Lip Sync

Creating a lip sync animation is the second task for this assignment. I needed to find an audio to begin the lip sync. I intended to attempt a Chinese lip sync, but I wasn’t sure if this was an appropriate choice, so I went to ask Aodhan for advice. He advised me to do my lip sync in English so that the lecturers could more easily mark it and offer feedback. I discovered a suitable soundtrack for my lip sync from the movie “Turning Red,” in which Mei Lee, the main character, introduced her family and discussed how children in many Asian families must respect their parents. The original video was about 40 more seconds which I had to cut it down around in between 10 to 11 seconds long then converted it into audio.

英语配音原版3分钟左右,适合1人 http://xhslink.com/o/fdbOZ2cFaw
复制后打开【小红书】查看笔记 

Audio:

I kind of straight started working on the lip sync animation as soon as I had the music figured out. This is my first time making a lip sync. To get started, I looked at the reference image of the mouth shapes that Aodhan provided us. He also showed us during lectures how to use the image to begin our lip sync animation, but even though I knew I was following the process and method that Aodhan used in the lecture record, I still had some trouble. I wasn’t entirely sure where to find the mouth’s key shapes and if I should have several drawings for each transition drawings between the mouth’s opening and closing. I was not pleased with the lip sync animation’s first performance, so I made a few basic experimental attempts on the mouth shapes.

mouth draft 1

mouth draft 2

I searched for additional instructions and reference images to help me create this lip sync animation because I was still having trouble after those unsuccessful tries. Most online tutorials show how to perform a lip sync animation with accurate mouth shapes and well-executed movements. I discovered another mouth chart that I might use as a guide for performing the lip sync. I was reminded by one of the tutorial films that I could record myself for reference to improve my lip sync acting and mouth shape accuracy.

To improve my accuracy with the forms, I recorded my mouth while reading the audio dialogue. I began the animation again with the lips lining the mouth shapes and the sounds afterward I added the eyes with a few basic blinks and actions.

lipsyncDraft 0

I created a simple girl character with two side ponytails as the character. I decided to have both the girl’s hands holding under the chin. When the audio reaches the line “Well,” I want it to have a brief, straightforward movement to go along with it. To help myself with the action, I took a few pictures of myself with my hands and arms moving and picked between them. I don’t want a lot of activity that will make lip syncing more challenging for me. Additionally, the original video didn’t really benefit me either because the audio in the movie is more like a background soundtrack with no action playing with the audio, and the dialogue in the audio was quite calm throughout, so I couldn’t really think of any dramatic moves that could coordinate with the audio. Lastly, I decided to have a shrugs action along with the word ‘well’. send the first draft of the lip sync animation to Aodhan for some feedback.

 

lipsyncDraft 1

The first set of feed I received was the timing of the mouth shapes looked great generally, but there are still a few small areas that I could improve. As Aodhan recommended in frame 46, I might have the “ee” sound’s mouth shape performs earlier. I returned to that drawing frame and extruded it further forward. A further suggestion was that the head in frame 210, where the shrugs are occurring, appeared a little stiff. To address this, I added a nod when the hands moved to the sides during the shrugs.

lipsyncDraft 2

The second set of feedback I got was that the character still seems a little sniffy, Aodhan suggested that I could add a bit of the movement to the chin. I wasn’t confident of the way to change so kept it as it is then cleaned up the sketch lines. 

lipsync final

Reflection

Compared to the last task, this one was far more challenging for me. I found it difficult to get the heavy weight to move naturally in the weight lift animation, as well as the poses in which the character lifts the object. I think I could make a lot of improvements for any similar project in the future. I believe that practicing more and doing more experimental work was the most important thing I could have done better for the project. The same applies with lip sync; if I worked on them more, there were still small mistakes with the mouth shape, and the body movement was still very stiff. I feel like my lip sync is not the best I could accomplish. I think I could make the weight lift more dramatic and exaggerated.

