Categories
FMP

Final Major Project: Loopy’s Adventure/ Loopy on the Loose

Final Outcome

Credits:

epic game launcher fab(envir), alorema.gumroad(Mego V2), Turbo Squid, Sketchfab

Special Thanks:

George, Serra, Friendred, Shihong

The Making of Video
Final Fix
Compositing
Rendering
Lighting & Camera Change
Adjustments
Animation: Spline
Animation: Blocking

I began working on the animation and quickly realized that the process required significantly more time than I had initially anticipated. Nonetheless, here is Shot 2.

Special thanks to George for his valuable feedback on this shot. One of the major revisions involved the awkward animation of the clown making the balloon in front of the audience. Initially, I had planned to cover the clown’s hands with smoke during the post-production compositing phase. However, George suggested making the clown face away from the camera, effectively concealing the issue and reducing the need for additional adjustments later on.

This revision proved to be quite effective, and I also took the opportunity to enhance the little girl’s facial expressions with additional detail. That concludes the work on this shot, there is still much to catch up on.

For the ballon dog shot, apart from recording myself for reference, I have also did some research online about how cartoon characters fall in order to make the shot entertaining and interesting.

While creating the blocking for the animation, I realized that animating the balloon character was more challenging than expected, despite its lack of complex anatomical features. This difficulty stemmed from the need to convey emotions and narrative solely through body movements, without relying on facial expressions.

To ensure the emotional intent was effectively communicated, I continuously sought feedback from peers, asking how the animation felt to them and adjusting accordingly.

Rigging

As the model I selected for the main character, Loopy the dog balloon, did not include a pre-existing rig, I was required to rig it manually. This process presented several challenges. Firstly, the initial rig was overly simplistic and lacked the necessary functionality for more nuanced movements such as head tilting. Furthermore, the rig was missing key control systems for individual body parts. For instance, there was no master control to synchronize the movement of the ears with the head, which made the animation process significantly more time-consuming, as each ear had to be animated separately.

In addition, I encountered difficulties with weight painting, particularly related to the rotational control of one of the ears. These issues underscored the importance of beginning the animation process as early as possible. Despite performing initial checks on the rig, many problems only became apparent during actual animation. This experience highlighted that certain technical limitations are difficult to identify prior to practical use.

Test Render

I conducted preliminary tests of several camera shots from my previsualization using the models and character assets. While the intended atmosphere was successfully conveyed, the lighting proved suboptimal, and certain texturing issues became apparent, particularly on the little girl’s face and in the rendering of the grass, which appeared unnaturally white. Due to current time constraints, these elements will be addressed and refined at a later stage of production.

Setting up

In order to allocate the majority of available time to the animation process, I elected to forego the modeling stage and instead utilize pre-existing rigs and environments sourced from online repositories. My initial attempt involved the use of Fab (Unreal Engine) and Truong’s resources. While I was able to locate several professional-quality rigs that met my technical and aesthetic requirements, their acquisition proved cost-prohibitive, as they were available only through subscription-based licensing models that required recurring monthly payments.

I identified a suitable asset from Fab and subsequently integrated it into a new Unreal Engine project file. To evaluate its potential within the production pipeline, I conducted a series of test renders, experimenting with multiple camera angles to determine those most consistent with the visual composition and narrative intent established in my previsualization (previs) stage.

However, several technical challenges were encountered during the process. One notable issue involved the inability to successfully import FBX rigs containing both textures and animations from Autodesk Maya into Unreal Engine (UE). To address this, I experimented with multiple troubleshooting approaches, including exporting the assets via Alembic cache, upgrading to a more recent version of UE, and separately importing an FBX file containing only the texture data into UE. Despite these attempts, the problem persisted, necessitating further investigation into compatibility and asset pipeline optimization.

Ultimately, the only viable solution was to re-rig the model entirely within Maya prior to export. It is plausible that the original rig contained underlying technical inconsistencies such as non-standard naming conventions, residual construction history, or other rigging irregularities that contributed to the incompatibility issues experienced during the import process into Unreal Engine.

