Categories
Immersion

Week 9: Rendering and postprocessing.

Advanced Techniques for Visual Refinement in Unreal Engine

Post-Process Volume

The post-process volume allows for fine-tuning and polishing the visual aesthetics of a scene, either within a specific region or across the entire scene. To adjust the scope:

  • Bounded Option (Off): Applies effects within a defined area.
  • Unbounded Option (On): Applies effects to the entire scene, though this is computationally expensive.

By default, post-processing uses a standard algorithm, but higher-quality outcomes can be achieved with more resource-intensive options. This tool enables adding effects like:

  • Lens flare
  • Bokeh
  • Vignette
  • Dirt masks

It also provides options to modify camera settings (similar to those available directly in the camera), as well as advanced colour grading.

For optimal results in colour grading:

  1. Use professional tools like Premiere Pro or DaVinci Resolve.
  2. Export images in EXR format for 16-bit colour depth.
  3. Perform colour grading on a monitor calibrated to accurately approximate Unreal Engine’s sRGB colour space. This ensures consistent colour representation across different displays.

SM_Color Calibration

The SM_Color Calibration asset is available within the engine content files. To use it:

  1. Place the calibration cube in the scene, ensuring it is perpendicular to the Z-axis and facing the main light source.
  2. Align it with the main light source by copying and pasting the rotation values of the light into the cube’s settings.

Adjustments for Visual Fidelity

  • Film Slope: Adjust to fine-tune the darkest parts of the scene, such as dense shadows or dark forest corners.
  • Film Toe: Adjust for the brightest highlights in the scene.
  • White Balance: Calibrate using the white section of the colour calibration cube. Adjust the colour temperature based on the scene’s lighting conditions (e.g., for a bright sunny day, set the temperature to around 5500K).

Global Settings

Within the global settings of the post-process volume, you can make detailed adjustments for balanced colour grading:

  • Saturation: Adjust the intensity of colours.
  • Contrast: Define the difference between light and dark areas.
  • Gamma: Refine midtones.
  • Gain: Enhance highlights.
  • Offset: Modify shadows.

Screenshotting via Command Line

Capturing screenshots in Unreal Engine can be automated using the command line, allowing precise control and batch processing.


Colour Correction with Photoshop (PS)

Enhance your visuals using Photoshop for colour correction:

  1. Perform adjustments in PS and export the result.
  2. Open the LUT (Look-Up Table) file with these settings:
    • Mip Gens Setting: No Mip Maps.
    • Texture Group: World.
  3. Apply the LUT to the Post-Processing Volume under the Color Grading LUT section for impactful colour grading.

Post-Processing in Camera

  • Customize the field of depth within the camera settings for cinematic effects.

Rendering Cube

  • Ensure proper rendering setup for cube maps to maintain visual accuracy.

Managing Levels

  • When working with multiple levels, always set the maps to always loaded to avoid runtime issues and ensure seamless transitions.

Anti-Aliasing Tips

Anti-aliasing helps smooth out edges and improves visual quality.

  • Spatial Sample Count:
    • Adjust for better edge smoothness.
  • Temporal Sample Count:
    • Increase for moving objects (e.g., characters) but keep it set to 1 for static environments.
  • Note: Use odd numbers for these settings, as even numbers may cause errors in the engine.

Game Overrides

  • Use game override settings to customize rendering and performance for in-game visuals.

Console Variables Editor

  • Access and modify Unreal Engine’s console variables for fine-tuned control over visual effects and performance.

Colour Output

  • Manage the output colour profile to match your project’s artistic or technical needs.

Engine Scalability Settings

  • Adjust the engine scalability settings to balance performance and visual fidelity based on your hardware and project requirements.

.

Categories
Animation

Week 9: Making your own reference for animation.

Critique walk cycle in spline & video making for animation reference exercise.


