clarity and reduces errors.

3.2 Define the Contact Pose

The contact pose is critical for establishing the weight shift. When the hips take the weight, the body naturally leans toward the supporting side. Add subtle rotation in the direction of the hip movement to enhance realism.


Shooting reference

Creating a video reference in front and side views for the body weight shift involved ensuring the camera was stable. Both perspectives needed to match precisely in timing, as two different cameras were used to capture the reference. The footage was then aligned in Premiere Pro, and consecutive frames were screenshotted for breakdown purposes, making it clear how to perform blocking for the action.

The image below shows the collection of screenshots, presenting consecutive frames of the action, which served as a reference for my blocking process.

Body weight shift study: breaking down in class demo

The image below shows my investigation of the class demo on the body weight shift, as explained to us with consideration of both the front and side views.

Observations/Notes:

  • The body moves slightly in the opposite direction before the action is undertaken, providing a visual clue for anticipation.
  • This is followed by a significant movement toward the intended direction to build up anticipation.
  • It is crucial to consider the COG (centre of gravity) as a reference point when performing blocking to ensure that the poses in the blocking are accurate and physically make sense.
  • As the weight of the body shifts, the COG shifts, requiring adjustments to the character’s poses.
  • The feet move in such a way that, in the side view, the trajectory forms an arc, ensuring organic movement.
  • The step to the side starts from the heel unless the animation is intentionally depicting a tiptoeing character (like a Pink Panther, for example).
  • The passing pose is an approximation of symmetry, with the centre of gravity positioned in the middle due to even weight distribution across both legs.
  • The contact pose, following the passing pose, involves dragging the foot. By analogy to the pendulum exercise, as the body shifts to the side after the step, the other foot follows by being dragged. This must be accentuated in the animation.
  • As the foot is dragged, it moves upwards with the heel, while the toes remain in contact with the ground. This creates a distinction between local dragging (toes) and global dragging (leg). Both must be carefully implemented to ensure accurate movement.

My submission on SyncSketch: Body weight shift -> front_weight shift_01

Categories
Immersion

Week 5: Physics

Physics Simulation

The following presents instructions on performing physics within UE5. These are embedded screenshots of the Word document that I made as the result of the studies and exploration. When rendering a lot of simulation physics within Unreal, it is recommended that you switch to Nanite.

Categories
Animation

Week 4: Overlapping action. Spline animation of the tailed ball.

Critiquing Ball with Tail planning and blocking & Ball with Tail animation in spline exercise



Tailed ball animation in blocking feedback

Blocking animation submission on SyncSketch: Tailed ball -> fox jumping01

First of all, I overthought things and got it completely wrong by ignoring everything I had learned about animating the bouncing ball. Keep it simple, stupid!

Regarding the Bouncing Ball

I came across a blog, a tutorial, and other people’s animations, and I learned that when you jump (like an athlete), the path you’re creating in the Y-coordinate space—which describes your height—is not a perfect parabola. This is because of the friction that affects your body as it moves through the air. While this is true, I exaggerated it too much.

In reality, the path still follows a parabola, representing an organic movement with ease-in and ease-out. It may slightly deviate, becoming more pronounced on the left side of the curve, but it still represents the pathway from the floor to the highest point of the jump, where the body momentarily stays in the air before it begins to fall.


Regarding the Blocking

The blocking confused me when I initially planned the animation. I sketched out triangular motion trails for the jumps, but it should have been a parabola!
Fair enough—when Maya is set to linear tangent interpolation and the trail option is displayed, it shows these triangular shapes. However, this isn’t mechanical; it’s an organic motion, so the path should still resemble a parabola.


Regarding the Tail

The tail should follow a similar trajectory to the ball, much like the roller coaster example where the ball is the front carriage and the subsequent parts of the tail are the carriages that follow. My first attempt resulted in a stiff tail, which is the opposite of the desired fluid appearance.

Tailed ball animation in spline exercise

Redoing blocking

To achieve fluidity in the movement of the tail and eliminate stiffness, I began to redo the blocking stage, in reference to the feedback given. I drew the table that depicted the breakdown of 1 jump into 10 keyframes, to better navigate the following movement of the tail. I used that as the reference point, to check against while animating.

This is a screenshot of the work-in-progress during the blocking stage. The motion trail in the viewport currently has a triangular shape, which is typical for this stage. Moving forward to the spline animation phase, my role will be to refine the pathways to better approximate organic movement by reshaping them into parabolas. To achieve this, I will add more keyframes, providing Maya with additional data to create smoother parabolic interpolations. This approach addresses the default linear interpolation caused by the limited coordinate space data provided during the blocking stage.

