Today we learnd how to create new material.





Ual 23/24 MA 3D Computer Animation
Today we learnd how to create new material.
Today we started with 12 principles of animation.
Anticipation is a key role in animation, it can be defined that before a movement, prepare for it. A good anticipation can show the great strength and mass of an object in animation.
Overlapping is the things move in parts, which means that different part of the body movement does not happen at the same time. The main part of the body moves, and the other parts drag by the main part, which cause a few seconds delay, this is called overlapping.
For the pendulum animation, I made the 2d reference first and then used Maya to create the 3d animation.
Today we focused on camera making, camera movement, object movement and sub-sequence. The video below shows what I learned through this class.
We started with the basic bouncing ball and tried to make it simple. And I learned two new words: Stretch and Squash.
Reflecting on the two classes I attended today, which covered the principles of visual language and the bouncing ball, I realized that using a sequence of line ball images to bring the ball to life was truly eye-opening for me. It has prompted me to approach line animation from different perspectives, such as a bird’s-eye view or a front view.
With this, we can easily convey depth through the use of lines, employing thicker or thinner lines to represent foreground and background objects.
I first tried to draw the timeline and reference in Procreate to make sure my speed and frame were correct.
After finish the 2d animation, I move to maya to finsh my bouncing ball animation.
To build a world in Unreal Engine, I first create a new level, and then go to Window>Env. Light Mixer to add all the sky light and atmosphere into the scene.
The DirectionalLight is used to change the different time of light
To create an emissive material we should create a new material, multiply a colour with a parameter, and let the parameter Default Value as 1.
Using Quixel Bridge is a better way to create a world quickly. There are two ways to put the object into the scene: download and drag. Additionally, we can also use Tools>Merge Actors to quickly merge several objects and save the new one in to folder.
We can also open Window>Layers/World Settings/World Partition>World PArtition Editor/Levels to get the easy way to the landscape.
We can also create a new landscape by Landscape Mode and sculpt the landscape we made.
This first week focuses on Unreal Engine fundamental theories, with the 5.2 version and Quixel Bridge plugin.
The main update of the 5.2 version is that it shows better real-time rendering, and is developed in terms of body physics and vehicle physics.
VAULT is like the library that shows the purchase things in Unreal, the difference between ‘Add to Project’ and ‘Create Project’ is that the user can directly use the latter one.
Unreal Engine public Roadmap is where we can see what updates through each version, so it’s the easiest way to find out what we need in the project.
Marketplace is good for finding available free environments, materials, plugins, characters etc.
Quixel Bridge is a desktop application that serves as a supporting tool for browsing, searching, downloading, importing and exporting Megascans assets.
Megascans is a massive online scan library of high-resolution, consistent PBR calibrated surface, vegetation and 3D scans, also including desktop applications for managing, mixing and exporting your downloaded scan data. It’s the product of 5 years of scanning and is a collaboration with top game and film studios worldwide.
Unreal Engine project structure: The structure of UE project is Project>Levels>Sub levels>Actors(objects)>Components(details)Unreal save file as a copy which named as ‘.uasset’ format.
Change measure units: Edit>Editor Prefrences>Measuring Tool Units
Window>Viewport: A handly thing to see different perspective of object.
Build>Build All Landscape