Advanced Modeling and Animation:Assignment 2: Animate Models & Create Interactive Shaders

Advanced Modeling and Animation

Assignment 2: 

Animate Models & Create Interactive Shaders

Start from 23.9.2025
29.10.2025 - 12.11.2025 Week 6 - Week 8
LI XIN LI / 0379305
Advanced Modeling and Animation / Bachelor of Interactive Spatial Design 
Assignment 2: Animate Models & Create Interactive Shaders
Introduction 


I need to create smooth and futuristic animations (simulating realistic movement or responding to user input) for components of two theme park rides using Unreal Engine's Blueprints, Timelines, or Level Sequences by November 12, 2025. I also need to design interactive shaders that respond to user actions or environmental changes and display futuristic effects such as glowing. Afterwards, I must record a video of the ride running, including the animations and shader effects, and upload it to the Microsoft Teams Assignment 2 submission port. The project must run smoothly and have a clear file structure, and plagiarism is strictly prohibited. Please cite the following sources correctly.

Production process


First, I came up with a design: I would make myself and my installation move and add motion-activated lighting effects.

Regarding the pendulum ride, I decided to have it swing left and right and rotate the seat and add sensor-activated lighting effects to the support section, which light up when someone walks over and turn off when they leave.


For the jellyfish installation, I decided to add floating fins to the three smaller jellyfish around the perimeter to enhance the atmosphere, while the support and seating would rotate around the larger jellyfish. I also added motion-activated lighting effects to all the jellyfish.



After setting my goal, I began the production process.

I use the Blueprint system to add animation logic to different parts.


Giant Swing Facility:


Jellyfish facilities:


Small jellyfish:



This was the first version where I used button triggering, but I found that all the facilities were spinning too fast, so I adjusted the speed and changed the trigger method to proximity triggering.

Before:


After:


To make the lighting effects more pronounced, I adjusted the environment to nighttime.


After making the changes, I found that the base material of the jellyfish facility was problematic, so I tried to change it. I also felt that triggering two facilities at the same time upon reaching a specific area was a bit monotonous, so I changed it so that each facility is triggered separately upon entering.

Demo video


Personal Reflection

Through this process of creating motion-sensor lighting and animation using Unreal Engine 5, I gained a clearer understanding of the logic and expression of interactive effects. While motion-sensor lighting is a basic function, it allowed me to appreciate the significance of the design concept of "space reacting to people."

Initially, I encountered many problems when setting up the blueprint, such as delayed light triggering and disjointed animation playback. Only by continuously adjusting the collision range and event connections did I truly understand the logical relationships between each node. When the light could illuminate as the character approached, the change from passive to active allowed me to experience the charm of interactive design.

This exercise made me realize that Unreal Engine is not only a tool for achieving technical effects, but also a platform for exploring the relationship between space and perception. Behind the simple motion-sensor lighting lies a reflection on "experience" and "response." This provided me with a new perspective for my subsequent creations in interactive space design.











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