Delivering spline animation

Delivering an animation in spline requires working within the graph editor and the viewport to adjust the interpolation curves, ensuring they approximate organic movement while checking the outcome for both appearance and feel.

The automated spline interpolation function facilitates the transition from linear tangents to spline curves. However, due to the limited sample data provided, this often results in visual artifacts. Therefore, manual corrections are necessary to refine the animation.

Spline animation submission on SyncSketch: Tailed ball spline -> fox_jumps_spline_1

Categories
Immersion

Week 4: Materials

Understanding the RGB Channels in Material Maps

  • Red (Ambient Occlusion): Indicates how much light penetrates through (left to right).
  • Green (Roughness): Controls how much light bounces off. Bright roughness maps make objects appear wet, while darker maps create a dull appearance (top to bottom).
  • Blue (Displacement/Normal Map): Blue represents surface depth, where dark blue areas are deeper and bright blue areas are elevated (front to back).

ORM Maps

  • ORM: Combines Occlusion, Roughness, and Metalness into a single texture for efficiency in PBR workflows.
    • Red Channel: Ambient Occlusion (AO)
    • Green Channel: Roughness
    • Blue Channel: Metalness

Building Blueprint Materials

  • The naming convention for materials: MA or MM for master material.
  • Convert nodes into parameters before adding them to the blueprint; updates occur automatically.
  • Create an instance of the material and save it as MI.

Shortcuts and Tips

  • Ctrl + 1: Assign a value and convert it to a parameter.
  • F2: Rename a parameter.
  • Adding materials to landscapes requires assigning them through the landscape material settings, not drag-and-drop.

Customizing Textures in Unreal Engine 5.4

  • Unreal 5.4 lacks built-in functions for brightness/contrast adjustments, but node-based coding allows implementation.
  • Benefits of a Master Material (MA):
    • Reusable across projects if the proper folder structure is maintained.
    • Allows customization (e.g., overlaying dirt or surface imperfections like rust).
  • Brightness: Use a multiplication node with a scalar parameter for control.
  • Contrast: Use a power node with a scalar parameter for adjustments.

Master Material Custom Functions

  • Create custom PSR (Position, Scale, Rotation) functions (MF_PSR) for UV mapping.
  • Example: UV mapping can be compared to wrapping 2D foil around 3D objects like chocolate Easter bunnies.

Implementation Notes

  • Use ORM files for simplicity and efficiency.
  • Assign RGB channels to the appropriate MA nodes (Green: Roughness, Blue: Metalness, Red: Ambient Occlusion).
  • In cases where a specular texture is unavailable, use a scalar parameter to define specular values.
    • Specular Texture: Defines areas of surface imperfections like dirt or scratches to avoid flat plane aesthetics.
  • Lerp Function: Interpolates between two textures (e.g., blending roughness and surface imperfection maps).

Master Material file implementation: process and reflection

Unreal Engine 5.4 does not provide built-in functions for adjusting the brightness and contrast of textures. However, these adjustments can be implemented through node-based coding by creating a Master Material. While this requires additional setup, it offers significant benefits, allowing for greater customization of materials. For example, layers such as dirt or surface imperfections can be added, conveying a story about the material—such as rusted metal that has undergone corrosion.

Implementing a Master Material also promotes efficiency and reusability across projects, provided the project structure is well-organized. All textures and functions referenced by the Master Material must be stored in corresponding sub-directories within the main Master Material folder to ensure seamless functionality.

Adjusting brightness can be achieved using the multiplication node, with values customized through a scalar parameter, which takes floating-point numbers. Similarly, contrast adjustments can be made using the power node, with a scalar node providing an adjustable slider.

Creating a Master Material also requires defining custom PSR functions (MF_PSR) following naming conventions. PSR stands for position, scalar, and rotation, which are tied to UV mapping. This process can be likened to wrapping a 3D object, like a chocolate Easter bunny, with decorative foil. The flat, 2D foil covers the complex 3D shape, ensuring accurate texture mapping.

To create my Master Material, I followed the tutorial Unreal Engine Materials in 6 Levels of Complexity. My implementation differs slightly as I utilized an ORM file. Based on class discussions and Serra’s advice to memorize RGB channel functions, I assigned the appropriate colour channels in my Master Material: green for roughness, blue for displacement (used as metallic in my case due to research I encountered), and red for ambient occlusion. In the tutorial, the texture was connected to the specular input of the main node. However, the texture I downloaded from the Fab library lacked a specular layer. Instead, I assigned a scalar parameter to define the specular values manually.

