Advanced Modeling and Animation:Weekly learning

 Advanced Modeling and Animation

Weekly learning


WEEK 1:

In this class, the teacher introduced the content and tasks to be covered this semester. The goal is to develop the ability to design AR/VR interactive content. Meanwhile, three core tools—Blender, Unreal Engine, and Mixamo—were presented, and the teacher also showed us many excellent cases. The teacher briefly introduced Assignment 1, which requires us to complete two models. Finally, it was emphasized that VR modeling should be simple, and the results of previous assignments will be used for subsequent tasks.

WEEK 2:

In this class, the teacher mainly explained the basic usage of Blender, scalar parameters and appropriate parameters, and led us to practice basic Ferris wheel modeling.


WEEK 3:

This class covers the Unreal Engine material system and basic practical operations:

1. Material Core

  • Material Domains: Commonly used are "Surface" (for video/character effects) and "Volume" (for environmental effects like clouds and fog).
  • Transparency: Categorized into "Fully Transparent/Visible" (black and white texture, fast) and "Translucent" (adjustable levels, suitable for glass).
  • Shading Models: PBI/PPI (texture-based, commonly used), Light-Affected (color changes only with light), and Wax (for glowing skin, etc.).
Special Effects: Use the "Time+Sine" node for flickering/looping animations; enable "Double-Sided Properties" for objects like leaves.

2. Basic Operations
  •  Create a new map → Import an FBX/SPX model → Drag it into the scene and adjust its position/rotation..
  • Create a material: Right-click to create a material, add "Vector Parameter (controls color)" and "Scalar Parameter (controls brightness/roughness)", and connect them to the corresponding ports (e.g., self-illumination for neon).3

WEEK 4:

  • Adding Core Elements: Mastered adding two key scene components: Directional Light and Sky Atmosphere. Some of the content also covered setting up an Exponential Light Source.


  •  Basic Operation Techniques: Learned how to adjust object coordinates using "Reset Location," quickly position the camera by double-clicking a Static Actor, and drag a "Voluntary Clock" into a project.
  • Adjusting Scene Effects: Learned how to simulate day and night (e.g., dusk) by rotating the "Sun," adjust the "Long Passengers" parameter to change the thickness of the sky, and increase the "Darkness" parameter to make stars visible.

Finally, we also learned how to import materials and adjust them.



WEEK 5:

We did not have formal classes today. The teacher gave us a self-study period to continue to improve and enrich the content of Assignment 1. 

Afterwards, the teacher introduced us to the main requirements of Assignment 2. This assignment is mainly to use Unreal Engine to create animations for two theme park rides and design interactive shaders for them. We need to use Blueprint, Timeline or Level Sequence to achieve dynamic effects of amusement facilities, such as vehicle movement, mechanical animation or changes in environmental elements. At the same time, interactive materials that can respond to player operations or environmental changes, such as luminescence, texture changes or dynamic lighting effects, must be added to these models. The overall goal is to improve the quality and interactivity of animation, make the scene more realistic and immersive, and ensure smooth operation.


WEEK 6:

Today in class, I mainly learned the practical process of asset import, animation creation, and interaction triggering in game development. The whole session focused on the task of "creating an animation for a door and enabling players to trigger the door opening," and I kept the steps clearly in mind.

First was asset import and organization. I needed to download a compressed file from Microsoft Teams and extract it to get asset files like door models. Then I created dedicated folders in the project, such as "door models" and "classic model," and sorted the imported assets into these folders. This way, it would be easier to find files later and avoid mess.

Next was creating the animation sequence. I had to select the "Symmetry" option through the "Content Counter" to create a Level Sequence. After naming it properly, I double-clicked to open the sequencer. Then I dragged the door model into the sequencer, used the "Location" and "Rotation" tools to set keyframes—for example, rotating the door by 90 degrees to create an opening and closing effect. I could also drag the timeline to adjust the length of the animation, making its speed meet expectations.

Finally, I set up the interaction trigger. I needed to create a "Figure Box", adjust its size, and place it in front of the door to ensure the player character could walk into it. Then I opened the "Level Blueprint", added a "Begin Overlap" event to the Figure Box, and linked this event to the door's animation sequence. In this way, as long as the player walked into the Figure Box, the door's opening animation would be triggered automatically. I just had to compile the blueprint at the end, and the entire function would work.


WEEK 7:

This week, the teacher didn't give any lessons, giving us plenty of time to complete assignment 2. The teacher also brought VR glasses for us to experience.

WEEK 8:

This week, the teacher didn't teach us anything new, and we continued to complete assignment 2.

WEEK 9:

The course was cancelled this week due to something the teacher had to do.

WEEK 10:

This lesson primarily focuses on creating animations using control rigs within the engine.

1. Core Concept: Control Rigs are a built-in visual charting tool within the engine. They eliminate the need for external software for animation creation, allowing direct definition of object behavior and logic (controlling position, rotation, scaling, and other transformation values). This makes them ideal for game/interactive project development, providing greater dynamism.

2. Core Operations:
  • Basic Settings: After creating a skeleton, add control objects and bind them to the skeleton. Parameters are associated through drag-and-drop operations.
  • Associated Controls: Multi-bone associations are possible (e.g., different bones respond proportionally to the same control), creating mechanical/robot effects. Connections can also be made to parts like heads and arms, allowing a single control to manipulate multiple components.
  • Animation Recording: Animations can be broken down into sequences and created using keyframes. The sequencer tool can also be used to edit animation sequences.
3. Project Practice Steps:
  • Open the engine, select a virtual reality template to create/continue a project, download the necessary resource packages, and import them into the corresponding project.
  • Locate the skeleton resource and Control Rig, and double-click to open and configure parameters and bindings, controlling only the necessary attributes (e.g., position only).
  • Open Sequencer, drag and drop the Control Rig to obtain references, and add keyframes to complete the animation; once the project is complete, you can export an APK file for submission.



WEEK 11:

This lesson began with an explanation of core technologies such as subdivision surfaces and NURBS surface modeling, along with methods for achieving high-precision models through topology optimization and Boolean operations, as well as refined techniques for UV unwrapping and texture rendering.

The animation section focused on advanced applications of skeletal rigging, including IK/FK blend control, adding secondary deformable bones, and refined keyframe settings and interpolation methods. It also covered the physical simulation animation of cloth and hair systems. Furthermore, it addressed global illumination configuration, advanced renderer operations, and particle flow effects.

The class included hands-on practice exercises to help us solve problems such as model deformation and unrealistic special effects. The course content was highly specialized, and I will focus on mastering the modeling techniques and animation rigging logic to strengthen my practical skills.


The teacher also gave us a simple example for our final assignment.


WEEK 12:

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