Using reference plane video in Maya (Class notes)

Introduction to Animation Workflow

When animating in Maya, it’s essential to understand how to manipulate reference planes and frame rates to achieve the desired animation effects. You can adjust the frame rate within the Graph Editor to make movements appear more abrupt or snappy. However, slowing down the animation may not work if there are no additional PNG frames available.

Blocking the Animation with Primitives

The initial step in character animation is blocking using basic primitives that represent the main parts of the character: the root, head, pelvis, and torso. Match the movement of these blocks with the reference footage to establish the general motion.

Constrain Blocks to the Rig

Once the blocking is complete, constrain these blocks to the character’s bony rig. This step transfers the movement data from the blocks to the rig, allowing the final animation to be created.

Maintaining Proper Foot Contact

It’s crucial to ensure that both of the character’s legs remain in contact with the ground, even if the reference footage suggests otherwise due to the angle it was shot from. Proper foot contact prevents floating or unrealistic poses.

Animation reference and planning: first attempt




FK and IK: Understanding the Two-Rig Systems

What is FK (Forward Kinematics)?
Forward Kinematics (FK) is a rigging system where the movement of one joint affects the others in a chain, moving “forward.” The higher joints influence the lower ones, but the last joint in the chain only influences itself.

For example, think of the FK system as a chain, where moving the root joint will move the whole chain, with each joint following the next.

What is IK (Inverse Kinematics)?
Inverse Kinematics (IK) works in the opposite way: the last joint in the chain has the most influence. When you move the end joint, the system automatically adjusts the rest of the joints in the hierarchy.

An example of this is when grabbing a mug. In IK, the hand will take priority, allowing for the accurate movement of the fingers, while the rest of the arm follows the hand’s movement.

Switching Between FK and IK
Most rigs come with a switch between FK and IK systems, which makes animating characters easier and more intuitive. For instance, if you’re animating a character grabbing an object, you’ll use IK to control the hand. Once the object is released, you can switch to FK to animate the arm’s movement more naturally.

Using IK for Sitting Positions
For actions like sitting where the hands touch the knees, it’s best to use IK. This ensures that the hands stay properly placed on the knees, while the rest of the body adjusts accordingly.

Categories
Design for Animation, Narrative Structures & Film Language

Week 9: Critical thinking for research topics

Categories
Animation

Week 8: Polishing off walk cycle.

Critique walk cycle & ideas for body mechanics exercise.

Walk Cyckle Spline critique

The main objective of a walk cycle is to ensure that the body moves forward naturally. This means the body must lean forward during the consecutive stages of each step. Below are the key adjustments and considerations for refining the walk cycle:


1. Translation Z (Forward Movement)

  • Ensure that Translation Z is represented by linear interpolation to maintain a constant speed as the character moves forward.
  • Delete any unnecessary in-between frames. Move the graph (up or down) to approximate the correct forward movement. Add new keys where necessary to refine the body’s shifting forward.
  • After readjusting (e.g., by adding new keys at poses where the forward lean should be exaggerated), select all the keys and apply linear interpolation to maintain a smooth and consistent speed between frames.

2. Translation X (Side-to-Side Movement of the Body)

  • For Translation X, aim for a sine wave-like pattern in the graph editor to simulate the natural side-to-side motion of the body.
  • Adjust the amplitude of the sine wave to exaggerate the figure-eight motion of the body.
  • Use the motion trail as a reference to ensure smooth and accurate movement.

3. Adjusting Leg Pivoting

  • Focus on the leg that is pivoting off the ground.
  • Apply foot roll to the other foot as it makes contact with the ground after the step.
  • In the graph editor, check the foot roll curve to ensure there is continuous motion without flat lines. Flat lines indicate unnatural pauses in the foot’s roll motion.

4. Refining Knee Movement and Body Translation

  • Adjust the knee in coordination with:
    • Foot roll
    • Translation Y (up-and-down movement of the body)
    • Rotation Y (rotation of the body for balance)

5. Pivoting the Foot Between Poses

  • The pivoting of the foot from the ground should occur between the down pose and the passing pose.
  • Allocate additional frames if needed to ensure the pivoting is smooth and realistic. This will enhance the overall quality of the walk cycle.