The importance of a specular texture is well-documented: “A specular texture defines parts of the surface that might be dirty, scratched, or darker. These areas react differently to light sources. Without a specular texture, light reflects off the surface like it’s a flat plane.” Based on this insight, I may need to refine my Master Material to better align with its intended purpose, avoiding the flat-plane aesthetic and aiming for a more realistic appearance.

Additionally, I explored using the Lerp function to interpolate between two textures. For instance, to create a material that appears dirty, such as a surface touched by greasy hands, I added a layer representing surface imperfections. By blending this layer with the roughness texture using the Lerp function and promoting the alpha value to a parameter, I achieved adjustable blending in the material.

tutorial source: Unreal Engine Materials in 6 Levels of Complexity

Adding Characteristics to the Material

tutorial source: How to HIDE Texture REPETITION in Unreal Engine – UE4 Tutorial

Imperfection
Adding a surface imperfection layer on top of the roughness map provides a story about the material’s journey and wear.

  • Method: Use a texture imperfection file as Source B and a roughness map as Source A (the order doesn’t matter). Use the Lerp function to blend the two, promote the alpha to a parameter, and name it “Blend.” This parameter determines the degree of blending and accepts floating-point values.

Dirt and Filth
Adding a dirt layer on top of the albedo map creates the appearance of a dirty surface. The Static Switch Parameter, which acts as a Boolean, allows for toggling the dirt effect on or off.

  • Method: Use a texture imperfection file as the alpha channel and an albedo map as Source A. Add a Vector3 node for colour (e.g., a brownish tone) and promote it to a parameter. Use the Lerp function to blend these elements, promote the alpha to a parameter, and name it “Blend.” This parameter controls the degree of dirt application, taking floating-point values.

Summary

The process of creating a Master Material has deepened my understanding of material design within Unreal Engine. By customizing textures and parameters, I can achieve a higher level of realism and storytelling in my materials. For instance, adding imperfections or dirt layers provides depth and context to otherwise flat surfaces. While these techniques require a strong foundation in node-based logic and texture mapping, the results are highly rewarding, offering endless possibilities for material customization

Categories
Animation

Week 3: Anticipation > Action > Reaction

Pendulum critique & Planning for the tailed ball exercise

What is Anticipation?

Anticipation is an action that provides visual clues about the main action that is about to occur, often building up internal force leading to the main event.

Anticipation visually conveys the amount of strength and force that goes into a movement. The use of squash and stretch not only enhances the expression of movement but also makes it more convincing to the viewer.


Framework: Anticipation > Action > Reaction

This principle, as described by Bill Tytla, references Newton’s laws of motion.

  1. Anticipation: Prepares the audience for the action by showing the buildup of strength or force. For example, the ball stretches and squashes in anticipation of a bounce.
  2. Action: The main event, such as the ball bouncing.
  3. Reaction: The follow-through movement, like the tail following the ball’s motion.

    (Reference: Rollercoaster principle)

Tail movement

The tail follows the same curve as the front part of the movement (e.g., a bouncing ball).

The natural pose for the tail is often an S-shape, which reflects the dynamics of motion.


Tailed ball animation exercise

Key guidelines:

  • Begin with the ball animation.
  • Once the ball’s motion is finalized, move to animating the tail.
  • Deliver the animation in blocking mode, not in spline.

What is blocking?

Blocking is the foundation of the animation process. It involves setting the main keys, breakdowns, and using stepped tangents to sketch the motion.

  • Purpose:
    Blocking allows you to test and refine your idea quickly without worrying about transitions or splines. It’s a time-efficient way to sketch the animation’s key movements.
  • Delivery Details:
    Use stepped tangents (flat or linear tangents) that create a strobe-light effect. This is similar to a Boolean system—either “on” or “off.”

Breakdowns: Adding Life to Motion

Breakdowns are essential to filling the space between keyframes. They define how the motion transitions, playing a crucial role in creating the illusion of life.

  • Core Idea:
    It’s all about time and space—integrating principles like stretch and squash to make the motion believable and dynamic.

The Four Stages of Animation:

  1. Planning: Laying out your ideas and structure.
  2. Blocking: Establishing the foundation with keys, breakdowns, and stepped tangents.
  3. Splining: Refining the transitions and smoothing out the motion.
  4. Polishing: Adding the final touches to perfect the animation.

What is ghosting?

Ghosting mode can be switched on for the controllers or object, to visualise tracking of the movement.

Planning for an assignment

To create an iconograph, I took screenshots of George’s demo in class, which showed the simple up-and-down motion of the ball with the tail. I used these as the guide, while working on delivering of my animation, so I could always go back to it an reference the key frames, and try to approximate my blocking against George’s.

