The next step is the re-determination of the story shots. Because I changed the characters, some of my animations and shots need to be changed.
On the storyboard, I think the characteristics of harlow as a fairy are: small, smart, and light. The character itself will also highlight the character’s personality, here I refer to the movie: Tinkerbell, which is a series of films with fairys as the protagonist, which provides me with a lot of support.
In the movie, no matter what the character of fairies is, their bodies are very dexterous, so I designed two entrance animations, the content of Harlow playing in the forest and flowers, so as to highlight the character’s personality at the very beginning and set the atmosphere and tone of the whole animation.
This is the storyboard that I modified according to my idea, and you can see that the overall main line of the story has not changed.
My final major project is an adaptation and continuation of the layout I developed for my Term 2 work. I’ve extended the story concept, changing the treasure hunt into the girl accidentally discovering a shiny, glowing ball, while keeping most of the original shots.
One of the key changes I made was swapping the girl’s character from from Alpha by Agora Community (https://agora.community/content/alpha-maya) to Harlow by Built By Colossus (https://builtbycolossus.com/harlow)
There are several reasons for this change: Firstly, based on my personal preferences, I want the style of my work to be cute, bright, and heartwarming, and I believe Harlow helps me achieve this vision better. Secondly, Harlow offers more possibilities for facial expression, which allows me to make the character more lively.
Since my goal is to focus on cartoonish and dynamic character animation, I chose to use an existing rigged character rather than modelling and rigging by myself. I believe this approach gives me more time to focus on polish my animation.
The story is telling about a little fairy found a toy ball in the forest. Curious, she wanted to take it back, but was caught by the toy’s owner—a cat. The fairy thought she might be killed by the cat, but the cat just wanted to play with her. After that, they became friends.
As can be seen from the animation in the previous blog, the corgi’s tail swing is very stiff, the feet pop and break in some frames, the distance between the feet is too wide from the front view, the head follow is not very convincing, the expression is stiff, and the ears lack overlapp.
So I modified it and got the following version.
After that, I want to complete my animation, which means I need more funny accessories and music, and render the animation.
I make clothes using Marvelous design. I want to make doglas look like a playboy, so I choose shirts with pink hearts, sunglasses with pink hearts, a bright yellow and pink background and relaxed music. The following is my rendering.
This class we delves into the essential steps for navigating festival submissions and grant applications. Whether you’re an emerging artist or an established professional, understanding the practicalities and strategies can significantly enhance your success rate.
1. Writing Techniques for Applications
Simplicity is Key: Keep your language clear and straightforward, avoiding industry jargon to ensure accessibility for non-specialists.
Elements to Include: Prepare a comprehensive pack with your artist statement, project statement, budget breakdown, and detailed timeline.
Research the Grant: Review previous winners, funding amounts, and the application requirements to align your submission effectively.
2. The Importance of Branding Your Project
Naming the Project: A strong title not only reflects your theme but can also become a recognizable brand, increasing visibility in the industry.
Collaboration Details: Clearly outline contributions and budgets for collaborators, such as sound designers or coders, to justify the requested funds.
3. Budget Breakdown
Precision Matters: Specify every expense, from equipment rentals to artist fees. Funders appreciate transparency about how their money will be utilized.
Supporting the Timeline: Include a logical timeline to demonstrate how funds will support the project from research to execution.
4. Preparing for Press Releases
Structure and Content: A press release must be concise, emphasizing the headline, the “five Ws” (who, what, when, where, why), and the project’s uniqueness.
Visuals and Links: Include high-quality images and a link to a resource folder for journalists to enhance your visibility.
Tailoring Outreach: Customize your release for each media outlet or journalist to increase the likelihood of publication.
5. Resources for Grants and Festivals
Platforms to Explore: Grants Online, Arts Council UK, ArtQuest, and Arts Electronica are among the highlighted resources. Explore both funding and exhibition opportunities.
Residency Opportunities: Many festivals and organizations offer residencies as a pathway to funding and showcasing your work.
6. Building a Skills Pack
Core Components: A strong skills pack includes a CV, portfolio, artist statement, and tailored applications for specific roles or festivals.
Professional Presence: Establish a digital presence via a website or LinkedIn and maintain active participation in relevant communities.
7. Leveraging Social Media and Networking
Online Activity: Utilize platforms like Instagram and LinkedIn for networking, even if not for posting.
Tracking Contacts: Maintain a list of contacts and journalists to streamline outreach and follow-up.
This is the reference I was looking for. Unlike the Corgi rig I used, the dog in the reference video has longer legs, which allows me to better observe the movement of the legs.
However, corgis have short legs, a long body, and a distinctive movement pattern due to their proportions, which sets them apart from other quadrupeds
Short Legs: Corgis’ legs are much shorter relative to their body length. This results in a quicker, choppy gait compared to longer-legged breeds.
Long Body: Their extended torso moves slightly more than other dogs during walking or running, with a noticeable side-to-side sway.
Paw Positioning: Their paws land more under their body center due to their shorter legs and body structure, giving their walk a compact appearance
Lift and Swing: Corgi paws lift only slightly off the ground during movement. Avoid over-exaggerating the arc of the foot in the swing phase.
