Term1 Showreel Submission
Demo_Anim_Dance
Goal: Fulid movement, with equal energy to the referenced dance
Demo_Anim_Short weapon
Goal: weight and momentum, hips and arms arcs, speed and balance



Demo_Unreal Project 2
This scene is based on a modification of the week 5 scene. I focused on character animation, implemented a tracking shot, and instanced foliage with wind and rain effects.
I used an IK rig and retargeting tool to align the character bones and transfer the animation from the Mixamo character to the Paragon character.



For the rain effect, I utilized Ultra Dynamic Sky and Ultra Dynamic Weather.


I also used post process volume to add the lens flares, bloom, and vignette intensity.

Render config
Resolution 1920*1080, | |
Anti-aliasing Temporal sample count 64 | |
Console Variable r.AmbientOcclusion.Denoiser.TemporalAccumulation 0 r.GlobalIllumination.Denoiser.TemporalAccumulation 0 r.Reflections.Denoiser.TemporalAccumulation 0 r.Shadow.Denoiser.TemporalAccumulation 0 |
Demo_Unreal project 1
For this project, I want to focus on world-building, creating a specific atmosphere, working on some materials, and incorporating a touch of VFX. I began by referencing an image I found on ArtStation.

I like the industrial vibe, the smoke and steam, the sands, and the play of light and shadow. Basically, I created my scene using different assets. However, I do pay attention to the smoke, the steam, and the snow.


After I finish building my scene, i use Ultradynamic sky to build my skylight, I use the sequencer to add animation and the Movie Render Queue to render the JPG files. Finally, I use Premiere to composite the final video.





Demo_Anim_Stand up from chair
Goal: Spine overlap, weight and momentum



Week 9 : Body Mechanics(With final modify)
When I was modifying the final body mechanics for week 9, Maya crashed, resulting in the loss of keyframes for the waist controller. Therefore, I intend to recreate an animation of jumping off a wall, with the addition of a running start. Here is the blocking and spline for it.


These are some posts that I like






Week 10 : MetaHuman
This class we studied about how to use live link face to capture our face movement to Metahuman.
Firstly we imported the face capture file to unreal as a correct format to makes it recognizable.






Then, unreal automatic recognized our facial features.


After face is the teeth


Unreal will then generate a face similar to the file you uploaded

But something goes WRONG!!!



The next step is to backed the unreal facial expressions to the metahuman model




Week 8:Body Mechanics
9 Tips for Shooting Body Mechanics Reference
- Keep the same angle of the refrence
- Capture different views and perspectives of the same action
- No orthographic view, only the front and side view
- Locked the camera, or only shifted little.
- Morrors
- Continuity
- Intention and acting, make the character live and let them focus what they are doing.
- Keep remember all the behavior that the character do have the purpose
- Put post-it notes on your body
Recording in a high frame rate(240fms)
Always remember to asking why the part of body move like this or that, and what is the knees doing when hip moves