I opted for a simple animation while applying the theory I’ve learned so far. My animation consists of a small jump, which serves as the anticipation for the bigger jump. This is followed by three smaller jumps, indicating that the initial jump was high in energy. To balance the energy accumulated from the jump, the ball requires several smaller jumps to come to a stop.

The sequence follows the pattern of anticipation > action > reaction:

  • Anticipation: Preparing for the big jump.
  • Action: The big jump itself.
  • Reaction: The consecutive smaller jumps that help balance the accumulated energy.


Pendulum Feedback

My submission on SyncSketch: Pendulum -> Pendulum

The pendulum movement is effective, but the achieved velocity is not proportionate or justified relative to the velocity of the base moving from point A to point B before it stops. To address this, the number of frames allocated for the base movement should be reduced to around 23 frames to create a shorter, more rapid motion. (Refer to the graph editor highlighted in the red box.)


I have grasped the concept of C and S shapes well, but I now need to ensure they are accurately approximated so that these shapes do not appear exaggerated. (See the comparison above: an over-the-top S versus a correctly approximated S below.)

Consistency is key when mapping the movement. The S and C shapes should be spaced evenly around a middle line, which could be drawn as a reference through the anchor point of the pendulum at its base.

When the pendulum comes to a stop, the movement must account for both the middle section and the outer part of the pendulum (corresponding to the rotation of the respective joints). The final part to stop should always be the outermost section of the pendulum.


Categories
Design for Animation, Narrative Structures & Film Language

Week 3: The Avant Garde. Experimental, abstract constructs and analysis

Abstraction and Animation

1.1 The Avant-Garde Movement and Abstraction

The Avant-Garde movement of the early 1900s rejected traditional representational art, aiming to push the boundaries of artistic expression both visually and intellectually. This led to the development of two distinct forms of abstraction:

  • Formal abstraction: Focused on the visual fundamentals of art, such as shape, colour, composition, and motion.
  • Conceptual abstraction: Emphasized the underlying ideas, emotions, and cultural or intellectual context of the work.

1.2 Formal Abstraction: Visual Fundamentals

Formal abstraction centers on manipulating visual fundamentals, such as colour, shape, line, motion, rhythm, space, and composition, to create a distinct visual and sensory experience. This approach prioritizes movement, aesthetics, and sound design over narrative or messaging.

Example: Kaleidoscope by Len Lye (1935)

  • Len Lye’s work exemplifies formal abstraction by abandoning narrative in favor of exploring visual patterns, repetition, and transitions between forms.

1.3 Merging Formal and Conceptual Abstraction

The fusion of formal and conceptual abstraction can be seen in works like Max Hattler’s (2005), where geometric shapes, visual patterns, and cultural symbolism converge. For example:

  • Hattler incorporates Islamic patterns, American quilts, and flag motifs to create abstract fields of reflection.
  • Formal abstraction: Generates a visual experience through geometric shapes and cultural references.
  • Conceptual abstraction: Embeds symbolic meaning tied to cultural connotations, such as American and Islamic themes, which imply a deeper narrative.

1.4 Conceptual Abstraction: Symbolism and Meaning

Conceptual abstraction focuses on ideas, thoughts, and narratives, often incorporating geometric shapes bound to real-world objects, thus adding symbolic depth.

Examples:

  • Metropolis (1927):


  • Filmstudie (1926) by Hans Richter:

Both films reflect conceptual abstraction through symbolic visuals and narratives that convey cultural and intellectual themes.


1.5 Visual Processing, Machine Learning, and AI Tools

The evolution of abstraction continues with the integration of modern technologies like machine learning and AI. Tools for visual processing expand the possibilities of abstract art in animation.

Example: LATENTSPACE by Charles Sainty (2024)

  • Sainty’s work demonstrates how AI can process and generate abstract visuals, combining traditional abstraction techniques with cutting-edge digital technology

Avant-Garde Theories and Animation

The theory of the Avant-Garde, as proposed by Renato Poggioli in 1984, aligns with the exploration of abstract representations in animation. This era sought to convey the interaction of the senses and media’s impact on our perception of reality, often engaging with unconscious desires and surrealism.

