WEEK10:Final film of the project1 and showreel
We used different angles and different cameras to make four works in the same atmosphere.
I learned a lot about this cooperation project, most of which are animation and UE engine knowledge, which is very helpful for my subsequent animation production.
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FINAL MAJOR PROJECT & THESIS
FMP presentation
Introduction:
Expression of emotion by body language in animation
The expression of emotions is diverse. In conventional films and animation, the performance and lines of actors seem to be an obviously important part. After further analysis, the performance is also divided into facial expression performance and body language performance. Body language plays an undeniably important role in emotional expression. In animation, body language is linked to dynamic lines. In early animation films and television works, this kind of embodiment is very obvious, Due to the underdevelopment of early image technology, body language has become an excellent way to reflect emotions. The dynamic lines in 2D animation can accurately express the character and feelings of characters. The direction of this paper is to analyze the emotional expression of body movements in animation, not only in 2D animation, but also in CGI in the era of advanced computer technology.
Key words: body language, dynamic lines
Background significance:
With the changes of the times, animation technology gradually tends to be more mature. To be exact, it is more inclined to live action or realism. Especially at the moment when motion capture technology is developed, more and more companies choose live action performance to replace traditional animation. In the eyes of some people, this is a development of animation and a progress in the history of animation. In the eyes of others, This is the loss of exaggeration and artistry of animation. Exaggerating character and emotion with body language should become one of the manifestations of animation. This paper will also analyze and discuss from the perspective of animation history. Animation should pursue truth in exaggeration, and still retain artistic treatment and exaggeration means in reality
Literature review:
As Chung, Mi-Ghang (Pusan National University) stated in the reports of archives of design research”Non-verbal communications are important because they support and replace verbal communication. Body language of various non-verbal communications is the communication using the body. In animation, expression of body language is very important because characters play an important role in communicating the scenario. Animation has a dual communication structure, different from general communication. One is the communication between the speaker character and the hearer character, the other is the image and the audience, which includes the communication between the speaker character and the hearer character.”For example, in the early Chaplin’s mime and the foundational works of some animation works, “flowers and trees”,” Gertie the dinosaur”, “little Nemo”, in the 1930s and 1940s, in the era of lack of dubbing, body language was the best means of emotional expression. In animation, this means obviously became visible exaggeration, more exaggerated dynamic lines and more exaggerated gestures.
Research design, methods, and schedule:
The history of animation is indispensable to the discussion of this direction. Since the beginning of animation in the last century, body movements are an important part visible. They have played an obvious role in the plot, emotion and ups and downs of the entire animation. Some animators often ignore what is the best way to reflect emotion in animation. They use real physics and principles to solve these problems, However, it completely ignores the role of the body itself in emotional expression The second direction is to analyze the animation experience summarized by the senior animators in combination with animation works, such as the twelve rules of animation, the survival manual of animators, etc.
Suppositions and implications:
The analysis of this paper will provide more artistic help for animators and directors, and enable more people to notice that the communication with the audience does not only rely on facial expressions, lines and authenticity, but should return to the artistry of the animation itself, use body movements to communicate deeply with the audience, and use the way of returning to the dynamic line to reflect the transmission of emotions, and the body movements of the characters are enough to convey most of the emotions, Under the analysis of this paper, more animation works will focus on the action itself to convey emotions and improve the artistry of the works
Conclusion:
In short, as an animator, it is inevitable to pursue the art of animation. Good animation works are always inseparable from the expression of emotions, and different body movements have different effects on the expression of emotions. Now animators should focus more on the embodiment of animation art rather than the so-called more realistic effects. They should reasonably use the twelve rules to create their own characters with distinctive characters, Vivid emotion is the essence that animation works should pursue now.
Bibliography:
Eric Hiris, Sean Conway, William McLoughlin, Gaokhia Yang, Individual Observer Differences in the Use of Form and Motion to Perceive the Actor’s Sex in Biological Motion Displays, Perceptual and Motor Skills, 10.1177/00315125211052923, 129, 1, (5-32), (2021).
Mariko Shirai, Takahiro Soshi, The Role of Bodily Expression in Memory Representations of Sadness, Journal of Nonverbal Behavior, 10.1007/s10919-021-00360-8, (2021).
Dittman, A.T. (1987). The role of body movement in communication. In A.W. Siegman & S. Feldstein (Eds.),Nonverbal behavior and communication. Hillsdale, NJ: Erlbaum.
Ekman, P. & Friesen, W.V. (1967). Head and body in the judgment of emotion: a reformulation.Perceptual and Motor Skills, 24, 711–724.
Cassell, J., Pelachaud, C., Badler, N.I., Steedman, M., Achorn, B., Becket, T., Douville, B., Prevost, S., Stone, M.: Animated conversation: Rule-based generation of facial expression, gesture and spoken intonation for multiple conversational agents. In: Computer Graphics Proceedings SIGGRAPH. Annual Conference Series, pp. 413–420. ACM (1994)
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WEEK9:Maya to UE import technology processing, and some animation optimization



This week, I learned how to extract bone information from Maya and import it into the UE scene, this is very helpful for our later rendering and atmosphere work. It can save a lot of time in the later stage
At the same time, the title and end of the film are improved to make the later film
WEEK10:summary
The project this time has both regret and satisfaction. The satisfaction is that this is the first time I have made such a highly completed two-person interactive animation. It is indeed a great challenge for me, but I still finished it, which makes me feel my growth.
It’s a pity that there isn’t enough time. I haven’t been able to make the best effect on my heart and there is no exquisite dubbing, which makes me feel very sad. I will continue to improve this short film during the holiday and use it as my Showreel in the future. At the same time, I also thank Alan and Michael for their help and suggestions, so that I can get this promotion
WEEK9:Music and editing
After trying many versions of music and the beginning and end of the film, the final version was finalized
I added a grey filter to make it look more like an old movie. Of course, there is no perfect version. Because there is really not enough time, it can not render a good effect. In addition, I am not familiar with the rendering process of 3DMAX. I will do better next time
WEEK8:Animation in different scenes
This week I’ll continue to make the rest of the scenes, It includes long shots, medium shots and close-ups. For animation, a long shot is undoubtedly a great test of skills, because it requires a strong overall ability, which is also the main direction of my efforts this week to make a long shot without problems.







The difficulty of these shots lies in the displacement of the feet, the shaking of the legs, and the path of the knees and heels.It really took a lot of time and energy, but it also made me grow up a lot
WEEK7:The challenge of realistic animation
This week, my character is doing some animation of exploration and reaction. The same two people appear in one shot:




This scene is an animation from a person squatting down to getting up.At the beginning, I wanted to do the animation of two people getting up like this, but as I mentioned earlier, this would lead to the animation being very synchronized and not realistic enough. Therefore, in the subsequent improvement, I made the female characters next to me into the action of watching in situ, which would be much better.
Of course, it seems that the rhythm is still a little faster. The movements of the characters on the left are not natural enough, and the shaking of the rising characters’ bodies also needs to be optimized.
What I learned most this week was the application of body mechanics, and I felt my growth