week5: Maya Xgen

In order to make the hair that fits the character, I divided the character’s hair into two parts. One part was the tied hair, which was fixed, so I directly used the model to make it, while the scattered hair I wanted to achieve the effect of flying in the wind, so I made the scattered hair by learning maya’s xgen function. Here are some of the screenshots I made.

I have written down my maya xgen workflow as a record of sharing and learning:

  1. Prepare the model:
    Make sure the character’s model is topologically sound and has UV (XGen relies on UV to generate hair). Create a section of your Scalp that will be the firing area of your hair. Part of the geometry can be copied from the character model and optimized.
  2. Create an XGen file:
    After selecting the scalp model, go to the XGen panel.
    Click Create XGen Description and in the window that pops up:
    Set the description type to Groomable Splines (for artistic control) or Spline Primitives (more for programmatic generation).
    Select the appropriate distribution (such as plane-based or point-based).
  3. Adjust hair distribution and shape:
    Use XGen’s Density property to control hair density. Adjust hair Length and Randomize.
    Add Modifier (e.g. Clump, Noise) to create a natural effect.
    Fine hair styling: Enter the Grooming Tool and use the brush tool to adjust the hair shape:
    Comb Tool: Comb the hair direction.
    Length Tool: Increases or decreases local hair length.
    Clump Tool: Create a hair bundle.
    Noise Tool: Add randomness to natural hair.
  4. Add materials and render:
    Create a special Hair texture for your hair (usually using Arnold’s Standard Hair Shader or another renderer’s hair texture).
    Adjust the hair’s reflection, highlight and transparency parameters to simulate realism.
    Here, I will import UE for further hair calculation in the future, so the material will be adjusted in UE in the future.

Here’s my take on the steps of Grooming to import Maya’s XGen hair into Unreal Engine (UE) : Usually it needs to be processed through Alembic cache or grooming data

  1. Prepare
    Optimize the hair: After you have finished creating the XGen hair in Maya, make sure the hair shape is adjusted.
    Reasonable optimization of hair quantity and segmentation to reduce resource consumption. Make sure there is no problem with the scalp model UV.
  2. Export XGen to the Alembic format
    Convert XGen to a dynamic curve: In Maya’s XGen panel, select Generate > Convert XGen Primitives to Interactive Groom Splines.
    The converted hair is curved and can be used to generate an Alembic cache.
    Export Alembic file: Select the generated curve. In Maya’s menu, select File > Export Selection.In export options: Format select Alembic (.abc).
    Make sure the following options are enabled:
    UV Write: Keep UV data.
    Write Visibility: Retain visibility.
    Write Color Sets: Keep color data (if needed).
    Write Geometry: Ensures that the curve derivation is complete.
  3. Import hair into Unreal Engine (I’m using the latest version 5.4 here)
    Enable Groom plugin: In Unreal Engine, go to Edit > Plugins.
    Search for Groom, enable the plug-in, and then restart Unreal Engine.
    Import the Alembic file: In the content browser, right-click and select Import.
    Select the Alembic file you just exported. In the Import options: Import Type is set to Groom.
    Make sure to enable Override Import Settings and adjust the density as required.
    Adjust hair material: After importing, Unreal generates a default material.
    Use the Hair Material that comes with Unreal, or create a new hair material instance. Adjust hair color, transparency, highlights, and reflections to match the effect.
    Attaching hair to a character: Drag the Groom Asset into the character’s skeleton grid component. It is attached To the head bone by attaching to it.

Week4:Dog walk and FMP hair design

Dog 3D animation both front and side view feedback

The center of gravity and the timing of the steps in the dog walking animation are the core of the animation. I have thought about the problems in walking animation and summarized the knowledge points:

Movement of the Center of Mass
Center of gravity position:
It is usually located just below the puppy’s chest (between the front hind legs, slightly forward). The movement of the Root Joint reflects this physical location.
In a quadruped gait, the center of gravity rises and falls slightly with the foot, but usually less than in a biped.
Gait rhythm:
When the front foot lands, the center of gravity sinks slightly.
When the back foot pushes off the ground, the center of gravity is slightly raised.
Center of gravity moving law:
When a puppy walks, its center of gravity will shift slightly from side to side in the X-axis (horizontal) direction as its body weight shifts.
When the left back foot and the right front foot hit the ground at the same time, the center of gravity will lean toward the line between the two feet; And vice versa.
Adjustment method:
The X-axis curve of the root bone is synchronized with the rhythm of the footsteps, forming an “S” shaped periodic swing, reflecting the left-right shift of the center of gravity.
The swing amplitude should be adjusted according to the size of the puppy, and the smaller dog’s swing is more subtle.