  • Len Lye, Norman McLaren, and Oskar Fischinger:

    These filmmakers were heavily influenced by the avant-garde movement, exploring the unconscious and experimenting with sound and movement in animation. Much like surrealism, they focused on visual abstraction, drawing inspiration from the unconscious mind.
  • Plato and Kandinsky:
    • Plato said, “Geometry draws the soul towards truth,” which reflects the structural precision and deliberate composition of abstract art.
    • Kandinsky’s statement, “Colour is the keyboard, the eye is the hammer, and the soul is the piano,” emphasizes the emotional and sensory power of art to resonate with the viewer’s soul.
  • Oskar Fischinger:

    Fischinger believed that the artist’s vibrations should be expressed through material forms, and this is clearly evident in his work, where visual rhythm and movement sync with the sound to create a unique sensory experience.

The Relationship Between Sound and Image in Avant-Garde Film

Avant-garde filmmakers often used cutting techniques driven by sound, creating a more immersive experience for the audience. The combination of sound and image in animation allows for a heightened emotional response, providing a unique experience that is challenging yet engaging.


Synaesthesia and Its Role in Film

Synaesthesia, a neurological condition where stimulation of one sense causes an involuntary reaction in another (such as tasting shapes or seeing colors), parallels the experience of avant-garde films. The blending of sound and visual elements in animation and experimental film can evoke a synesthetic experience, connecting senses in a way that challenges conventional perception.


The Structure for Writing an Avant-Garde Film Review

When writing about avant-garde films, it’s important to consider:

  1. Production Circumstances:

    Many avant-garde films were created by individual artists or small, independent groups with limited funds or art grants. These films often use alternative animation techniques and are exhibited in non-traditional spaces.
  2. Conceptual Basis:
    Avant-garde films are conceptually driven, often intellectually challenging the audience to rethink the boundaries of storytelling and perception.

Categories
Immersion

Week 3: Virtual Production Sequencer

Sequencing and Cameras in Unreal Engine

Spawnable vs. Possessable Actors

  1. Possessable Actors:
    • Always present in the scene.
  2. Spawnable Actors:
    • It exists only within the Sequencer. They appear in the scene while the Sequencer is active but disappear when the Sequencer is closed.
    • Useful for adding temporary elements like lights or aesthetic objects that won’t interfere with other cameras or views.
    • Example: Adding a rim light to highlight an object for a specific shot.
    • Tutorial reference: #UE5 Series: The Power of Spawnable Actors in Unreal Engine

Creating Sequences

Keyframes in Sequencer

  • Keyframes represent specific snapshots of time and space within the Sequencer.
  • To create a sequence within the level, use the naming convention: LS (e.g., SQ_1 in Spaceship level).
  • Shortcut to bring an actor into the Sequencer: Ctrl + A.
  • In the Outliner, spawnable actors are indicated with their association to the Sequencer.
  • Multiple Sequencers can be created per level. As a best practice, create designated folders to maintain structure and ensure easy navigation.

Combining Sequences

  • Multiple sequences can be merged into a single sequence using tracking options, allowing all shots to be combined into a final shot.

Post-Processing in Camera

  • Post-processing settings can be adjusted within the camera for enhanced visuals.

Folder Structure for Organization

  • Create structured folders to keep assets organized:
    • ShotBased/Cameras
    • ShotBased/Lighting

Sequencer Components

  • A Sequencer should include:
    • Cameras
    • Sub-sequences
    • Camera sub-sequences
    • Camera cuts for rendering

Animating on Cameras

  • Animate directly on cameras that belong to the Sequencer.
  • Create placeholder shots and move them into position using Ctrl + X and Ctrl + D.
  • Add a sub-sequence track and name it appropriately. Use colour coding for organization, e.g., Camera, Animation,and Lighting.
  • Create different shots within the Cameras folder and separate levels for animations.

Cinematic Cameras

  1. Creating a Camera: Drag and drop a cinematic camera into the scene.
  2. Piloting the Camera:
    • Shortcut: Ctrl + Shift + P.
    • Exit pilot mode when done.
  3. Preview Settings:
    • Pin down the preview via the pin icon.
    • Resize the preview window: Hamburger menu → Advanced Settings → All Settings → Camera Preview.
    • Toggle appearance on/off as needed.


  4. Using Multiple Cameras:
    • Adjust layout as a grid or split screen.
    • Activate cameras within each part of the screen via the camera icon (active cameras turn blue).

Basic Camera Settings

  1. Focal Length:
    • Locked when using prime focal length.
    • Use Universal Zoom for more control.
  2. Aperture: Determines how much light passes through the lens.
  3. Focus:
    • Adjust manually by moving the spawn plane.
    • Use the colour picker icon to simplify focus settings. The chosen area remains in focus despite camera movement.
  4. Squeeze Factor: Use this setting for an anamorphic look.

