Category Archives: 3D Animation Fundamental
Week 11: Plolish of The Jumping
This week I adjusted the curve effect and completed the final polish.
Week 10: Blocking of The Jumping
Based on the references I shot last week, I did some Blocking this week. First, I chose a camera angle, which is very important, otherwise there will be deviations when adjusting certain actions accordingly.

LosING: Week11 Post-Processing
After the main content is basically completed, the post-production and finishing work will be carried out
Add richer sound effects to the project in pr


At the same time, some post-processing effects that are impossible or difficult to implement in UE are further processed in After effects.

LosING: Week10 Rendering
This week’s content is to integrate all the previously produced content, including the arrangement of shots and the adjustment of rendering parameters.
Sequencer
This week’s work mainly involves the proficiency of sequencer. Arranging the transition of shots in advance can greatly reduce the burden of post-editing, and it also takes less time to correct errors.






Rendering
After some testing on the LUTS and adjusting the rendering parameters, the export was carried out



LosING: Week9 Character and Animation
Character

The characters in this animation come from the game Little Nightmares. Because the character design fits the atmosphere of the animation very well, I made some modifications to the characters for use in my animation.


The original model has a face, but I think this would make the character too concrete and not abstract enough, so I deleted the face of the character. This way the look and feel might be more similar to Omen in Valorant.


Most of the models I found lacked a good rig, so I re-rigged the models in Blender and added features to different parts to facilitate animation.
Animation
The animation part is mainly divided into two categories. One is the general action that needs to be reused frequently in many scenes, and the other is the specific action for a specific scene, which is only used once.
General action
In this project, there is only one common action, the walking cycle. For the walking cycle of the intestine, I made a single-segment loop and then called a function for an infinite loop.


Special action
For special actions, refer to the reference and follow the process. In this part, I export specific scenes from UE to animation software for animation production, which will be very convenient for future animation adaptation.




To UE5
Export the animation to FBX format and import it into UE5. After testing, drag it into the timeline for deployment



LosING: Week8 The Heart Room
Research and reference



The factory where the mechanical heart is finally stored. I hope that in the final scene, a feeling similar to the characters facing the giant structure in Pacific Rim will be reflected.This creates a sense of oppression
Working process



In this part, I continued the industrial style from before, and lowered the overall brightness to highlight the heart.


LosING: Week7 The Corridor

Research and reference



As the second scene of the middle transition, I hope to create an effect with a strong industrial style, combined with the effect of rain at night, to create a cold and depressing style, paving the way for the subsequent emotional relaxation.
Working process


In terms of models, I looked for a lot of industrial-style models from fab to shape the style of the overall scene.

I lowered the overall brightness of the scene, added a lot of fog, and combined with the effect of rain, the texture of the overall scene was significantly improved.

At the same time, I focused the visual focus of the picture on several spotlights.
Week 9: Rendering
LUTs
Find and set LUTs in Post Process Volume


Adjust the image effect in PS



Import LUT, and the effect in PS can be applied to UE
Rendering

Enable plugins to get more render settings


Set the rendering parameters in the settings

Week 8: Dynamic Lighting UE
Basic Light
Unreal Engine offers several types of lights, each suited for specific use cases:
Point Light, Spot Light, Rect Light, Sky Light, Emissive Materials

IES
IES files (created by the Illuminating Engineering Society) capture real-world light distribution data.Simulate the brightness and spread of specific lighting fixtures for more realism.

Lumen
Lumen is Unreal Engine 5’s cutting-edge solution for global illumination and reflections.
Modeling
In this modeling function, we can modify the model directly in UE, which is convenient for quick construction of white box
