WEEK 3 – Telling the story through the camera
On Thursday, George walked us through the initial phases of creating storyboards by animating various camera types and shot angles. The idea is to be able to anticipate and recognize elements to be used in our scene or shot even before incorporating character animations. George emphasized the importance of the Rule of Thirds in this process.
Moving on, he delved into the concept of establishing shots, highlighting that these shots set the stage for the sequence or shot by providing a broader view before zooming in. He stressed the need for us to vividly imagine our world, as the establishing shots come into play after storyboarding and previsualization. Additionally, George reminded us to apply the Rule of Thirds when positioning the horizon line at the top or bottom of our scenes.
Towards the end of the lesson, George demonstrated the basics of simple camera animation in Maya, anticipating its usefulness for our upcoming homework on the following Thursday.
As part of our last assignment, he tasked us with creating storyboards throughout the week, aligning with the principles and techniques he covered during the previous session.










This past Wednesday, Serra showed us an insightful tutorial on the Motion Capture technique. The session commenced by having Shiong outfitted in the motion capture suit, followed by a meticulous calibration process that took a lot of time. Once calibrated, Shiong engaged in various simple movements, which Serra recorded. Among the recorded actions were Shiong walking and picking up an object from the ground.
Subsequently, our focus shifted towards practically applying motion-captured data within the Unreal Engine. We delved into the intricacies of integrating the recorded animation seamlessly onto a character model.
Overall, the session provided a hands-on experience in both the acquisition of motion data and the subsequent utilization of that data within a dynamic virtual environment. The process not only enhanced our understanding of Motion Capture but also underscored its potential for creating realistic and immersive animations in the realm of Unreal Engine.
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