(image source: Comparison-shot-1024×572.png (1024×572))

Creating Camera Rigs

  • Rig Rail: Use for controlled camera movement along a path.
  • Crane: Simulate crane-like camera movements.

Sequencer Workflow

  1. Sequence-Based Linear Workflow: Ideal for straightforward storytelling.
  2. Shot-Based Non-Linear Workflow: Flexible for working on individual shots.
  3. Multi-Artist Collaborative Workflow: Utilize sublevels to allow multiple artists to work on different aspects of the project simultaneously.
Categories
Animation

Week 2: 12 Principles of Animation.

Bouncing ball critique & Pendulum exercise

12 Principles of Animation

  1. Arcs:
    • Organic life moves in arcs, simulating curvature in motion, it’s characterised by the increase and decrease in the acceleration that is not constant.
    • Robotic and artificial ways, on the other hand, move linearly as per constant acceleration.
  2. Exaggeration:
    • Enhances dramatic effect and emphasizes important moments, so it’s clear to an audience what’s happening. Animation is about exaggeration.
  3. Timing and Motion:
    • Defines the pace and the rhythm of movement, and justifies the simulation that approximates real movement.
  4. Anticipation:
    • Prepares the audience for an action by providing a visual clue about what is about to happen. It gets pulled back before it goes forward etc.
  5. Follow-Through and Overlapping Action:
    • the primary action comes with secondary actions that follow to enhance the fluidity of the organic movement.
  6. Staging:
    • Understanding where the subject that is being animated is supposed to be situated is more related to the viewer feedback, in the way that the viewer has a sense of what’s going on, thus the animator’s role is to clearly convey that action that is taking place.
  7. Straight-Ahead vs. Pose-to-Pose Action:
    • Straight Ahead: Suited for tackling heavily organic movements, emphasizing the physicality of motion.
    • Pose-to-Pose: Structured and thought through as per break down, useful for complex animations.
    • Layering: Combining both approaches for efficiency and optimized approach.
  8. Slow In and Slow Out:
    • Achieved using Graph Editor curves:
      • Linear Curve: Constant motion.
      • Smooth Gradual Curve: Gradual acceleration or deceleration.
      • Sharp Steep Curve: Quick, abrupt motion.
  9. Secondary Action:
    • It follows the primary action and adds depth and richness to the movement, enhancing the fluidity of the organic movement.
  10. Appeal:
    • Adds an “extra flavour” to the animation, often during the polishing stage.
  11. Squash and Stretch:
    • Reflects the flexibility and mass of the object. (Covered in the detailed during the 1st week)
  12. Solid Drawing:
    • A principle rooted in 2D animation, ensuring that forms remain consistent in volume and appearance, and reliable in motion.




Pendulum motion: Understanding follow-through and overlapping action

What is Follow-Through?

Follow-through refers to the movement that continues after the primary action has taken place. It describes secondary actions that are a natural result of the primary motion, enhancing the realism and fluidity of the animation. This principle ensures that movements feel organic and not abruptly mechanical.

Successive Breaking of Joints

A key technique in follow-through is the successive breaking of joints, where the motion flows like a chain reaction. Each joint moves with a slight delay compared to the previous one, creating a cascading effect. This slight offset prevents the animation from looking rigid, introducing a natural and dynamic quality to the movement

Drag aka Wave Principle

Drag, or the wave principle is essential for achieving overlap in motion. It involves a lead-and-follow dynamic, where the leading part of an object drives the movement, and the following parts react to it. This interaction highlights the relationship between primary and secondary actions, adding depth and complexity to the animation.

Pendulum Motion

A classic example of overlapping and follow-through action is pendulum motion. Here, the gravitational energy transitions into kinetic energy, creating smooth arcs and diminishing momentum over time. The pendulum showcases how overlapping motion can add weight, rhythm, and natural flow to animated objects, making them feel grounded in physical principles.


Everything is a bouncing ball

Tutorial source:

Everything is a Bouncing Ball

A video demonstration reveals that the complex movement of a character in animation can be broken down into separate areas, each of which can be depicted as a bouncing ball moving independently. Each joint or limb of the character follows its own unique path, much like an individual bouncing ball, yet when combined with the motion of the rest of the body, they come together to define the cohesive and dynamic movement of the character. This approach highlights how the interplay of these individual elements contributes to the overall flow and believability of the animated motion.


Pendulum exercise

1. Quick and Dirty Method in Maya

Following the class example, I attempted the “quick and dirty” method in Maya. However, I encountered difficulties when trying to develop the pendulum’s movement after its base stops. At this point, the kinetic energy transfers through the system, creating the characteristic “C” and “S” shapes.