Body mechanics

Planning

Planning is essential not only for the upcoming assessment next week but also for work in the industry. It is important to present the general idea in a way that others can easily grasp what you are doing, including references, storyboarding, notes, and other planning materials.

Overview

Body mechanics focuses on the functionality of body movement, such as body weight shifts, foot placement, and overall physicality. Only after the functional part is well executed can acting and emotional expression be effectively added to the animation.

Shooting your own reference

  • Maintain the same angle you’re animating to. Record at eye level for consistency.
  • If using a single camera, record in a 3/4 perspective view. Alternatively, use multiple cameras to capture movement from several orthographic views.
  • Lock the camera to prevent unintended movement.
  • Use mirror reflections if working with a single camera setup.
  • Test movements in 2D first, using drawn blocking before animating.

Planning Details

  • Animation duration: 5 seconds.
  • Include references, sketches, planning materials, and video footage.
  • Use the bony rig, focusing on body movement and avoiding hand details at this stage.

List of Activities:

Easiest:

  • Jumping on the spot.
  • Getting up from a chair to standing.

Advanced:

  • Going downstairs.
  • Walking upstairs.
  • Jumping down from a ledge.

Getting Up from a Chair to a Standing Position

When sitting, the center of gravity (COG) is distributed across the spine and buttocks, with the body weight resting on the chair. To stand up, the body weight must shift forward and upward.

  1. Initial Movement:
    • The pelvis rotates on the X-axis, allowing the upper body to move forward.
    • The chest also rotates on the X-axis, bending the character forward into position.
    • This movement is pelvis-driven, although the head moves first due to the shift initiated by the pelvis. Avoid misunderstanding this as head-driven movement.
  2. Weight Transition:
    • The body weight shifts forward onto the legs before moving upward.
    • The movement transitions from a “C” shape (sitting) to an inverted C shape (standing), with an intermediate S shape to ensure smooth, natural movement.
  3. Spine Action:
    • The spine stretches and then compresses slightly as the character stands, creating a dynamic squash-and-stretch effect.

Approach:

  • Use a pose-to-pose animation method, beginning with key poses and refining them with in-betweens.
  • Blocking should focus on capturing major transitions first, then addressing smaller details.

Timing and Spacing:

  • Allocate sufficient time to the initial sitting position so the audience clearly understands the character’s action.
  • Ensure smooth and believable transitions between key poses with appropriate spacing.
Categories
Design for Animation, Narrative Structures & Film Language

Week 8: Online tutorials/ project proposal

Categories
Immersion

Week 8: Dynamic Lighting

Post-Processing Volume
The post-processing volume is a powerful tool in Unreal Engine for controlling visual effects.

  • Specify the Region: Define the region where the volume will apply its effects. Selecting “unbounded” makes the effects infinite in scope but can be computationally expensive.
  • Recommendation: It is advised to work with a post-processing volume instead of relying solely on the camera’s post-processing settings.

Mobility Settings for Lights
Lighting in Unreal Engine can be configured based on mobility settings, each offering distinct performance and functionality:

  • Static:
    • Precomputed lighting baked into lightmaps during the build process.
    • Performance-friendly, with shadows baked directly into textures.
  • Stationary:
    • A hybrid of static and movable lights.
    • Some lighting is baked, but properties like intensity and colour can be adjusted at runtime.
  • Movable:
    • Fully dynamic lights with real-time calculations for lighting and shadows.
    • The most performance-intensive option, requiring careful use in large-scale projects.

Directional Light

  • Example Use: The sun within the scene (default name: “Directional Light”).
  • Key Properties:
    • Source Angle: Adjusts the size of the sun.
    • Temperature: A computationally efficient way to define ambience and light aesthetics without relying on post-processing volumes.

