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Advanced and Experimental 3D Computer Animation Techniques Sessions with Serra

Week 5 : RealityCapture

From Real Objects to 3D Digital Assets

In Week 5, we learned about RealityCapture and how to use it to turn real-world objects into 3D models. This process is also called photogrammetry. The basic idea is to take many photos of the same object from different angles, and then the software uses these images to calculate the object’s shape, surface details, and texture.

In class, I learned that this workflow usually includes several steps. First, I need to choose a real object and photograph it from many angles, so the full shape of the object can be captured. Then, the photos can be imported into RealityCapture. The software aligns the images and reconstructs the object into a point cloud, mesh, and texture. After this process, the model can be exported and imported into Unreal Engine.

photograph

captured

reconstructs the object into a point cloud

mesh, and texture

This session helped me understand that 3D assets do not always have to be created through traditional modelling. RealityCapture provides a more direct way to bring real objects into a digital environment. Although the generated model may still need mesh clean-up, polygon optimisation, and UV adjustment, this technique is very useful for creating realistic environments and detailed props.

For my own project, this technique also made me think about whether I could scan real paper, books, or small objects and bring them into Unreal Engine. This could help my pop-up book project keep some real-world textures and physical traces inside the virtual space.

References

RealityScan. RealityScan / RealityCapture Official Website.
https://www.realityscan.com/

Epic Developer Community. RealityCapture to Unreal Engine: Beginner’s Guide to Photogrammetry Workflow.
https://dev.epicgames.com/community/learning/tutorials/W4MR/capturing-reality-realitycapture-to-unreal-engine-beginner-s-guide-to-photogrammetry-workflow

RealityScan Help. Create a 3D Model from Images.
https://rshelp.capturingreality.com/en-US/tutorials/aerialimport.htm

Categories
Advanced 3D Animation with Ting Advanced and Experimental 3D Computer Animation Techniques

Week 15 : Dialogue Shot Polish

Week 15 mainly focused on polishing my Dialogue Shot. Compared with the earlier blocking stage, this week was no longer only about setting the main actions and key poses. The focus was to refine the character’s performance and make the movement, facial expression, and dialogue rhythm feel more natural.

During the polishing process, I made a notes image for myself to record the problems I needed to fix. For example, the character’s facial direction should stay consistent with the body direction, instead of only moving the face. Blinks should also not be added randomly. They need to match the character’s emotion and the rhythm of the dialogue. Also, the body needs some subtle movement, especially when the character is speaking or changing emotion. The body, head, eyes, and hand actions should work together.

This polish stage made me realise that dialogue animation is more complicated than I expected. It is not only about lip sync, and it is not just making the character speak. It needs many small keyframes to control facial expression, eye direction, hand gestures, and body weight. For example, the eyes and eyebrows usually show the emotion first, and then the nose, mouth, and head follow. Some key poses also need to be more exaggerated, so the audience can read the character’s emotion more clearly.

Through the Week 15 practice, I started to understand the importance of the polish stage more clearly. Blocking helps me build the structure of the movement, but polish makes the character feel more alive. Next, I need to continue adjusting the animation based on these notes, so the performance becomes clearer, more natural, and better connected with the audio rhythm.

Categories
Advanced and Experimental 3D Computer Animation Techniques Sessions with Serra

Week 4 : Project Feedback and Development

From Pop-up Book Form to Interactive StorytellingWeek

In Week 4, I had further discussion and feedback about my project idea. In the previous week, I mainly confirmed that I was interested in making a 2D/3D interactive game and using the form of a pop-up book. However, the story and the specific interaction were still not very clear at that stage.

Through this week’s feedback, I realised that the project should not only focus on an interesting visual form. It also needs a clearer theme to explain why I want to use 2D/3D transitions and changes of perspective.

A Clearer Theme

This week, I started to develop the project towards the ideas of memory and hidden information. I want the player to first see a front-facing scene, like a page in a book. At the beginning, the scene may look flat, simple, and complete. However, when the player changes the viewing angle or enters the 3D space, they will discover that there is hidden information behind the scene.

Interaction Should Support the Story

The feedback also helped me understand that the transition between 2D and 3D should not only be a visual effect. It should connect to the story. Different viewing angles can change how the player understands the scene and the narrative.

This feedback made me realise that the pop-up book can become the main visual structure of my project. At the same time, “changing the perspective to discover the truth” can become the main interaction logic. For the next step, I need to continue developing a simple story scene and think about what specific actions the player can use to discover the hidden content.

Image Caption

Project development notes after feedback. This image shows how I started to connect the pop-up book form with interactive storytelling and hidden information.