2. Understanding the Movement Logic

Tutorial source:

How To Animate a TAIL – Animation Exercise

To better understand the logic behind the movement, I started by sketching the motion of grass as demonstrated in the tutorial.

Observations:

  • The grass tail begins its motion in an initial C-like shape.
  • As it moves, the bottom half of the tail shifts in the opposite direction to the upper half, transforming the C-shape into an S-shape.
  • The S-shape represents the point where the energy peaks, causing the tail to snap back into an inverted C-shape.
  • This cycle repeats, following a similar pattern of movement logic.

3. Analysing Pendulum Motion

Video source:
https://vimeo.com/111841120

To analyse the pendulum motion, I used George’s pendulum animation to closely examine for all the shapes discussed in the point above.

Steps taken:

  1. I selected a specific chunk of the video and extended its duration to slow it down significantly.
  2. This allowed me to view the motion in slow motion and clearly identify the pendulum’s path, including all the “C” and “S” shapes.


Extremes and keyframes

According to Animation Survival Kit, the positions where the pendulum reaches its furthest points are called extremes, which is intuitive. As a rule of thumb, extremes are not circled in animation planning sketches, but keyframes are.

Keyframes, based on the 1940s animation method, are the key drawings circled in the sketches used to plan an animation. Between these keyframes are the intermediate drawings, often referred to as in-betweens or phasing frames.

The hierarchy of animation planning follows this structure:
KEYS → EXTREMES → BREAKDOWNS → IN-BETWEENS

For example, moving from frame A to frame B without any in-between frames would create a “teleportation” effect—an unnaturally quick movement with no sense of transition. To address this, a breakdown key is introduced to highlight the journey between frames. The in-between frames are critical as they define the character of the movement. By adding in-between frames, the motion can be slowed down or made more fluid. Concepts like ease-in and ease-out rely on adding frames strategically to emphasize gradual acceleration or deceleration.

  • Keyframes define what happens and where it happens on the screen, providing staging information (e.g., if a character moves forward, the keyframes indicate the start and end positions).
  • In-betweens define how the action happens, adding nuance to the nature of the movement.

In 3D animation, software handles interpolation between frames automatically. However, the animator’s role remains essential for keying the major positions during the blocking stage.

Best Approach to Animation Planning

A hybrid method known as layered method (discussed in detailed in week1), combining pose-to-pose and straight-ahead techniques, is the most effective approach. This ensures the animation is both logical and structured (pose-to-pose) while maintaining a fluid and natural quality (straight-ahead).

Steps for Planning Animation:

  1. Define the main keys for the animation.
  2. Add the extremes.
  3. Incorporate breakdowns and in-betweens.
  4. Apply the straight-ahead approach to specific parts of the character.
    • For example, in the flying squirrel animation from week 3, the ball and the tail would be treated as separate components.

The keyframes are the most critical as they define the foundation of the animation.


The pendulum loses momentum as it swings, resulting in asymmetrical movement. Each successive endpoint of the swing decreases in height (as seen in the cartographic view/left plane). These “endpoints of the movement” are numbered in the image below, starting with 1.

Bouncing ball feedback

Submission on syncsketch:
Ball that bounces 🙂 -> bouncing ball

  • ” Animation requires for ball to bounce 1 or 2 times”.
  • “Please try to curve out motion trail and reduce rotations since some parts are spinning to much”.




Pendulum exercise

Planning


Delivering

As the base of the pendulum moves, the end of the pendulum is getting dragged alongside. This dragging gets transcend into kinematic energy, so when the base comes to stop the pendulum swings until the complete loss of the energy. The most important when delivering an animation is that, the end of pendulum, remains in the same position, for the first few keyframes, to achieve the notion of dragging.

The base comes to stop, energy is being transcend, resulting in a swing into the opposite direction.

The graph describes rotation X of the pendulum base, that decreases over the time, as the pendulum swing backwards and forwards, until complete lose of energy (flat line at the end).

Successive breaking of the following joints, as depicted on the screenshot above, as the pendulum take a awkward shape that resembles S shape, as it’s swing from one side to the opposite one, marking both extremes, while taking a shape of reversed letter C and regular C, respectively.

This image has an empty alt attribute; its file name is Screenshot-2024-10-10-231734-1024x604.png

Offsetting as an easy and quick way to get fast results. For the consecutive joints of the pendulum the keys are applied in that same values are applied but offset in the time, meaning moved across the timeline by the certain number of keyframes for each of the following joints, with the highest offset applied for the end of the pendulum, as this comes to the end as the last. the screenshot shows the graph editor, where rotation x is shown for the following joints.

