Week18 Acting02

Session with George

This week is to make keyframe changes to last week’s blocking, and to take notes on George’s feedback.

Last week’s animation was clean on most of the poses, but the lack of movement linkage makes the animation seem a bit stiff. The main goal of this revision is to make the character’s upper body animation more flexible and linked.

The third blocking modification

The third modification can be divided into two parts, the upper part of the shoulder and neck, and the second part is the movement of the arm.

Raise that right hand to the right, then turn the head to the right.
Then twist the body and tilt the neck to the left.
Then adjust the finger animation.

Firstly, the posture of the hand was adjusted and raised to the right. After that, the animation of the upper body was adjusted, with the overall body tilted to the right, then driving the neck and the left shoulder.

After that, do a key frame of putting the right hand down a little bit and sit the body slightly straight.
The head is turned substantially to the right and is shown talking to the person next to her.
There is a keyframe of the process before the right hand is lowered.
Hands fully on the table.

Artwork

This week’s character is mainly to complete the character rigging and animation.

First, I need to state that I am also learning to rig with Advanced skeleton for the first time, so I searched for a new video tutorial on rigging. The good thing is that the plugin is not very difficult to use, so I was able to follow every step of the tutorial clearly.

I learned character rigging based on this tutorial, and it uses Chinese, which is very friendly to me.

I finished rigging to the body after repeating it several times

After that, I continued to try facial rigging, which is a little more complicated than body rigging, and the steps are more complex.

Here are pictures of my process in rigging the face.

Firstly, the selection of eye parts
Next, select lips and eyebrows
Then, the positioning points of the entire face are gradually selected

Finally, there was confirmation of rigging, but when my steps reached the lower jaw, the plugin prompted me that there was a problem and I couldn’t rig. I tried for two afternoons but couldn’t solve this problem, so I only rigged the character’s body.

About animation

Initially, I planned to create animations in Maya and then import them into UE5, but my idea did not achieve.

Due to the need for a special method to import the skeleton created by ADV into UE5, it is very difficult. I have tried many times but cannot import them correctly. Before that, I made three animation clips in Maya that were abandoned.

So I changed my approach and after searching for methods online, I found a website called Mixamo, which has many actions and can import my own model for rigging and assigning actions. Its principle is similar to Motion capture.

This is my model, and she is doing the actions I assigned to it.

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