The four-legged gait of a puppy usually falls into the following common patterns:
Walk: A diagonal step with a 1-2-3-4 rhythm (e.g., left front, right back → right front, left back).
Trot: Diagonal step acceleration, front and back feet are almost synchronized, the rhythm is 1-2 (e.g., left front and right back → right front and left back).
Gallop: The front and back feet are synchronized in groups, and the rhythm is 1-1 (such as back foot → front foot).

Timing adjustment:
Make sure each foot lifts, swings, and lands evenly. It is recommended to look at the animation timeline, and the keyframes for each foot should be spaced at regular gait intervals (for example, in a 24-frame gait cycle, the starting points for all four feet should be spaced 6 frames apart).

Lift the foot length: lift the foot to reflect the lightness of the feet, especially the front foot, there should be a slightly delayed swing action to avoid too fast.
Swing trajectory: The movement trajectory of the foot should be an “arc”, simulating the natural movement of the dog to lift the foot. Avoid stiffness resulting from straight motion.

Alternating length of front and back feet:
When the puppy walks on all four legs, the ratio of grounding time to lifting time of each foot is about 2:1. In other words, the soles of the feet spend more time on the ground than in the air, reflecting a sense of stability.

FMP hair design: Reference – 2D – 3D outcome

Based on the reference pictures, hair styles and hair accessories conforming to the scene and traditional Chinese style were designed for the three different scenes respectively, and modeling was carried out and applied to the character models.
In addition, due to the disarray of characters during the war, no additional hair accessories were made

Week3:Dog walk and FMP

Dog walk side view feedback:

Adjustment of hip (butt) rotation
The dog’s hips will naturally rotate with each step as the weight of the body shifts. Generally, the rotation of the hips is divided into the following directions:

When the dog steps, the hips will rise and fall slightly with the force of the back foot:
When the back foot lands to exert force, the hips will lift slightly (near the side of the exerting foot).
When the back foot is off the ground, the hip will sink slightly (because the other foot is bearing the weight). This rotation is usually small, but it is important for realism.

Shift of weight:
When the puppy steps, the weight of the body will be alternately transferred to the left and right sides of the back foot.
When one of the back feet lands and exerts force, the hip on the corresponding side will slightly press down, and the other side will slightly raise, forming a “rocking” effect.
This left-right swing should be synchronized with the movement of the center of gravity (which can match the swing of the root bone), and the swing amplitude can be adjusted appropriately according to the size and gait of the puppy.

Natural sense of gait rhythm:
The hips twist slightly from side to side with the gait, depending on which back foot is exerting force.
When the right back foot steps forward, rotate the hips slightly to the left;
When stepping with your left back foot, rotate your hips slightly to the right.
Make sure the hip twist is consistent and avoid overly mechanized side-to-side shaking.

Coordination between the balls of the feet and the hips
The landing and power of the back foot should perfectly match the rotation of the hips. For example, when the left back foot exerts force, the left hip is slightly raised, and the right hip is naturally pressed down, forming an alternate rhythm.

Curve adjustment:
Use Animation Curves to fine-tune the keyframes on the balls of the feet and hips to ensure smooth movement and rhythmic coordination.
Refer to the real video: Slow motion analysis of puppy walking video, pay attention to the relationship between hips, feet, and center of gravity, and imitate its natural rhythm.

Skeleton and controller Settings are recommended
Reverse Foot: Use the Reverse Foot Rig to adjust the detailed movements of the feet and toes.
Root Control: Ensure that the up-and-down movements of the root controller are synchronized with the movements of the sole of the foot.
Hip controller: Independently set hip controller, allowing fine adjustment of hip rotation and swing.

