The coursework of this semester is very tight and the workload is heavy. Time is a big problem, but the courses are very interesting, and it slowly progresses from the basics.
Sessions with George
In George’s class, we experienced the process from designing a scene to completing a short film’s key shots. It was a very comprehensive experience, and it gave me a new look at the workflow.
In the past, I always finished the 2D design and storyboard and started the 3D animation directly. I didn’t pay attention to the camera and started the K animation directly. I don’t have a clear understanding of the importance of the lens, which causes me to spend a lot of time on rework if I want to modify it later. But according to the process learned in the class, I completed it step by step systematically, which helped me better understand the importance of the camera for 3D animation. It is very important to ponder and determine the lens language in the early stage, which can help save a lot of work in post-production animation and modification.
To summarize my experience:
- Don’t be limited to the model at the beginning, you can use geometry to build the scene to provide the idea of the story.
- The shots of the storyboard should be continuous and not too fragmented.
- Pay attention to agreeing with the character’s position in the camera. Don’t let the person be on the left in the last second and on the right in the next second.
- The mood board can provide big ideas and inspiration for the whole project, and the collection of materials is also crucial.
- 3d storyboards are storyboard-based creations, but can be adjusted appropriately. For example, try a large angle or a special angle, because perspective is a problem in hand-painted.
- In an animation with almost no lines, the body language of the characters is crucial. The performance of actions and expressions is sometimes enough to describe what the story roughly happened.
- The length of the shot should match the speed of the character’s actions.
- Adjust the body first, and then detail.
This was a very good experience, which made me pay attention to the importance of camera language and physical performance. A good short film can tell a story without too many words.
Sessions with Nick
Mechanical items have always been an area that I have never touched. Because it has a lot of parts and needs to understand certain principles in order to produce machinery that conforms to scientific principles. I have never dared to try to make a machine, because I can’t grasp its construction.
In the class, Nick led us to complete the production of the robotic arm and let it move. This is a very cool thing! It’s my first time to make a robotic arm, and I have been exposed to many maya advanced rigging, which gave me a deeper understanding of rigging.
And only using the shader ball that comes with maya can also complete very cool material effects. In the past, I used SP to draw textures, and this semester’s course also gave me a better understanding of Maya’s built-in functions. Good results can be achieved without external force.
The mechanical arm is very challenging for me, because it is not just a machine, it must be able to imitate the movements of the human arm, but it must also reflect the mechanical sense. Although the robotic arm I made in the end didn’t show much imagination, I was very satisfied. Because I think it is the most important to learn some principles and skills when making mechanical items for the first time. I believe that if there is a chance to make a machine next time, I will definitely finish it better than this time.