Creating a Moon from the Sun:

  1. Lower the source angle until the sun disappears (shrinking into pixels).
  2. Reduce the light intensity.
  3. Create a material for the moon by first making a master material and an instance of it (useful for sky texturing).
  4. Use a primitive sphere, texture it, and place it over the altered sun.

Spot Light
Spotlights are the least expensive light type to use in a scene.

  • IES Profiles:
    • IES (Illuminating Engineering Society) profiles can only be applied to spotlights.
    • These pre-optimized functions enhance performance and realism.
    • Download IES Light Profile Packs from Fab to access optimized light functions and materials.

Key Adjustments for Spotlights:

  1. Increase intensity.
  2. Adjust the inner cone angle.
  3. Change intensity units to the lumen.

Sky Light

  • Skylights provide global illumination and are essential for realistic reflections.

Reflections

  • Access and adjust reflections via the post-processing volume.

Baked Lighting

  • Baked lighting is precomputed and stored in lightmaps, improving performance by eliminating runtime calculations.
Categories
Animation

Week 7: Practicing walk cycle, in spline animation.

Critique walk cycle in blocking & walk cycle in spline exercise.

Walk Cycle Animation in Spline

Delivering process

Rotation X. Sinusoidal.

Translation Z. The character moves with a constant speed, and therefore translation Z is described as a linear interpolation. Because the rig is reversed right to left, the graph editor defines linear interpolation that’s decreasing.

Translation Y. The body shifts up and down, in the cycles, so the approximation should be similar to each of wave.

Rotation X. All the poses, in green, refer to down pos. All the oranges highlights to passing pose. Rotation X, is higher in value for the passing poses, as the body shifts towards the front, and leans forward, significantly more than the down pose. For the down pose, the lean forward is minor, so it’s only slightly moving forward.

Rotation Y, foot.

Translation Z FOOT
As the foot is moving, shaping the arc in Y axis, it moves from place A to B, easing in at the beginning of the movement (start of the making a step) and easing out (stop of making a step).

Categories
Design for Animation, Narrative Structures & Film Language

Week 7: Narrative structure and Character Role

Animation and Its Relationship with Live-Action Cinema

Animation is often discussed in comparison to live-action cinema, which serves as a foundational reference point. While both mediums are distinct in their characteristics and aesthetics, animation offers unique possibilities for scene development that live-action cannot replicate.


Where Do Stories Begin?

The question of where stories begin ties into how we experience films and their narratives.

  • The Title Sequence: It acts as the entry point into the cinematic world, building anticipation and setting the tone. The title sequence invites us into the narrative space, raising the question: Are we inside the film, or is the film inside us?
  • Diegetic Space: Refers to elements of the story—like sound—that occur within the context of the film’s world and can be perceived by its characters. This space establishes a connection between the characters and their environment.

Intertwined Histories

The histories of live-action cinema and animation are deeply connected, evolving alongside and influencing each other.

  • Rotoscoping: Invented by Max Fleischer in 1915, rotoscoping involves tracing live-action footage frame by frame. This technique blends the precision of live-action with the creative flexibility of animation, offering lifelike movement while still embracing artistic stylization.

Narrative Strategies and Innovations in Animation

Animation borrows some narrative strategies from live-action cinema while forging its own unique storytelling modes.

Shared and Unique Strategies

  • Analytical Editing (Realist Influence): Begins with an establishing shot to orient the audience, navigating characters and objects within the scene.
    • Example: The Maltese Falcon, Shaun of the Dead
  • Constructive Editing (Formalist Influence): Omits establishing shots, leaving spatial relationships to the viewer’s imagination. This technique builds suspense and challenges conventional storytelling.
    • Example: The End of St. Petersburg, Number, Please?

Rethinking Practice

  • Provocative questions about narrative structure and medium-specific storytelling arise, informed by theorists like Marshall McLuhan, who viewed technology as an extension of the human body and media as an extension of thought.

