Session with George
This week’s acting animation refines Blocking from the previous week. But perhaps the movements were still not natural and consistent enough and lacked dynamism.
This is the second blocking animation that has been done, mainly adding hand and head movements. Also, the animation of the eye part has been added.
Feedback!
George’s suggestions for changes to the blocking animation focus on four areas. They were about the coherence of the whole head-driven upper body movement, the hand pose waving process, the adjustment of the shoulder animation and the naturalness of the hand lowering movement.



Next is the planning of the arm posture adjustment


The picture above is a breakdown of the process of the hand waving. I had only done the keyframe with the hand on the table and the keyframe after the hand was fully raised, but I didn’t pay attention to the keyframe in the middle, so it looked like the arm was not raised vividly enough.


Next, it’s the shoulder animation that appears to be broken, and it looks like there are still adjustments to be made to the settings of the shoulder controller. Make the movement of the shoulder more stretched.


Finally, the ending action, as the hand gradually falls onto the table, also needs an undulating change of motion to give this part of the animation more flexibility.
Artwork
This week’s content is the construction of forest scenes. Because of the learning of UE5 asset building in the previous week, I basically already knew the main points, so the forest scene was not that difficult to build, and I only spent one afternoon to finish building the scene.
For building the forest scene, I studied this blogger’s video tutorial. Since my scene will have a pond in it, I want to know how I can do the water effect in UE5.
In fact, this blogger’s method is very simple. Use a plane instead of a water surface, and then texture map the water.



In fact, the whole scene is based on the existing assets, and I built it the way I like.