I also conducted a series of tests to evaluate the textures, reflection quality, and other rendering attributes. These issues required resolution prior to commencing animation, as addressing them in post-production could result in an excessive and potentially overwhelming cleanup process at the final stage of the pipeline.

Previs

This previs was originally developed during Term 2. No subsequent modifications were made, as it effectively conveyed the key narrative elements I intended to present. Moving forward, I will refine this previs by replacing the characters with updated references and proceeding with blocking and spline stages. The updated version will be stored in the same project folder.

Storyboard

The narrative recounts an incident in which a clown, while attempting to hand a balloon to a child, inadvertently released it. The balloon drifted into a hazardous location, namely, a busy street filled with moving vehicles. Remarkably, it neither burst beneath the weight of the cars nor succumbed to the sharp spines of a nearby cactus. Instead, it was eventually retrieved and “adopted” by an individual.

The underlying moral emphasizes that even under adverse or perilous circumstances, outcomes can take an unexpectedly positive turn. This lesson also serves as a broader metaphor for the importance of animal adoption. Many animals face challenging and distressing conditions beyond their control, and adopting them offers a chance for safety, care, and a renewed quality of life.

Ideation

This narrative originated from an experience I had one evening while returning home. As I walked, I observed a solitary balloon adrift in the night air, carried intermittently by the wind. It drifted between the roadway, where vehicles passed continuously, and the pedestrian pathway, moving back and forth in an almost rhythmic motion. The account that follows is a creative interpretation of the scene I witnessed that evening.

I remained stationary for some time, observing the scene. The striking contrast in color and texture, combined with the sense of anxiety I experienced while witnessing the event, served as the primary source of inspiration for this story.

Subsequently, I began sourcing reference images to create mood boards, enabling a more comprehensive understanding of the intended color palette. In addition, I developed character biographies for the principal figures in the narrative.

Categories
Advanced and Experimental 3D computer Animation Techniques 1 project 1

(T3) Week 20: Final Voice Acting

Spline Final Polish

This is the final version of the animation that I will be submitting. I feel significantly more confident with this version, particularly after incorporating the dragging of the body toward the head and adding more in-betweens to enhance the transitions between movements and facial expressions.

Through this exercise, I have developed a deeper understanding of facial animation. I discovered that using filmed references of myself was more challenging than anticipated, especially in comparison to exercises focused on body mechanics. Even when attempting to portray a specific emotion, it often does not register clearly on the face.

For instance, I have learned that a worried expression typically involves the downward corners of the eyes and mouth, along with eyebrows that curve downward while maintaining a slight separation above the eyes. This understanding is reflected in the screenshot provided below.

Achieving convincing facial expressions in conjunction with appropriate body gestures requires a high level of observational skill and familiarity with both real-life behavior and animated performances. I intend to continue applying the insights gained from this experience.

Categories
Advanced and Experimental 3D computer Animation Techniques 1 project 2

Week 10: Final Submission

The outcome of the 3D animation portion of this project is relatively satisfactory. However, there remains significant room for improvement in the stop-motion segment. Key areas that require further development include the clean-up of individual frames, refinement of the background, and the overall quality of the sketches. These elements currently lack the level of polish I would expect in a finalized piece.

This project marked my first encounter with stop-motion animation, a medium that proved to be both challenging and rewarding. I have come to understand that stop-motion demands considerable patience, meticulous planning, and an intensive post-production process. Despite the difficulties, this experience has allowed me to develop a new skill that broadens my creative capabilities.

It is important to note that this version of the project is not yet finalized. Due to time constraints, I am only able to submit the current iteration as a preliminary result. As such, I do not feel confident incorporating the stop-motion work into my Final Major Project (FMP) in its current form, except perhaps as supportive material or a credited experiment. However, I plan to continue refining the animation, lighting, and environment over the summer, with the aim of potentially including an improved version in the final FMP presentation.

