Maya works in term1
Category: 1.1
This short film follows an outsider—a small shark—who wanders into an underwater bar populated by identical tree-like NPCs, revealing an amusing and slightly surreal encounter. Shot 01 — Establishing Shot Duration: 6–8sFraming: Extreme Wide ShotCamera: Slow push-in DescriptionAn underwater forest unfolds under low-contrast lighting.Twisted and interwoven tree roots fill the frame.Deep within the forest, a […]
Body Mechanics Polish In the body mechanics polish stage, I refined secondary motion such as arms, hands, head, and spine to enhance balance and weight without introducing acting.Subtle offsets and follow-through were added to improve realism while preserving the original timing and mechanics.” Body Mechanics Polish – Key Points Focus Area Polish Notes Arms & […]
Body Mechanics Spline& Camera Setup In the spline stage, I refined the motion by cleaning the root curves first and adjusting spacing rather than adding extra keys.The camera was placed in a fixed side/three-quarter view to clearly showcase the character’s weight shifts, jump arc, and landing compression. Spline Stage Focus Area Key Points Stepped → […]
I evaluated my blocking by checking the clarity of the root trajectory, ensuring a single explosive take-off, a readable airborne arc, and a strong sense of weight during landing. The motion reads clearly in stepped mode without relying on interpolation Blocking refined Summary Focus Area Self-Check & Refinement Root / Weight Adjusted the root to […]
Core Purpose of UE Rendering UE’s rendering system is used to output high-quality still images and animations from real-time scenes. By combining lighting, materials, cameras, and post-processing, it enables near cinematic-level visual results. 1. Rendering Methods & Global Illumination 2. Lighting System 3. Materials & Textures 4. Post Processing 5. Movie Render Queue (Final Output)
Body Mechanics Blocking I planned the standing long jump with 100 frames at 24fps, focusing on clear weight shifts.The anticipation and landing take longer to show mass and gravity, while the take-off is faster to emphasize explosive force. The airborne section follows a clean arc based on real-world reference. Standing Long Jump – Key Pose […]
1. Basic Lighting Concepts 2. Static vs Dynamic Lighting 3. Light Types and Mobility Light Types Light Mobility 4. Artificial Lighting – Practical Use 5. Reflection System 6. Lumen Overview 7. Lumen Setup and Quality Control
Body Mechanics Planning Body mechanics refer to the mechanical actions of the body, such as: The first layer of animation is always solid body mechanics, and only after that comes acting and emotion.This assignment focuses only on the physical action of moving from point A to point B, without acting elements. About my work Standing […]
For George Polishing Walk cycle In the polish stage, I refined foot contact, hip motion, and arm swing while preserving the original weight shift and timing.The walk remains neutral and readable, with clean curves and stable contact throughout the cycle. Focus Area Polish Requirements Weight Shift Preserve the original blocking logic; fully transfer weight onto […]