Course Conclusion

Through the courses DESIGN FOR ANIMATION, NARRATIVE STRUCTURES & FILM LANGUAGE, I have learned a lot of knowledge of animation theory, such as Visual Language and Cultural Contexts, Three-Part Story and Five-Act Structure, Golden Ratio, the rules of screen orientation and so on
After the course, I developed the ability to propose problems by myself, collect data and read literature, study the problem, and write a report, which helped me a lot.

Final Project 10: Character Animation 2

Do an animation of outstretched handsThe animation of outstretched hands:

Reference:

2D planning:

Animate the character:

Although the details of the animation are not perfect, just make sure that the animation in the range of the camera has no problem.

Ik rig this animation:

Place the exported animation into the scene and place camera:

week10: Determine the structure of the paper

Title: Adaptations of Chinese poetry in cross-cultural animated films — A case study of Disney’s animated film Mulan

Research Question:
→Chinese poetry is short, concise and graphic to reflect the life of the ancient Chinese people, and compared with other literary works, poetry reflects life in a more focused and typical way. As I have a strong interest in poetry and animation, I would like to explore:
1. American animation film themes adapted from Chinese poetry, in the animation of the traditional Chinese cultural understanding and output whether there is an error?
→We want to explore whether there is any difference, and we decided to look at the difference in the storytelling content and the character design (including character costume/character personality, etc.) in the story.

2. What are the differences between animated films in terms of storyline and character design?
3. Why are there errors/reasons for the errors?

4.What kind of impact will this kind of cross-cultural animation film have on the animation industry and humanities?
5. Attitudes towards cross-cultural animated films

Final Project 9: Character Animation

Bind a mask to the character’s face:

Step1: Add slots to the bones

Step 2: add a blueprint for mask

Step 3: Add a mask to the blueprint of the character and edit the parent class and location of mask

Do character animation on bony_take off mask(half of body):

reference :[Because there is no mask, I use glasses instead]

key the animation:

modify Graph Editor:

Bake to animated sequence and do ik rig:

Add to animation sequence, set camera, and modify the f-number:

add mask blueprint and edit its location:

Do another side of view:

Final Project 7: Change Model & IK rig

Change another model to fix some problems when doing character control rig

[Because there was a problem with the binding of the model selected before, I asked the teacher in class and decided to change the model]

model resources

Check Ik rig:

[With ik rig, I can animate on bony models and export them to my animated characters]

Output ‘walk’ Animation Sequence on my character and do a shot:

[However, I still hope that the character’s foot has been injured when entering. Besides, the teacher suggested that we as animators should make more animations in class, so I will replace the animations made by myself later]