Category Archives: 3D Animation Fundamental

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.

Omen in Valorant

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 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