References

I looked at The Plucky Squire as a reference, because it uses a storybook as its main visual structure and allows the character to move between a 2D page world and a 3D space outside the book. This 2D/3D transition is very close to the direction I want to explore in my own pop-up book interactive project.
https://store.steampowered.com/app/1627570/The_Plucky_Squire/

I also looked at Monument Valley as a reference for visual illusion and spatial puzzle design. This game is useful for my project because it shows how changing perspective can affect the player’s understanding of space.
https://www.monumentvalleygame.com/

Categories
Advanced 3D Animation with Ting Advanced and Experimental 3D Computer Animation Techniques

Week 14 : Creature Study Presentation Feedback

Week 14 mainly focused on the presentation and feedback for last week’s Creature Study group PPT. Our group chose to research feline movement. In this group project, I mainly worked on the study of the cat’s body, the analysis of feline jumping and running movements, and part of the slide layout and explanation.

The main focus of this presentation was to understand real animal movement by observing body structure, movement rhythm, and how these can be shown in animation. Feline movements are usually light, flexible, and highly coordinated. When cats walk, run, jump, or turn, the spine, scapula, pelvis, tail, and limbs all work together. Therefore, when analysing feline movement, it is not enough to only observe the legs. It is also important to look at body weight, spine bending, and how the tail helps with balance.

During the preparation of the PPT, I mainly organised the basic movement features and reference materials of feline animals. I found that a cat’s body is very flexible, especially the stretch and compression of the spine during movement. When walking, cats move quietly and steadily. When running or jumping, the body shows stronger stretch and compression. The tail is not just moving by itself. It also helps the body keep balance, which is connected to the overlap and delay principles we learned before.

The presentation feedback also made me realise that creature animation is not only about copying the surface movement of an animal. It is also important to understand the structure and function behind the movement. For example, why cats can land softly, why the body stretches during running, and why the tail changes during turning. These observations can help us create more believable animal movement in animation.

Through Week 14’s learning and presentation, I gained a more systematic understanding of feline movement. Group work also helped me learn how to organise observation materials into a clear presentation. If I continue working on creature animation, I need to analyse reference videos more carefully and break animal movement down into body mechanics, timing, spacing, and overlap. Then I can apply these movement rules to my animation practice.

Categories
Advanced 3D Animation with Ting Advanced and Experimental 3D Computer Animation Techniques

Week 13 : Dialogue Shot – Blocking Plus and Creature Study

Week 13 was mainly divided into two parts. The first part continued to discuss Dialogue Shot Blocking Plus, focusing on feedback for the short dialogue animation and li

From this feedback, I found that my dialogue shot blocking still needs more improvement. My blocking is currently missing some keyframes, so the transitions between actions are not complete enough, and some parts of the performance are not clear enough. The tutor mentioned that the character’s facial direction and body direction need to stay consistent. Especially for the exaggerated “V” facial expression, it should not only stay on the face. The body should also support the same direction. In other words, the performance should not only come from the head and facial expression. The body also needs to be involved.

This class also helped me understand the order of facial movement more clearly. Facial expression changes do not usually happen all at once. They can start from the eyes and eyebrows first, and then move to the nose and mouth. This can make the expression feel more natural and layered. The tutor also reminded me that some keyframes could be more exaggerated, so the character’s emotion and performance can be easier for the audience to read.

The second part of the class started to introduce Creature Study. The tutor used the PDF to explain some basic ways of observing animal movement, and also arranged next week’s group animation task. For this task, we need to choose an animal, analyse its movement, create a PPT, and give a presentation. I chose to join the feline animal group. Next, we need to observe and analyse cat movement, such as walking, running, jumping, body weight changes, spine movement, and how the tail works with the body.

Through Week 13, I realised that dialogue animation needs more careful control of keyframes, facial rhythm, and body movement. At the same time, I also started to learn about creature animation. Feline movement is a very interesting direction for me because their actions are light, flexible, and have clear body structure and rhythm. Next week’s group task will help me observe animal movement more systematically and translate these observations into animation analysis.

Categories
Advanced 3D Animation with Ting Advanced and Experimental 3D Computer Animation Techniques

Week 12 : breathing idle animation,Dialogue Shot – Blocking

Week 12 mainly focused on breathing idle animation. Breathing idle animation is a very subtle movement, but it can make a character feel more alive when they are standing still. The character is not completely still. There can be small movements in the chest, shoulders, head, and body weight. When making this type of animation, the movement should not be too exaggerated, otherwise it may look like the character is acting too much. The key is to keep it natural and make the loop smooth.

These references helped me understand that breathing idle is not about adding many movements, but about showing the character’s state through very small changes.

This week, I also worked on Assignment: Dialogue Shot – Blocking. I needed to arrange the character’s pauses according to the key words in the audio. I found that dialogue animation is not as simple as I thought. It also needs many keyframes to control subtle facial expressions.