What Is Cinema? Realism vs. Formalism

  1. Realism:
    • Cinema as the art of reality, portraying the everyday life of ordinary people with precise, detailed settings.
    • German Expressionism and films like Blue Velvet by David Lynch focus on harsh realities while maintaining an artistic lens.
  2. Formalism:
    • Cinema as an interpretation of human expression, offering a new way to view reality.
    • Examples include Hitchcock’s Psycho and Burton’s Vincent, which use framing and visual stylization to transcend realism.

Cinema as Metaphor

  1. Cinema as a Window:
    • In realism, the window is static, offering a view into the world. (André Bazin)
  • Cinema as a Frame:
    • In formalism, the frame is dynamic, shaping action and character focus. (Sergei Eisenstein, Rudolf Arnheim)

Cinema as a Doorway:

  • Cinema acts as a portal to another dimension, transitioning from flat to 3D space.
  • Examples: Orpheus (Cocteau), The Darjeeling Limited (Anderson), and Blue Velvet (Lynch).
  • Cinema as a Mirror:
  • Reflects the boundary between real and virtual worlds.
  • Examples include the works of Bela Balázs and Christian Metz, as well as stop-motion by Robert Morgan, which blurs the line between animation and reality.

Animation as Sequential Art

Norman McLaren emphasized that animation occurs between frames, aligning it with theories of sequential art. This concept highlights the transformative nature of animation, bridging gaps between the real and imagined, and exploring the interplay between the physical and virtual worlds.

By offering new modes of storytelling, animation transcends traditional narrative structures, making it a medium uniquely suited to reimagining the possibilities of cinema.

Categories
Immersion

Week 7: Project progress catch-up


First Thought and Start of the Ideation Process

Deconstructing Familiar Environments

My initial thought was an image of war—collapsing buildings, deconstructed familiar living spaces, and destruction. The man-made landscape is being torn apart by bombing and bombardment, with architecture falling to ruins.

I quickly realized I didn’t like this idea. Scenes of horror, suffering, and terror caused by war are still present today, and I didn’t feel inspired to create something rooted in such darkness. I appreciate the beauty in life, and since there’s already a scarcity of it, I didn’t want to dwell on or reflect on the uglier aspects of human existence.

I think at the back of my head I was referring, to the exhibition I’ve been to in the past “Fragile Brutalism”, exploring the future of the Ukrainian urban landscape affected by the result of the war. More info here Fragile Brutalism | Goldsmiths, University of London


What’s Possible?

As a complete beginner, I faced the limitations of not knowing what was possible to achieve. In the first week, we were shown some examples, and as the weeks progressed, I discovered more and more possibilities. I was encouraged by the idea that almost anything can be brought to life in Unreal Engine. However, I also became acutely aware of the vast amount of knowledge I lacked.

I knew it would take time and effort to learn how to implement my ideas. Discussing this with Serra, we both agreed that my decision to approach the project experimentally was reasonable and justified.


What is a Familiar Environment?

It’s the places we live, love, and laugh in. The world around us—nature, the countryside, landscapes.

I started off thinking generically. But the key word for me was “environment.” While reading 3D World magazines, I often came across terms like “environmental artists.” That’s what I wanted to learn: how to create worlds.

I wanted to think big, so manually placing assets wasn’t an option. Instead, I explored ways to optimize my workflow. I discovered procedural techniques for populating terrains with objects such as rocks, trees, and foliage. Most of my inspiration came from other artists’ work, especially those featured in 3D World magazine.

Initially, I thought the concept of the familiar could be boring. It needed deconstruction to make it exciting. Unreal Engine offers a platform to create far beyond regular landscapes, so I thought—why not aim high?

Soon, I became inspired by surrealist aesthetics, particularly paintings with surreal themes. I was drawn to the works of Polish artist Zdzisław Beksiński, whose art I was fortunate to see last summer in Sanok. Examples of the Beskinksi work are pasted for reference below.