FMP dress design: reference anat outcome

According to the reference pictures, clothes conforming to the scene and traditional Chinese style were designed for the three different scenes respectively

Hanfu is the traditional costume of the Han nationality in China. The basic structure is the stitching of the top clothes and the skirt. Divided into: dress and skirt integrated design, suitable for ceremonial occasions. Also clothes and skirts are separate, flexible, and convenient, common in women’s daily clothing.

Peculiarity
Loose shape: Hanfu is mostly wide clothes, smooth lines, with “curvaceous beauty” and “natural pendency”, emphasizing elegance and elegance.
Belt: Use a belt to fasten, both practical and beautiful
Color: the color of clothing reflects the requirements of social hierarchy and occasions, such as bright yellow and vermilion for nobles, and plain colors for civilians.

Hanfu is often decorated with exquisite embroidery or brocade patterns, such as:
Dragon and phoenix: symbol of imperial power and authority.
Auspicious cloud pattern: meaning auspicious and beautiful.
Water ripple: a symbol of endless life.

The Tang Dynasty was a period of high cultural prosperity in Chinese history. The Tang Dynasty costumes combined the Han tradition with the culture of the western regions, highlighting the characteristics of openness and magnificence.

Clothing type
There were many kinds of costumes in the Tang Dynasty, including round-collar robes, jackets, and silks. They were not only daily clothes but also formal dresses and court clothes.
Round neck robe: can be worn by men and women, neckline is round, mostly used for formal occasions.
Skirts: Women’s daily clothing, made up of a short jacket and long skirt, which is more high and tied to the chest, showing curves.
Silk: A kind of light gauze decoration draped on the shoulders, elegant and smart, adding a sense of feminine tenderness

Features
Diverse styles:
Compared with Han Dynasty clothing, Tang Dynasty clothing more closely fits the human body curve, especially women’s clothing, skirt waist raised to the chest position, showing the beauty of the body.
Colorful: The Tang Dynasty clothing color is rich and vivid, often red, yellow, blue, green collocation, showing enthusiasm and vitality.
Gorgeous decoration: commonly used on the clothing gold thread embroidery, beads and jade inlay, patterns to flowers and birds, birds, clouds and so on, rich and gorgeous.
Fusion of Western Regions styles: The prosperity of the Silk Road brought the influence of Western regions culture, such as the popularity of Hu clothing and Hu hats, which were integrated into the fashion of the Tang Dynasty.

Week2:Dog walk and FMP storyboard

Dog walk 3D animation feedback:

Details of foot movements
The sole of the dog’s foot is divided into the process of lifting the foot → moving forward → landing → generating force, and the correct handling of these stages can greatly improve the realism of the animation.

Heel-first details
Heel first: When the ball of the foot lands, the heel is usually the first point of contact with the ground. This reflects the natural rhythm of a tetrapod’s footsteps.
By adjusting the ball of the Foot Control (such as Reverse Foot or IK Control), ensure that the heel rotates slightly downward when it touches the ground.
Add a slight heel “bounce” effect to simulate landing flexibility.
Foot following
Toe bending: After the sole of the foot is completely close to the ground, the toes naturally contact the ground, simulating the movement of the dog’s toe joints.
When the ball of the foot is lifted off the ground, there should be a slight bend and delayed movement of the toes. On the animation curve, you can set a slightly delayed keyframe for the Toe Bend.
When the ball of the foot is pushed back on the ground, the toes will bend more (especially when running). Use FK or Toe Roll actions to enhance this detail.
The transition between landing and power phase
Sense of gravity:
When the ball of the foot is fully on the ground, add a slight “press” motion to simulate the effect of gravity on the ball of the foot. The slight Z-axis dip of the sole of the foot can be increased by animation curves.
Thrust sense:
When the ball of the foot lifts off the ground, make sure the movement of the back foot is more elastic. Before lifting off the ground, extend your toes slightly downward (similar to a “push off” motion).
Avoid slippage
Make sure that when the ball of the foot touches the ground, it will not “slip” due to the wrong movement of the root bone or center of gravity.
Check the animation curve to ensure that the sole of the foot remains in a stable position while touching the ground.
Using a Grid or auxiliary ground object, verify that the path of the ball of the foot is smooth and consistent with the gait cycle.