Categories
Advanced and Experimental 3D Computer Animation Techniques Sessions with Serra

Week 3 : Project Proposal

Exploring a 2D/3D Interactive Game and Pop-up Book Form

In Week 3, I started to think about the direction of my project for this term. I have always wanted to make an interactive work that feels similar to a game. I am interested in combining 2D and 3D visuals, so the viewer or player can explore a space instead of only watching a linear animation. However, at this stage, I still did not have a very clear story, so I began by looking at the forms and media that I was interested in.

I am especially interested in pop-up books, because they naturally combine flat images and three-dimensional space. When the book is closed, it looks more like a 2D image. When the book opens, the images stand up and become a 3D scene. This change from 2D to 3D is very close to the kind of interactive game I want to make. It made me think about whether I could use Unreal Engine to create a pop-up book-like space, where the player can change the camera angle, move around, or click on objects to discover hidden information.

This week, my main focus was not to finish the full story, but to decide the basic form of my project: a real-time animation work that combines 2D/3D visuals, interactive exploration, and the structure of a pop-up book.

Visual references of pop-up books. These images show how flat pages can become three-dimensional spaces when the book opens.

https://www.bilibili.com/video/BV1DcSyBPE9d/?spm_id_from=333.1387.favlist.content.click&vd_source=b2580088e5c503f31a61b075d562b3f2

Seeing the past students’ assignments that Serra showed in class gave me inspiration to create a game interaction.

Science Friday. How To Make A Pop-Up Book With Engineering.
https://www.sciencefriday.com/educational-resources/pop-up-book-engineering/

Paper Engine. Pop Up Books.
https://paperengine.com/pop-up-books/

Categories
Advanced 3D Animation with Ting Advanced and Experimental 3D Computer Animation Techniques

Week 11 Tail Animation and Overlap

In Week 11, the class mainly focused on tail animation. The main goal was to understand how to use overlap and delay when animating a tail. The tail does not move at the same time as the body. Instead, its movement is affected by the body and travels gradually from the root to the tip.

During the practice, I learned that the root of the tail usually moves first, while the middle part and the tip follow slightly later. If the whole tail moves at the same time, the animation looks very stiff. By adding small delays between different parts of the tail, the movement can feel more natural, with more weight and flexibility.

This lesson helped me understand the role of overlapping action more clearly. This technique can be used not only for tails, but also for hair, clothes, ears, or other soft parts of a character, making the animation feel more alive.

Categories
Advanced and Experimental 3D Computer Animation Techniques Sessions with Serra

Week 2 : 360 Degree Camera and Immersive ViewWeek 2

This week, we learned how to use a 360 degree camera in Unreal Engine. The tutor introduced the difference between a normal camera and a 360 degree camera. A normal camera usually captures one fixed direction, while a 360 degree camera can capture the whole space around it. This can give the audience a more open and immersive way to view a 3D scene.

In the class, we looked at the plugin settings in Unreal Engine and learned about some plugins related to 360 capture, media production, and panoramic rendering. Through this session, I started to understand that Unreal Engine is not only used for traditional cinematic animation, but can also be used for VR, panoramic video, and immersive spatial experiences. This connects to the idea of Expanded Animation, because it made me think that the way the audience views the work can also become part of the animation experience.

OWL 360 Degree Camera and Component

A 180 and 360 Degree Stereoscopic Camera and Component for Unreal Engine with precise Viewport color matching, output to a Render Target, Alpha Channel support, Movie Render Queue integration and various other features.

How to use

To use the OWL 360 Degree Camera:

  1. Go to Place Actors and in the Off World Live section find the OWL 360 Camera Actor and drag and drop it into your level
  2. You can now use the Camera Actor in Unreal like you would any standard camera

Learning introduction links :

Unreal Engine Community. 360 Panoramic Captures and Sequencer.
https://dev.epicgames.com/community/learning/knowledge-base/2JkM/unreal-engine-360-panoramic-captures-and-sequencer

Off World Live Documentation. OWL 360 Degree Camera and Component.
https://knowledge.offworld.live/articles/6031298-owl-360-degree-camera-and-component

Categories
Advanced and Experimental 3D Computer Animation Techniques Sessions with Serra

Week 1 : Choosing the Project Brief

In the first week, we were introduced to the course brief and the main project options for this term. The brief explained that animation can be used not only to tell a story, but also to build a world, test ideas, and create different kinds of experiences. After reading the brief, I decided to choose Brief 1: Expanded Animation / Context and Practice. I chose this brief because it gives me more space to explore my own interests, such as 3D animation, real-time environments, and interactive storytelling. I think this direction is suitable for my project and can help me experiment with new tools and workflows.