Author Archives: Emily Ward

User Experience 5: IK retargeting

This week I focussed on preparing for retargeting animations using Unreal’s IK retargeter. Now that I have this set up I should be able to redirect my MOCAP data onto other targets, such as a paragon character or the unreal … Continue reading

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Advanced Animation 14: Pantomime Spline

After moving this animation into spline, it was clear that some parts of the timing needed to be adjusted, holding some poses for longer and making clearer distinctions between pose transitions. Overall I’m pleased with the progress and I think … Continue reading

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User Experience 4: Mocap Shoot and Creating the Scene

This week I attended the mocap session using Vicon. I was supported by Kay who was able to bring in an actor who is very good at acrobatics. We have collected a lot of information in this session, and though … Continue reading

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Advanced Animation 13: Blocking Plus

I have developed this shot further into “blocking plus”, adding clearer transition poses, improving the timing of my keys and poses, and adding moving holds and pairs of keys. I’m hoping that when I move this shot from stepped keys … Continue reading

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User Experience 3: Planning for Mocap

Though I am still concerned about the amount of programming required, based on my research I would like to try and create a small playable demo of a game as an experience, implementing some of the elements of the game … Continue reading

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Advanced Animation 12: Pantomime Blocking

 I have collected references of myself acting out the main action of this shot, which is a character flipping and then losing a pancake. I’ve blocked this action into Maya, trying to focus on clear poses, comedic timing and expressive … Continue reading

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User Experience 2: Researching Game Juice

Game juice, also known as game feel, refers to the small details and enhancements that make a game more enjoyable and satisfying to play. These elements can transform an average game into an engaging and more satisfying game. I’m considering … Continue reading

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Advanced Animation 11: Pantomime

The next project we are developing in our Maya classes is body mechanics and pantomime. This will be focussing on body acting, rather than relying on audio or facial animation to express emotion. So far I have gone quite action/parkour … Continue reading

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User Experience 1: Design Project 2

This is the introduction to Project 2 in this module. I have been tasked with creating a user experience, which I consider to be quite an open-ended prompt. My initial thought is to create something playable in Unreal since I … Continue reading

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Advanced Animation 10: Final Outcomes

This week is the final week of working on our previs: below is the result, and the culmination of the last ten weeks of work. On reflection, I think there are a lot of things I have learned and a … Continue reading

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