Exploring Surrealism

This led me to explore methods for visualizing the unconscious mind, inspired by Sigmund Freud’s theories. Freud famously disapproved of surrealist aesthetics, yet his ideas about the unconscious deeply influenced the surrealist movement.

The unconscious often produces surreal visuals that lie between the real and unreal, resulting in distorted yet sophisticated aesthetics. These visuals are often odd, mysterious, and compelling. To me, this felt like an interesting way to deconstruct familiar landscapes.

Salvador Dalí, for example, used techniques to manipulate his perception. One of his methods involved waking himself from sleep just as he entered the deep phase, by letting a plate fall and create noise. This allowed him to capture distorted perceptions of the room around him.

I became fascinated with these ideas—perhaps too fascinated—and spent far too much time reading about Freud, Jung, and the surrealist movement. Eventually, during a conversation with my mentor about my project’s progress, I realized my true goal was to learn Unreal Engine. So, I moved on to practical studies and decided to incorporate only a few surrealist concepts into the art direction of the project.


World Creation

For this project, we were advised to use assets from Fab (formerly Quixel Bridge). Essentially, the world was our oyster. However, I was hesitant about using someone else’s entire project. I wanted to create something of my own, even if it might not look as visually impressive.

More than anything, I was interested in techniques rather than visual appeal. I decided to focus on functionality first and add the “icing on the cake” later. My approach was similar to developing a minimum viable product (MVP): start small, iterate, and improve.


Terrain

The foundation of any world is its terrain. Unreal Engine includes a landscape mode for sculpting environments. Using a brush, the terrain can be shaped manually. However, most tutorials recommend using heightmaps instead.

I experimented with this. First, I generated a Perlin Noise heightmap in p5.js and used it to create the terrain. It worked to some extent.

Then, I tried digital drawing in Adobe Fresco, creating black-and-white images with brushes scattered across the canvas. This method also worked, but I wasn’t particularly impressed with the results—or the process.


Categories
Animation

Week 6: Vanilla walk cycle.

Critique weight shift & Planning and blocking for walk cycle animation.

Philosophy of Walking

“Walking is the process of falling over and catching oneself just in time.”
This simple yet profound observation highlights the forward-leaning posture inherent in walking—a controlled imbalance that propels us forward.

“Walking is the process of being stuck in place for a moment before moving ahead.”
This personal reflection adds a philosophical layer to the act of walking, emphasizing the interplay of stillness and motion that defines each step.

Here’s a revised and polished version of your text, broken into sections for clarity and flow:


Philosophy of Walking

“Walking is the process of falling over and catching oneself just in time.”
This simple yet profound observation highlights the forward-leaning posture inherent in walking—a controlled imbalance that propels us forward.

“Walking is the process of being stuck in place for a moment before moving ahead.”
This personal reflection adds a philosophical layer to the act of walking, emphasizing the interplay of stillness and motion that defines each step.


Walking Styles: Personality Through Motion

Each character has a unique way of walking, which can be crafted to reflect their personality and mood. By manipulating timing, position, and offset, animators can develop distinct characteristics that make every walk cycle feel alive and meaningful.

Inspiration: Ryan Larkin’s Walking

Shows how tiny changes in posture, rhythm, and style can portray various personalities and moods through the simple act of walking.


Body weight shift critique


Overall, this is a good attempt; however, more focus needs to be placed on the centre of gravity (COG) and physical accuracy. Some of the proposed poses in the blocking phase are unrealistic and impossible to recreate with the human body in real life. Therefore, it is advisable to always cross-check the poses against your own body movements to ensure they are achievable and grounded in reality.


Vanilla walk cycle blocking exercise

The purpose of this exercise was to understand how the walk cycle works. Due to the complexity of the movement, where all body parts are in motion—and each can be broken down into principles like the bouncing ball—it is particularly challenging for beginner animators to animate a walk solely based on reference. To address this, George provided full guidance through the animation process, demonstrating how to block a walk cycle in 24 frames per cycle.


My submission on Syncsketch: Walk Cycle -> Walk_cycle_front