Weight Lift

The first task for this assignment is a weight lift animation. To help me to better understand how to perform a natural and realistic weightlifting movement, I’ve found some reference videos and information that show the heavy or light weight on the object to be lifted as well as how the character’s body features respond to the weights while lifting the object. I learned from Richard Williams’ book “The Animator’s Survival Kit” that when a character is lifting a heavy object, they usually have their back straight going slightly arched forward and stick as close to the object as they can, so they have an additional part to hold it in instead of their arms and hands. The main influence over whether the object will be successfully lifted or not is the character’s back when they grip it and hoist it. Additionally, if the back is not positioned correctly, it can be easily injured. I’m considering creating an animation like the example in Richard Williams’ Animators Survival Kit, incorporating pull, drag, and squash to create an effect that is more dramatic.

I looked at a lot of examples showing how people lift big objects before starting to work on my final weightlifting video. The first one I looked at was more akin to a knowledge video about safe and proper weightlifting techniques. When lifting an enormous amount of weight, we must bend our back, waist, knees, and squad down to pick it up, according to a few principles that have significantly improved my comprehension of weightlifting. Aodhan also mentioned that while lifting a heavy object, we often bend our knees lower than the object and, if it’s below your waist or lower, place our pelvis just about level with the object.

https://youtu.be/z4epeIusue0?si=neSu9uOQyd1YCHVV

I used one of the reference videos that Aodhan provided us during the lecture, and I also found one myself, based on my final decision to have my character hoist a big, round rock. When I compared them, I noticed that they both did the same thing: they bent their bodies into a C shape and then reached as close to the rock as they could. They basically used their bodies as wrappers to wrap themselves around the rock to pick it up. To gain greater strength to raise the stone higher, they both sort of paused after taking it up, did a tiny squad down, and set the rock closer to their bodies.

he Ardblair Stones (18kg-152kg) with Andy Crawford , no tacky, 3rd attempt, all 9 stones completed

weight lifting reference…

Additionally, I discovered several 3D weightlifting references in which the individual in the video pulls and drags their arms and body a lot while attempting to lift heavy objects. I think they would be helpful to me in improving my sense of weight and making my weightlifting more dramatic.

Lift Box Animation Reference

Animation – Lifting a Heavy Weight 

 

I don’t have anything that is comparable to or as heavy as the rock, but I have some weights that I have attempted to lift to experience the feeling of pull and drag. Furthermore, I let myself to experience how my body would react as I lifted the weight off the ground in the lifting of rocks posture.

 

I started to work on my weight lift animation with the various blocking poses referencing the video that I discovered online. I begin to incorporate in-between movements to make the character move smoothly and the action seem more natural once I believe that I’ve created enough key poses. Then play round with different timing of the frames. After that, I forward it to Aodhan for feedback.

 

The first set of feedback I received from Aodhan was that while my animation started out good, I could experiment more with the timing of specific actions to break up the pacing because the frames were too evenly spaced out, which kind of made the character’s movement appear slower and less natural. I shortened the time frame between movements and extruded the length of the key action to solve the problem. I added an additional frame where the figure stretched higher to break up the similarities between the tug actions in frame 40 and the action in front of it, as suggested by Aodhan. Aodhan mentioned that the fall from frame 85 was too slow due to the length of time between movements. He advised that I remove a few drawings, which I did to address the issue. I also adjusted the pace slightly for the several frames in which the character is falling to the ground. Aodhan’s final suggestion for the first section was that there isn’t a realistic sense of impact from Frame 95, where the character doesn’t feel the weight of the rock falling on top of him. He recommended that I give the character more squashes and make the arms and legs swing up and down as the character falls. To correct this, a few drawing frames were removed, and the character’s arms and legs swung higher as they fell to the ground rather than bending and taking in.

Aodhan’s second set of feedback on my weight lift animation was that, although the timing of the fall appeared better, I may have made a mistake by removing a pose that had strong anticipation, which I should add back into the animation. He advised that I delay the drop of the legs and arms instead of having them fall at the same time as the head. The landing of the fall also looked better, but I could have some more experimental timing variations with the legs and arms to provide more sense of appeal.

