Categories
UE

Week 5 :

Reality Capture Basic Workflow

This week we started learning how to use Reality Capture to create 3D models from photographs. The first step was to import a set of photos into the software. I learned that the photos need to have enough overlap, and the object should be captured from different angles so the software can understand its shape.

After importing the images, we used the Align Images function. This step calculates the camera positions and creates a sparse point cloud. If the alignment does not work well, it usually means there are not enough photos, the images are blurry, or the object does not have enough visible detail.

After the photos were aligned, we generated the model by using the reconstruction tools. Reality Capture then created a dense mesh based on the image data. I learned that the mesh can sometimes contain extra parts, noise, or holes, so it is important to check the result and clean the scan before exporting.

We also looked at the importance of lighting. Strong shadows, reflections, or blurry images can make the reconstruction less accurate. For better results, the object should be photographed with even lighting and from multiple directions.

Through this session, I understood the basic process of using Reality Capture: import photos, align images, build the model, check the mesh, and prepare it for export.

Model Collection

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UE

Week 4 : Project Feedback

Anxiety Cube|Concept & Idea

Anxiety Cube is an interactive Unreal Engine experience that explores invisible forms of anxiety in contemporary life.

The project takes the form of a cube divided into four connected rooms. Each room represents a different source of anxiety: time pressure, information overload, urban noise, and inner reflection. The player moves through these spaces in first-person view, experiencing how anxiety gradually builds through environmental storytelling, sound design, and interactive elements.

At first, each room appears calm and empty. As the player approaches the centre of the space, objects begin to float, sounds become louder, and the environment feels increasingly overwhelming. These reactions visualise the way anxiety can be triggered by everyday experiences and external pressures.

The final room contrasts the previous spaces by offering silence and stillness. It encourages the player to pause, breathe, and reconnect with their own thoughts. However, the ending hints that the cycle may begin again, reflecting how anxiety is often an ongoing part of modern life rather than something that can be completely removed.

The project aims to transform abstract emotions into an immersive spatial experience, allowing audiences to physically move through and reflect on different forms of anxiety.

Categories
UE

Week 3 : Virtual Production and NDisplay

This week focused on Virtual Production workflows in Unreal Engine, with an introduction to Live Link cameras and NDisplay. The session explored how Unreal Engine can be used to support real-time production pipelines and collaborative virtual environments.

We learned the basic setup process for NDisplay and how multiple screens or displays can be synchronized to create a larger virtual production environment. The session also introduced the use of Live Link cameras, which allow camera data to be streamed into Unreal Engine in real time for virtual cinematography and previs workflows.

Through this workshop, I gained a better understanding of how virtual production technologies are used in professional film and animation pipelines. The combination of Live Link and NDisplay demonstrates how Unreal Engine can support real-time visualization, camera tracking, and immersive production environments.

Categories
UE

Week 2 : Introduction to Virtual Camera (VCam)

This week introduced the Unreal Engine Virtual Camera (VCam) workflow and the tools required for virtual production. We learned how to connect mobile devices to Unreal Engine and use them as virtual cameras for real-time cinematography and camera recording.

The session covered several important plugins, including Live Link, Remote Session, Take Recorder, Virtual Camera, Virtual Production Utilities, Apple ARKit, and Apple AR Face Support. We also installed the Unreal VCam application on our phones and explored how it can be used to control camera movement inside Unreal Engine.

Through this introduction, I gained a better understanding of how virtual production workflows can be used for camera animation, previs, and real-time filmmaking. The ability to record camera movements directly from a mobile device offers a more natural and intuitive approach to creating cinematic shots.

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UE

Week 1 : Introduction to Briefs

This week introduced the structure of the unit and the two project briefs available for the semester. The session focused on designing for the user and encouraged us to think about how audiences interact with animation and digital experiences.

Brief 1, Expanded Animation / Context and Practice, explores animation as a tool for constructing, simulating, and questioning worlds. The project encourages experimentation, critical thinking, and the use of different media, technologies, and workflows to create meaningful experiences.

Brief 2, Fragments of the Real / The Artificial, focuses on photogrammetry and digital storytelling. The brief investigates how fragments of real-world environments can be transformed into speculative digital spaces that explore social, cultural, and environmental issues.

After reviewing both briefs, I became particularly interested in creating an interactive experience that explores emotional and psychological themes. The emphasis on experimentation and user experience inspired me to begin thinking about how digital environments can communicate invisible emotions and personal experiences.