Categories
Advanced and Experimental 3D computer Animation Techniques 1 project 1

(T3) Week 19: Voice Acting Spline

Spline

This week, I focused mainly on fixing the shoulders of my model. At the beginning of the process, I made a mistake by rotating the Y axis, something I later realized I should not have done. This small error caused a ripple effect, forcing me to reset the Y axis value to zero and make further adjustments to connected parts like the neck and chest. It was a frustrating experience, especially because it felt like I was going backward before I could move forward.

Despite the setbacks, I am actually surprised by the outcome. The final result turned out better than I expected, and I learned a lot from working through the problem. It reminded me how important it is to double-check the foundation before moving on to more detailed elements.

Next time, I will ask for help earlier in the process. Whether it is a student assistant, a teacher, or a classmate, getting a second pair of eyes to look over the body setup before jumping into the face will save time and stress. Working on both the body and face at the same time is more complicated than I thought, and it makes it harder to know where to focus. This experience taught me the value of patience, planning, and collaboration.

Categories
Advanced and Experimental 3D computer Animation Techniques 1 project 2

Week 9: Resolume Arena VJ software, Midi Controller

Today’s session focused on learning the basics of Resolume Arena, the fundamentals of VJing, and how to use a MIDI controller in a live visual performance setup.

Key topics included clip triggering, layer management, and effect controls in Resolume, as well as mapping MIDI hardware for more intuitive real-time control.This foundational session sets the stage for more advanced creative workflows in future projects.

We could edit the workspace into the way we like to work, for instance, we can choose to press any button on the keyboard to control the clip we wanted to.

Can do the same thing to a MIDI controller. A MIDI controller refers to a controller which you could professionally use in different events for festivals or even house party, it seemed really fun to me.

This week, progress has been limited due to a heavy workload from two other submissions, as well as ongoing tasks like the thesis proposal and the voice acting spline. However, I did manage to re-record the stop-motion segment for the first part of the animation to achieve a cleaner version and ensure better alignment with the 3D portion.

I added this shot which is having the same action as the 3D animation to make transition from stop-motion to 3D smoother.

This is also another test with the same shot but with parachute appearing at the end. I will hand draw the animation of the parachute later on.

For the car crash part, I also re-recording the stop motion as I think that the previous version is not that good and kind of rough.

I also re-recorded the stop-motion part for the pop part where the balloon pops when its in the sky. I think for this part, if sound effect is added, it would be more realistic and understandable.

For 3D animation, I started gathering the environment together and comparing which aesthetic and style suits my animation more. Seems like the right one fits better.

Categories
Final Major Projects and Thesis Thesis

(T3) Week 5-8: Nigel

We received additional guidance on academic writing, conducting literature reviews, and developing our thesis proposals. Our tutor consistently emphasized the importance of proper referencing and demonstrated how to use Cite Them Righteffectively.

Key points covered included:

Voice in Writing:
The tutor highlighted that passive voice is generally considered more formal than active voice in academic writing.

Summarizing Scholarly Work:
Understanding how to accurately summarize other scholars’ ideas is crucial. This involves clearly and appropriately conveying their concepts when explaining or discussing them in our own writing.

Quotations:
Using quotations correctly is essential to support arguments and maintain academic integrity.

Paraphrasing:
Paraphrasing goes beyond simply changing words or phrases. It requires a deep understanding of the original material to restate it meaningfully in your own words.

Returning to my thesis proposal, I have drafted a survey for my research consisting of six multiple-choice questions with follow-up prompts. Although six questions may seem limited, I believe this brevity increases the likelihood of teacher participation, given their busy schedules and possible reluctance to complete lengthy surveys.

I have already begun distributing the survey to primary schools and am currently awaiting their responses.

Additionally, I identified a campaign that aligns with my research focus and have reached out to them to explore the possibility of collaboration.

This campaign employs Pixar-style characters as educational tools and has reached over 200 primary schools, utilizing this approach to mitigate anxiety among students.

Categories
Advanced and Experimental 3D computer Animation Techniques 1 project 2

Week 8: Experimental Project update

This week, I completed the credit sequence of the animation and began focusing on refining the full animation by adding textures, correcting transitions between shots, and performing other polishing tasks. However, I feel that more time should be allocated to the animation process, as the current timeframe is quite limited and insufficient, which raises concerns about the overall quality of the final outcome.