Final:

Unreal Engine

I was able to import the bear and apply the texture in Unreal Engine thanks to Henry’s instruction; however, I had a problem where the texture didn’t apply to the bear’s eyes and the vines that I put at the very end. When I asked Henry for help, he looked over my Blender file. He discovered that the reason specific components in Unreal Engine didn’t have texture applied to them was because they didn’t have a UV map, but I had created one for them. When I checked my Blender file, I saw that the UV map of the eyes and vines on the face disappeared when I combined all the meshes into one. To fix this issue, I had to maintain the two parts separate from the body.

I have selected Leartes Studio’s watermill environment from the Unreal Engine fab website as my Unreal Engine setting. When I was working with Unreal Engine, I had a lot of trouble making an environment by importing props from the watermill Unreal Engine file. I saved myself the trouble by importing the bear into the original watermill file and then just arranging the props and playing around with the lights.

Finally, I showed my classmates a screenshot of the bear to get their opinions on how I could improve. Nathan suggested that rather than showing the other plane leg, I could show more of the tree trunk leg. I quickly returned to Blender, changed the leg position, and then imported it back into Unreal Engine.

 

Posing

Before I reach to the sculpting stage, I did a bit of the armature work where I created the whole bone for the bear body and parented to the bear. I tried a bit of the weight painting because some meshes was responding to the wrong bone and some of the meshes are responding to the bone that they are not suppose respond to. I had some trouble addressing this, but my classmate Aaron offered to help me which had allowed me to have a better understanding of how to apply weight paint. Later, some of the leaves on the head were responding to the leg bone and some of the leaves on the leg were responding to the head bone as I was organizing the application of the bone weights to the leaves. I attempted to solve this by removing them and applying weight to the appropriate bone, but it appears that this approach is either ineffective or I may be doing it incorrectly. Henry responded to my need for help with a recorded tutorial that required me to assign the mesh to the appropriate bone in the side vertex group section. In the tutorial Henry also suggest to me that I should be name the bone making this easier to solve if the situation happens again.

I began sculpting in Zbrush after adjusting the weights. However, when I import back to blender and attempted to pose the bear, it was no longer parent to the armature, so I had to start over with the weight painting and bone assigning. I’ve learned not to do this in the future.

Sculpting + Texturing

I decided to use Zbrush for sculpting. All the brushes I used were standard ones, such as the clay brush, smooth brush, and move topological brush. However, I also used a rake brush, which I believe is not as common as it could be at this point. To give the bear a fluffier appearance, I used the rake brush to add more fur and the move topological brush to take out bigger chunks of the furs.

The smooth brush was primarily used to flatten surfaces and correct erroneous strokes. I mainly used clay to make the patterns for the tree trunk and sticks, alternating between the Zadd and Zsubtract modes of the brush.

I experienced this issue where all of the polygon faces was all over the place, wasn’t sure what cause this but i fixed this by reapplying the subdivide layers.

I’ve chosen to make my own image by exporting the UV tiles as images and using Procreate on my iPad to draw on top of them. I think this is an easier method to create a texture that will best fit the bear in terms of colour and shape. I manually applied the image texture material to the base colour section and linked all the meshes’ materials to the right image texture because I wasn’t sure how to apply the texture using the UDIM workflow.

 

I asked Henry if my approach to the image texture was correct. He told me that although what I had done was fine, it wasn’t the greatest and most efficient way to apply textures in this situation. As a result, he recorded a step-by-step tutorial on how to import everything into Substance Painter and apply the image textures to the bear. Additionally, he showed how to blend the colour difference generated by UV mapping using the brush tool in Substance Painter. He went on to demonstrate how I would apply the image texture in Unreal Engine, which made that process much easier to comprehend and more practical.

 

Finally for details, I experimented with Zbrush’s slime bridge, which Henry had recommended I use for the vines. I applied it to areas that would look good, and it worked. Out of many of them, I wanted to keep the one in the bear’s eye and the one on the side of his face, but in the end, I only kept the one in the eye because the slime bridge was so difficult to uv map. I replaced the one on the side of the bear’s face with vines that I created by manually using Bezier in Blender.

 

UV Mapping

I had to clean up some of the overlapping polygon faces on the tree sticks on the head when I was marking the seams. I also had to clean up triangles and broken meshes that had appeared when I sculpted the leaves a little before UV mapping them. I found the retopology tool to be convenient and quick to use, so I used it to solve those issues and tidy up the polygons.

