I found this class really interesting and helpful since I have a great interest in materials, from using recycled materials to creating my own from scratch. We chose a random material to experiment with. We learned about roughness, specular, and ambient occlusion… as well as the possibilities to create parameters from the values and add,… Continue reading WEEK 4: Materials in UE
Category: 3D Fundamentals Unit
WEEK 4: Tail feedback
his week’s class was entirely dedicated to reviews and feedback from our corrected Pendulum and our tail assignment. For the Pendulum, I improved the timing and ‘bending’ of the elements, as well as used the offset trick in the graph editor. However, I did something wrong in the editor since it definitely broke down, but… Continue reading WEEK 4: Tail feedback
WEEK 3: Acting in animation
For this class, we explored how animation isn’t only about making things move, but also about making the audience believe. Fundamental acting principles are what help give the element a personality. The quote “Acting is reacting” by Stella Adler applies perfectly to animation. A character begins to be believable when they respond to their circumstances,… Continue reading WEEK 3: Acting in animation
WEEK 3: Sequencers
In today’s lesson, we went through translating film to UE5 Level Sequencers, including their tools and features. What I found interesting and valuable is that the Sequencer is similar to After Effects’ timeline, something I’m very familiar with. New terminology was introduced and explained, for instance, Possessable & Spawnable actors. I liked the metaphor used… Continue reading WEEK 3: Sequencers
WEEK 3: Tail
In today’s class, we went through the 12 principles of animation, going in depth into anticipation. This principle refers to the movement generated by internal or external forces, resulting in dynamic motion. Going through this, as well as offsetting with the graph editor, was perfect for our next assignment: the ball with the tail. When… Continue reading WEEK 3: Tail
WEEK 2: Animation Weight
For this week’s class, I read the Timeline chapter from the ‘Animators Survival Kit’. Back in the 1930s, animators like Grim Natwick realised that smooth motion was not magic—it’s math. By drawing only the start and end “extreme” poses of an action and then placing a carefully chosen “breakdown” drawing exactly halfway, they created a… Continue reading WEEK 2: Animation Weight
WEEK 2: WorldBuilding
For this week’s class, we went hands-on with the Engine, touching a bit of everything and learning about the settings and panels, as well as learning how to move around the scene. We created a mock project to imitate how things would be organised when working on a team. Initially, it will be challenging, but… Continue reading WEEK 2: WorldBuilding
WEEK 2: Pendulum
After watching in class ‘Everything is a Bouncing Ball’, I learned that timing is key in animation. Last week’s bouncing ball assignment was the key to everything: timing creates emotion, spacing controls speed, and arcs move feel natural. In the video, we visualise characters as collections of bouncing balls, making the most complex animations manageable.… Continue reading WEEK 2: Pendulum
WEEK 1: Golden Poses
On the other hand, regarding Characters, we learned about the Golden Pose. This concept refers to the strong, readable silhouette that conveys a character’s actions and emotions, making them legible to the audience. Core elements, including a strong silhouette, a clear line of action, expressive composition, balance, and readability, were explained. Additionally, we examined key… Continue reading WEEK 1: Golden Poses
WEEK 1: Introduction to Unreal Engine
For our first class on United Engine, we were taught about how it was assessed and how it would complement and be part of the 3D Animation Fundamentals course. We created our accounts and ensured that we had the same ones at home. We also saw how to install Engine on our laptops. Additionally, we… Continue reading WEEK 1: Introduction to Unreal Engine