Categories
Advanced 3D Animation

Week 20 : FMP Proposal

Concept Design:

Project Title

Pollution Carnival

Core Concept

My FMP will build on the short film about nuclear wastewater pollution that I created last term and develop it into a more complete experimental animation project.
The project aims to transform the invisible and hard-to-feel consequences of nuclear pollution into an unsettling experience that the audience can directly sense, through a surreal and distorted carnival world.

An amusement park usually represents joy, innocence, and happy memories. However, in this project, this “paradise” will gradually be invaded by pollution and turned into a space that looks attractive on the surface but is rotten inside.
I want to use this strong visual contrast to express the lasting and hidden nature of pollution, as well as the fact that humanity, while trapped in self-deception and avoidance, will still have to face the consequences of environmental damage in the end.

Theme

The core theme of this project is nuclear wastewater pollution and environmental backlash.
I am interested not only in pollution itself, but also in how pollution slowly spreads and accumulates over time, and how it eventually affects ecosystems, animals, and even returns to human life.
Instead of directly telling a real-world event, I want to use experimental visual language and symbolic spatial design to create a feeling of pressure, distortion, and imbalance, so that the audience can reflect on environmental issues through emotion and atmosphere.

Visual Direction

Visually, this project will adopt a surreal, symbolic, exaggerated, and highly contrasting style.
The whole world will be built around the idea of a “polluted carnival”:
on the surface, it still keeps the colours, lights, and attraction of an amusement park;
but as the film develops, the space gradually reveals its decay, distortion, and hidden danger.

I want the visuals to feel dreamlike and attractive, while also carrying a lasting sense of unease.
This state of “surface joy but inner decay” will become the most important visual feature of the whole project.

Symbolic Elements

To make the theme clearer, I will use several core symbolic elements in the film:

  • Carousel: represents a cycle of cause and effect, suggesting that the pollution created by humans will finally return to humanity itself.
  • Clown: represents the happiness on the surface of the carnival, while also symbolising human escape, self-deception, and numbness.
  • Amusement Park: represents an idealised space of civilisation, but also the hidden crisis beneath surface prosperity.
  • Mutated Animals: represent the ecological damage caused by pollution, and the pain of natural life after being forced into distortion.
  • Dark Sea: represents nuclear pollution itself; calm on the surface, but constantly spreading and invading underneath.

These elements will not appear separately only as visual motifs, but will work together to build a world that is slowly losing balance and falling into decay.

Experimental Approach

This FMP will not follow a complete traditional narrative structure, but will lean more toward an experimental animation approach.
I want to use scene design, space, rhythm, repetition, distortion, and visual symbolism to drive the film, rather than depending on dialogue or a clear linear story.

In terms of experimental expression, I want to focus on:

  • Repetition: using repeated actions or scenes to show the ongoing nature of pollution and its consequences.
  • Distortion: allowing familiar carnival elements to slowly deform and decay, creating discomfort and unease.
  • Contrast: keeping the bright and attractive surface of the carnival while gradually exposing the danger inside it.
  • Spatial pressure: using environment design and camera movement to make the audience feel surrounded, swallowed, and trapped.

Technical Workflow

In terms of production, I plan to mainly use Maya for animation, including characters, objects, and symbolic movement design.
At the same time, I will use Unreal Engine for environment building, lighting, atmosphere, and final rendering.

In addition, I will also use:

  • Rizom UV for UV work
  • Substance 3D Painter for texturing
  • After Effects for editing and post-production

This workflow will allow me to combine expressive animation with strong environmental atmosphere, which is important for an experimental project like this.

Project Aim

The aim of this FMP is not only to create an animation about nuclear pollution, but also to explore whether experimental animation can transform a real environmental issue into a more emotional and reflective viewing experience.

I want the audience not only to understand the theme of pollution, but also to truly feel its pressure, unease, and consequences through the visuals, the space, and the symbolic elements.

Expected Outcome

In the end, I hope to create a more complete experimental animated short film with a clearer concept and a more mature visual language.
It will continue the nuclear wastewater pollution theme from my earlier project, but develop it further through richer content, stronger atmosphere, and more layered visual expression.
Through this project, I also want to further develop my ability in experimental 3D animation, environmental storytelling, and symbolic visual design.

Moodboard:

Storyboard:

Previs:

Progress:

Timeline:

Categories
Advanced 3D Animation

Week 19 :

Assignment: Previs v01

Categories
Advanced 3D Animation

Week 18 :

Assignment: Advanced Animation Shot (Polish)

Fix 3.0

Categories
Advanced 3D Animation

Week 17 :

Assignment: Advanced Animation Shot (Blocking Plus)

Workshop: Animbot

Categories
Advanced 3D Animation

Week 16 :

Assignment: Advanced Animation Shot (Blocking)