FMP storyboard:

I have divided the work into three scenes, the first is the prosperous times, the second is the war, and the third is an unreal fairyland.
These three scenes are connected through the dancing movements of the characters. At the end, the characters will put up the Kongming lantern
to pray for peace, which is also a cultural way to pray for peace in ancient Chinese culture.

In ancient Chinese culture, costumes and lanterns have profound cultural deposits and symbolic meanings.

Ancient Chinese costumes are not only practical daily necessities, but also the embodiment of social status, cultural traditions and etiquette norms.
Clothing system: Clothing in different dynasties had a strict hierarchical system, reflecting the social hierarchy and ritual culture at that time.
Clothing features:
Hanfu: wide clothes, paying attention to elegant beauty, reflecting the idea of “heaven and man”.
Tang costume: integration of foreign culture, bright colors, and gorgeous style, highlighting the Tang atmosphere.
Cultural connotation: Clothing materials, colors, and patterns contain specific meanings, such as dragon patterns symbolizing imperial power, red meaning auspicious.

The Kongming lantern, also known as the sky lantern, was invented by Zhuge Liang during The Three Kingdoms period, hence the name. Originally used as a military communication tool, it gradually became part of civil festivals.
Production principle: The Kongming lamp is made of paper into a lampshade, the fuel is installed at the bottom, and the hot air is used to rise.
Cultural significance is used for blessing: people write wishes on Kongmin lanterns, symbolizing sending hope to the sky.

Week1: Dog walk and FMP proposal

Dog walk reference:

When using Maya to create a puppy walking cycle animation, it is necessary to pay attention to the following aspects, especially the coordination of the puppy’s center point and the sole of the foot, to ensure the natural flow of the animation.

Movement of the dog’s Root Joint

  • Central point (Root Joint) locus: The puppy’s center of gravity (usually the Root Joint or controller of the root bone) should produce horizontal and vertical fluctuations with the footsteps. This fluctuation can simulate the up-and-down and forward movement of a puppy.
  • Make sure the movement of the root bones matches the puppy’s size, rhythm, and natural gait of a quadruped.
  • Gait Rhythm: Study the dog’s common gaits (walking, running) to understand the movement pattern of the center of gravity in different situations.
  • When walking, the center of gravity moves less; When you run, your center of gravity fluctuates more.

Paw movement with ground contact

  • Ground Sticking Principles: Make sure the sole of the foot is in natural contact with the ground. Use the reverse foot control system to easily adjust the landing, lifting, and bending of the foot.
  • The transition between lifting and landing of the sole of the foot needs to be smooth, not too fast or too mechanical.
  • Sliding problem: When the sole of the foot is in contact with the ground, it should be fixed on the ground without sliding. By adjusting the timeline and the movement of the root bones, the phenomenon of foot sliding can be avoided.
  • Check whether the sole of the foot is sliding in the animation loop using the reference Grid or creating a ground assist object.

Quadruped gait coordination

  • Gait Cycle: The gait of tetrapods is usually divided into diagonal step (for example, the left front foot and the right rear foot step at the same time) or ipsilateral step (the front and back feet of the same side step at the same time).
  • Analyze the video of the dog’s real gait, observe the temporal relationship between the front and back feet, and reflect these details on the animated curve.

Movement of the spine and tail

  • Spine: The dog’s spine should swing slightly with the gait when walking, increasing the flexibility of the body. The movement of the front foot will drive the front body down, and the force of the back foot will raise the back body slightly.
  • Tail: The movement of the tail should reflect the puppy’s personality and state, such as gently swinging or steadily following the body rhythm, avoiding stiffness.

Loop and detail optimization

  • Ensure that the state of the first and last frames is consistent (including root bone position and rotation values) for smooth transitions.

Dog walk 2D animation:

FMP proposal:

Inspiration & Research Background:

Knowing the cruelty of war caused so many people to die, not only their homes were taken away and even their cultures were invaded. At the same time, as a woman, I want the power of women to be seen.
Therefore, I aim to produce an animated short film featuring elements of traditional Chinese culture, through which I wish to convey the hope that the power of women can be witnessed and the aspiration for world peace.