During the post editing process, I have been testing with different backgrounds, and I also realised that there are some issues going on. Initially, I wanted to hand drawn everything like the background, characters etc, but the style does not really match with the claymation(Left image).

This was the version without the green screen and the rigging.

After adding the credits text and reducing the size of the animation frame helps making it looks more poilished and not that buggy.

This is the initial version of the whole animation for the submission, but so many things to polish, so I will keep the work going on and finish it as soon as possible.

Categories
Advanced and Experimental 3D computer Animation Techniques 1 project 1

(T3) Week 18: Voice Acting Blocking +

Blocking Plus +

To be honest, this version makes me feel a bit uneasy. There is a weight to everything we have learned so far, and I am beginning to feel the pressure. It has been overwhelming trying to keep up and make sense of it all.

While working on the blocking, I tried to refine the poses by adding more keyframes. However, instead of bringing clarity, it made the movement feel unstable, which was definitely not the intention. The animation is supposed to feel snappy and deliberate, not busy or chaotic. Every adjustment I make seems to create new issues, and I often feel like starting over completely.

At the moment, I feel somewhat lost in the process. I understand that this is a natural part of learning, but I am realizing that I could really use more guidance to help me move through this phase.

After receiving feedback, I feel somewhat more confident about the concept of overshoot. I had misunderstood it before, thinking it referred to continuous movement at the end. But now I understand it as a reactive movement that follows an action. For example, when someone jumps and lands, they do not just stop. There is a small rebound or follow-through motion, like in the video I found.

Categories
Advanced and Experimental 3D computer Animation Techniques 1 project 1

(T3) Week 17: Animating Dialogue (Blocking)

Animating Dialogue

In the lesson today, we went into the details of animating dialogue and lip syncing.

Vowels Define the Shape of Emotion: Approaching Lip Sync

When animating dialogue, it is not just about syncing the mouth to sound, it is about capturing the emotion behind the words. Vowels play a critical role in this; they shape the emotion of the performance. A character does not just say something, they feel it.

Lip Sync as Phrasing, Not Words

Think of dialogue in terms of phrasing rather than individual words. Natural speech blends sounds together. For example, we often say “how’s it going?” as “howzitgoing?” Avoid animating word by word. Instead, animate the flow of thought and speech.

Animate Thought, Not Just Action

Do not animate what the character is doing, animate what they are thinking. Strong performances come from clear intentions. This means using only a few key poses (typically three) that express the character’s inner state. Stay in these poses. Let the performance breathe.

Aaron Blaise, Disney veteran animator, emphasizes this in his approach.

What Makes Up a Sound?

Understanding how we physically produce sound will improve your lip sync. Here are the core elements:

  • Tongue
  • Lips
  • Jaw – Place one hand under your jaw and another on a table. Speak. You’ll feel the subtle movement. The jaw rarely opens abruptly or too wide. Observe carefully.
  • Teeth
  • Vocal cords
  • Nose – Yes, the nose moves too (these subtle movements are typically added during the polish phase).

Phonemes: Variations in Pronunciation

Phonemes are the building blocks of speech, distinct sounds that make up words. Knowing the different pronunciations helps you create accurate and expressive mouth shapes.

Tools & Tips

Software to Download:

  • Tween Machine / Anabot – Great for easing poses and automation.
  • Chester Sampson – Explore tools and rigs provided by this artist for practice and workflow enhancement.
Voice Acting Blocking

Before diving into blocking for this voice acting animation, I spent extra time refining my reference footage. I wanted a stronger foundation to animate from, but I quickly realized just how challenging referencing can be.

It felt like animating an imaginary face rig on my own face. Beyond just memorizing the dialogue, I had to consciously control every subtle movement: eyebrows, eyes, jaw, nose. Managing all of that simultaneously while staying in character proved to be much harder than I expected. I ended up recording myself over 20 times for a single shot just to capture the right performance.