 

Henry recommended a more organized method before I began creating the bear’s UV map, which involved using the UDIM workflow to map various parts of my bear’s UV onto several UV tiles. I followed the Blackboard tutorial, which was straightforward. All I needed to do was arrange the various parts of my bear on the UV tiles. This resulted in four UV tiles: a first for the body, mouth, teeth, nails, and eyes; second for the tree trunk and sticks; a third for the vines; and a fourth for the leaves.

I asked Henry to check my UV map to make sure it was organized correctly. He discovered that a tiny vertex was still attached between two UV shells, therefore I will need to unwrap them once more to separate them.

Henry advised me to merge the tree and vine sections into a single UV tile to better match the UDIM workflow. I did so, creating three UV tiles. Additionally, he said that I should rescale everything in the first UV tile if most of the texture details are going to be displayed on the actual bear body. This is because it doesn’t make sense to have the mouth detail UV shells unwrapped larger than the body UV shells. He demonstrated to me how to use Average Islands Scales to select every UV shell in the first UV tile and rescale them all at once. All I had to do was reorganize them back into the UV tile.

Detailing

 

Following retopology, I completed asymmetrical work. I focused on turning the bear’s top right head into tree sticks and its left leg into a tree trunk. After taking out the actual leg, I attempted to create the tree trunk using a cylinder, but it didn’t seem to be working well. Instead, I used a cube, rescaled it to the wanted length, applied subdivision to make it round, added more loop cuts, extruded it to the side, and scaled it to create the tree’s roots. Next, I cut off the bear’s right ear and the top of its head. I tried using the same method to make the tree sticks, but it didn’t work as well as the tree trunk, so I looked for a tutorial. It worked, but there were a few small problems where the joints between the sticks overlapped, revealing some of the inner face, so I had to clean up afterward.

 

 

Tutorial Link: Bing Videos 

After finishing the tree sections, I started working on the leaves. I used a technique I had learnt in year one, which involved inserting a plane, cutting out various leaf shapes, applying solidify modifier to make them thicker then applying subdivision modifier making rounder. Every leaf had a slightly distinct shape, but other than that, I had to keep repeating the same techniques. To increase their attachment to the bear, I also sculpted on them. I made the vines using Beziers. To better fit around my bear, I experimented with scaling and rotating them.

I showed Henry the development after I added the plant details to my bear and gave him a general explanation of how they were made. The vine and tree section were fine, but he did point out that I could save a lot of time by creating the leaves using a different technique. I could either keep them as planes and use a tool in Unreal Engine to make them thicker, or I could just make one leaf and duplicated it then sculpt on them to make them unique but it’s too late. I’ve already finished the effort I put in. I’m going to incorporate what I’ve learned to the upcoming project. I also asked Henry how I would reduce the density of the details I had added to the bear, and he suggested that I simply import them into Zbrush and use Zremesh.

Portfolio

Walk Cycle

 

 

Sneak Cycle

 

 

Run Cycle

 

 

Run and Jump Spike

 

Retopology

I exported the block-out bear from Zbrush and imported it into Blender to begin the retopology process for my bear. I then followed Henry’s tutorial on Blackboard to find the retopology tool and explain how to use it. I found everything to be straightforward. When I was almost done with Retopology the Bear, I shared my progress with a classmate. James pointed out that my retopology didn’t match the joint shape of legs to a body. He also sent me a reference image so I could better understand it. Many thanks to James for telling me this before I finished, as opposed to me fixing it later.

After completing my retopology, I discovered another issue. I went to question Henry about a strange performance I had where the retopology bear’s neck didn’t look as smooth as the rest of the bear and I couldn’t figure out how to correct it. He responded by saying that the face of the polygon on the neck might be on the wrong side. I followed his instructions and looked at the faces; they were on the wrong side, so I flipped them over. However, it appeared that the strange performance of the poly faces wasn’t fixed, so I had to send him my blender file. Henry then informed me that there were a few manifolds and n-gons, so he helped me in fixing it.