Categories
Design for Animation, Narrative Structures & Film Language

Week 2: Visual Language and Cultural Contexts

Art Fundamentals: Animation History and Cinematography

Animation has evolved tremendously over the years, with technological advancements playing a pivotal role in shaping its techniques and impact. Understanding the historical development of animation, alongside the role of cinematography and technology, allows us to appreciate the innovative progress the medium has undergone. Here’s a look at the key developments starting from the early 1900s, highlighting the technological and artistic shifts that influenced animation.

History of Animation

Early 1900s: The Dawn of Animation

  • The Birth of Animated Film:
    The early 1900s marked the emergence of animation as an art form. Techniques like stop-motion and traditional hand-drawn animation were explored in films like Gertie the Dinosaur (1914)
  • Technological Limitations:
    Early animation was labor-intensive, often hand-drawing each frame and photographing it on film.

1920s–1930s: The Rise of Hollywood and the Golden Age of Animation

  • Technological Innovation:
    The introduction of the cel animation process in the 1920s revolutionized animation. Disney’s Steamboat Willie (1928)
  • Technological Influence on Artistry:
    As sound became an integral part of animation, it created new opportunities for storytelling. Cartoons like The Jazz Singer (1927) and Mickey Mouse.
  • The Introduction of Technicolor:
    Another game-changing technological advancement was the introduction of Technicolor in the 1930s, first used in Snow White and the Seven Dwarfs (1937).

1940s–1960s: The Expansion of Animation Techniques

  • Post-War Innovation:
    The development of Xerox machines in the 1950s allowed animators to reproduce animation drawings directly onto cels, reducing costs and speeding up production.
  • Television and the Rise of TV Animation:
    The rise of television in the 1950s led to an increase in animated content for the small screen, including shows like The Flintstones (1960).
  • Stop-Motion and Puppetry:
    Stop-motion animation began to gain recognition as an artistic technique in the 1960s

1970s–1990s: The Digital Revolution and the Emergence of CGI

  • Digital Animation:
    The 1970s saw the dawn of computer-generated imagery (CGI), which began to change animation from traditional techniques to digital.
  • The Emergence of Pixar:
    In the late 1980s and 1990s, Pixar became a dominant force in animation,. Toy Story (1995)

2000s–Present: The Integration of New Technologies

  • 3D Animation and Motion Capture:
    The 2000s saw the rise of 3D animation, and studios such as DreamWorks and Blue Sky Studios adopted CGI for feature films like Shrek (2001) and Ice Age (2002). The Polar Express (2004).
  • Virtual Reality and Augmented Reality:

  • The Fusion of Live-Action and Animation:
    Avatar (2009) and The Jungle Book (2016)
Categories
Immersion

Week 2: Worldbuilding in Unreal 5.4.




Project Notes: Structure and Workflow in Unreal

File Structure and Extensions

  • The primary file extension for Unreal Engine is .uasset.
  • Projects should be downloaded in the Nanite version.

Customization and Asset Import

  • Creating actors and materials for the customization of default primitives.
  • Importing ready-made assets from Quixel Bridge (which will transition to the Fab platform in the future) and integrating them into Unreal.

Levels and Sublevels

  • Working in Levels and Sublevels: Essential for creating environments. Sublevels are useful for scenarios like day and night cycles.
    • Example: (Windows → Levels → Sublevels → Moving Actors Across Levels). Refer to the DMX Pervis Sample for guidance on levels.
  • Industry Rules:
    • Keep the Outliner clean.
    • The master level is where everything comes together. Collaborative work within a group should be managed on sublevels.

Content Browser

  1. Starter Content Pack: Add via “Add Feature and Content.”
  2. Quixel Bridge: Access via the cube icon in the navigation bar.
  3. Materials: Create, edit, and apply to actors.
  4. Merging Actors: Combine actors and save them as new assets in a folder. Useful for creating repetitive parts of scenes or recursive areas.
  5. Nanite: Ensure the project is optimized using this feature.

Levels Workflow

  • Add the Levels tab from the Window menu and place it next to the Details panel.
  • Do the same for the World Partition Editor, World Settings, and Layers.
  • Create a new level in the Content Browser and save it in your project folder.
  • Set up a Subclass folder in your main folder to organize and save sublevels.

World Selection and Terrain

  • Use the World Partition system to work on partitions instead of the entire worldview.
  • UV Map Selection:
    • Use Ctrl + A to select the entire UV map, then manually select areas on the grid.
  • Terrain Creation:
    • Use sculpting tools within the Landscape Mode to create custom terrains.