What stood out to me is how different referencing for animation is compared to everyday conversation or even live-action acting. While it shares some similarities with movie performance, animation requires an added layer of exaggeration and clarity. It is more stylized and cartoonic, and that means the acting needs to be more deliberate.

It is an ongoing process, but every iteration teaches me something new about performance and motion in animation.

This version of my reference is the first major revision I made. However, I noticed the chest movement was too shaky and lacked a clean arc. It didn’t feel snappy or fluid enough. So I recorded another take, aiming for a quicker transition into the second pose and a smoother overall motion. Then I tried to fix this issue, and the second reference seemed better.

For blocking, I decided to take a different approach compared to my previous body mechanics assignment. Last time, I added a lot of keyframes during blocking plus, but I realized that having so many keyframes made it difficult to make adjustments later on.

So for this first version of blocking, I kept it simple and focused only on the key poses. I keyed the main poses and added keyframes primarily when the mouth shape changed. This helped me maintain flexibility and made the shot easier to refine in the later stages.

Categories
Advanced and Experimental 3D computer Animation Techniques 1 project 2

Week 7: 360 video learning

In today’s lesson, we explored the process of creating 360° videos. I’ve always found the 360° perspective fascinating, whether in games, animations, or virtual experiences. Unlike traditional formats which lock the viewer into a single, director-chosen angle, 360° videos invite us to take control of the experience.

What makes this format so engaging is its interactivity. As viewers, we’re no longer passive observers; we can choose where to look, allowing us to feel immersed and even part of the scene. This sense of presence adds a new layer of storytelling that I find far more exciting than static viewpoints.

To start with, we had to download a plugin from OFF World.

This plugin is also useful because it includes Sprout.

Sprout refers to a feature that enables different software programs to connect with each other. For example, when OFF is added to Unreal Engine, it allows us to link it with TouchDesigner. This means we can view and interact with what is happening in TouchDesigner in real time within Unreal before rendering anything. It creates a smoother, more integrated workflow between platforms.

We could then start with the 360 camera.

To create a 360° video, we first adjusted the project settings and added new Blueprints within the level. We then used the Sequencer to animate the scene, followed by rendering the output. Finally, we made minor edits using Media Encoder. With these steps completed, the 360° video was successfully produced.

As part of my experimental project, I have been testing various aspects of the credit sequence in stop motion animation. Key considerations and constraints I encountered include:

  • Camera Limitations
    • Zooming in or out is not possible during filming.
    • Choice of camera setup (e.g., top view vs. front view) must be finalized beforehand.
  • Stability and Movement
    • The stability of the armature directly affects the flexibility and smoothness of the animation.
    • The tripod was taped to the floor to ensure a stable shooting setup.
  • Frame Rate
    • Different frame rates were tested to determine their impact on motion quality and pacing.
  • Editing Techniques
    • Explored the use of copy-and-paste techniques to streamline the editing process.
  • Lighting Conditions
    • Lighting must remain completely consistent; any changes can disrupt visual continuity.
  • Frame Ratio
    • The aspect ratio needs to be determined before shooting, as changes are difficult later.
  • Pre-Production Planning
    • Stop motion requires detailed and precise setup in advance due to the limited ability to make changes once filming begins.

In this version, I accidentally switched on a light during the final part of the video, which resulted in an abrupt and noticeable change that disrupted the visual consistency.

This is some testings with another shot, but I will fix it and polish it soon.

Although this version maintained consistent lighting, the frame size appeared distorted. It looked different after export compared to how it appeared during editing. I later realized that the frame size should have been properly adjusted before filming the animation.

This was another test using the previous version of the rig, which was more fragile and allowed movement only in the tail.

This is the final selected shot for the animation, chosen after extensive adjustments, testing, and experimentation prior to filming. However, there is still considerable post-production work remaining. I plan to hand-draw the side characters and background, remove the green screen and rig from the footage, and add sound effects and music to complete the project.

Here is another behind-the-scenes video of my process. Stop motion animation is a very time-consuming and patience-demanding task, as adjustments cannot be made on the spot. Instead, any errors require redoing the sequence from the beginning.