Week16 Intro to acting & acting blocking

Session with George

This week’s task is acting, focusing mainly on the facial expressions and lip-synching of the character. What I’m going to do is find a suitable audio of a movie or TV show, and then perform it myself based on the recording and then do the facial animation.

Learn more about how we pronounce

These are demonstrations of the lip movements during pronunciation. Different syllables will form different lip patterns, for example, the most obvious ones, such as b, m , p, my lips will tighten inward and close and form a straight line.

Video of my acting

This is a video of my performance based on a clip from the American series ” 2 Broke Girls”, with the main actions focusing on the face and lips, as well as some of the eye changes.

According to my previous acting video, I divided the movement into two parts, one part is before the hand is raised, this part of the movement is mainly focused on the head and shoulders. The second part is after the hand is lowered, the body is tilted backward, and then the head and shoulders are animated.

Artwork

This week’s content is to build scenes, a total of three scenes, an indoor scene, an outdoor scene of the forest, and a scene of the door and the stone wall.

To save time, I chose to build the scene with UE5. Since I am a beginner in UE5, I don’t know how to operate UE5 at all. So I followed the video tutorials on Youtube to learn how to import UE5 assets and build scenes. Fortunately, there are many video tutorials for UE5, and it is very similar to Maya, Blender and other 3D software operations, so I am familiar with it quickly.

This is the video I learned in order to do the third scene

Following the video tutorial on this, I started to try to build my scene, mainly needing some stone walls to form a channel, and then digging a hole in the stone wall to place a door.

The most accessible point is that UE5 comes with a library of asset materials called Bridge, in which some basic materials can be found, and then start building to create my own scenes.

Full view of the completed scene build
Create a camera view

The effect of the camera view, here I have hit the light and adjusted the exposure.

Options for lighting
Camera movement can be keyframed

I rendered the clip right away, and it only took me five minutes! It was amazing!

About the indoor scene

I downloaded the basic model of the indoor scenes, but I made the mapping of the indoor scenes by myself.

This is part of the indoor scene textures

The files for the indoor scenes I placed in Maya first, then mapped, and then imported into UE5. The interior scene is typical of Chinese furniture and screens. So in the overall tone I chose a dark color

Rendering effect in Maya

All I have to do after that is to import the scene with the texture into UE5, I exported it in Fbx format, so that it is a model with texture information. I exported it in Fbx format, so that it is a model with texture information. This is the way it should be, but after I imported it into UE5, there was no texture information.

There’s a big problem with this step, and I don’t know how to fix it!

So I sought Qiaoqing Yu‘s help and thank him very much! It took us about two days to solve this problem. He told me that his previous exported Fbx’s file was with mapping information, and that I was having this problem, probably because of a Maya bug. Later, after testing the exported Fbx file several times and looking up many methods on the Internet, he found that the Fbx file would automatically generate a texture file after importing into Maya, and UE5 was unable to recognize the Arnold material ball.

The problem was found, so I reworked all the models with Lambert materials, which consumed a lot of my time. Finally, the indoor scene was successfully imported to UE5.

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