Lesson Today
In today’s lesson, we conducted tests on the physics system within Unreal Engine (UE), specifically focusing on fracturing models, constraining them, and recording the resulting animations in two distinct ways. This process allows for the rendering of animations and enables further editing post-production.
I found the lesson particularly useful as it built upon concepts I had previously learned in Maya, although the approach in UE differs significantly. Additionally, learning the recording process within UE’s sequencer, where animation properties such as location, rotation, and scale can be edited on a timeline, was highly beneficial for future animation editing.
Project Progress
This week, my focus will be on selecting an appropriate model and designing the environment. I intend to utilize a fish model sourced from the Epic Games Fab platform for this purpose.

Since the model lacked a rig, I implemented one to animate the fish’s fins, face, and tail effectively. Additionally, I plan to adjust the fish’s color and texture to align with the storyline and overall environment design.
For the environment, I initially selected an unsuitable asset, mistaking it for a model-rich, imaginary underwater world. Unfortunately, it turned out to be a simple HDMI photograph, highlighting the need for greater caution when purchasing online assets.