Placement: Their paws typically land in line with their body (not splayed outward) for stability.
Tail Dynamics: If the Corgi has a tail, include a subtle wagging or balancing motion that complements the gait.
So I also looked for reference videos of corgis walking online to achieve a more effective search
In this class, we will explore setting up a 3D billboard and virtual production using Unreal Engine’s nDisplay technology. We will also focus on using Unreal to create immersive 3D visuals that work perfectly for projects like brand activations and virtual environments. The main idea is to project a 3D scene onto LED screens, where perspective is crucial; the 3D effect works only from a specific angle. This setup is similar to what brands like Balenciaga have done, integrating Unreal Engine into their marketing campaigns.
We begin by setting up the physical and virtual spaces in Unreal. nDisplay is the main tool we use for managing multi-screen setups, and it’s essential for rendering 3D scenes onto LED screens. Once you have the Unreal project open, we must create the nDisplay configuration by navigating to the nDisplay Config option. This configuration controls the virtual camera and determines how the project is rendered and displayed on the LED screens. We will import the curved wall meshes or other screen setups (like dual monitors), and start creating viewports based on how you want to project the 3D scene.
The key to achieving the 3D billboard effect is projection mapping. Unreal Engine allows you to map the scene onto the LED screens by using specific viewports, which are created under Cluster Nodes in the nDisplay settings. These nodes are essentially the IP-based connections, where each screen you use gets its IP address. Once you have the screens set up, the system will project the scene in real-time, which is perfect for virtual production.
For a more in-depth look at rendering, the ICVFX Camera is crucial. We will add this camera to the scene to help render the right perspective, especially when dealing with curved or angled screens. The camera helps to align the scene with the LED screens accurately. This allows you to create realistic virtual environments, where the perspective shifts as the viewer changes their position, giving a true 3D effect.
As for the step-by-step Unreal workflow, start by opening an Unreal project and selecting the nDisplay option. From there, we will create a new configuration file and import the meshes — you can either use pre-existing assets or create your own, like curved screens or flat panels. Once imported, drag these meshes into the scene and set them up to match the desired display configuration.
Next, we need to create a Cluster Node for each of the screens, ensuring that each one has its own configuration. From here, we will use the viewport settings to adjust the screen outputs, defining the region where the content will appear. By doing this, we will make sure that the projection is mapped correctly onto the screens and adjusted for the angle of view. After setting the screen positions and projections, you can then import an ICVFX Camera to finalize the setup.
One of the most important steps is using Switchboard — Unreal’s tool for managing live IP connections. With Switchboard, you can connect the project to external devices, like the LED screens, and ensure that everything is running in real time. It helps you manage the live feed and monitor the connections for each screen. The final step is rendering the scene using Movie Render Queue, which allows you to capture what’s projected onto the screens and ensure the output matches the setup.
By the end of the class, you should have a solid understanding of how to set up a 3D billboard in Unreal Engine, using nDisplay for multi-screen projections, and rendering in real-time with Switchboard. This is an essential workflow for anyone looking to integrate Unreal Engine into commercial applications or virtual production environments. It’s all about creating a seamless experience where the virtual world feels as real as the physical one, and with these tools, it’s easier than ever to make that happen.
After finishing and submitting the performance animation and body mechanics animation, I was faced with two choices: Continue to polish my previous animation OR do a quadruped animation. I chose the second one, and then I used the Douglas rig.
In quadruped animation, the following points need to be noted
1. Leg Movement in Quadruped Gaits
Quadrupeds have four legs that move in coordinated sequences, with specific patterns for different gaits. Each leg plays a distinct role in balance, propulsion, and support:
Walk Cycle (4-Beat Gait)
Leg Sequence: The legs move one at a time in this order:
Foot Contact: At any moment, three legs are in contact with the ground, providing stability.
Timing: The duration of each step is even, creating a calm, steady rhythm. For a 24-frame cycle, each leg’s step typically spans 6 frames.
2. Timing Adjustments for Realism
The timing and spacing of leg movements affect the weight, speed, and naturalism of the animation:
Weight and Size: Heavier animals (e.g., elephants) require longer contact times and slower transitions to convey their mass. Lighter animals (e.g., deer) have quicker steps and sharper timing.
Stride Length: Longer strides are smoother, with greater spacing between leg positions, while shorter strides are choppier and more rhythmic.
Ground Contact: Ensure the feet “plant” and “lift” naturally, with appropriate pressure. The foot’s arc should follow gravity during the lift and compression during contact.
Overlapping Motion: Rear legs often begin lifting before the front legs finish their motion, creating fluidity.
3. Tips for Achieving Natural Motion
Spine and Head Movement: In all gaits, the spine and head add flexibility, moving in sync with the legs to maintain balance. For example, in a gallop, the spine stretches and compresses dramatically.
Blending Frames: Adjust in-betweens to smooth transitions between leg positions, avoiding mechanical movement.
Reference Timing: Use real footage or motion data to identify the exact rhythm and duration of each phase of the gait. For example, fast gaits like gallops may need fewer frames (12-16) compared to a walk (24). But this time, I will animate the walk on a 32-frame cycle for a full cycle