Categories
Advanced and Experimental 3D Computer Animation Techniques Maya

WEEK2:Storytelling through cinematography

A story is not just a sequence of events, but a chain of cause and effect.

Avoid using “and then”; instead, connect story beats with “therefore” and “but”.

The character should drive the story through their desires and flaws.

Conflict is the core of storytelling (both internal and external).

A story begins when expectation (desire) meets reality (obstacle).

Use the SWBST structure to build a clear narrative:
Somebody → Wanted → But → So → Then

A strong story feels like a chain reaction of consequences, not a “pushed” sequence of events.

Cinematography Analysis

Case Study: Léon: The Professional

Create a cinematic scene in Maya in Previs. The theme is “Hunter to Prey.”

Categories
Advanced and Experimental 3D Computer Animation Techniques Collaborative Unit

WEEK2:Group Concept Synthesis

Based on the requirements of the World Rendering Competition, I developed an initial storyboard iteration.

Categories
Advanced and Experimental 3D Computer Animation Techniques Design for Animation, Narrative Structures & Film Language

WEEK2:Short Narratives & Non-Dialogue Animation

Week Notes:

This week covered the main forms of short narratives, including classic short stories (e.g., “The Gift of the Magi,” “The Lottery”), flash fiction (only a few paragraphs or sentences), and narrative essays (e.g., Joan Didion’s “Goodbye to All That”). Short narratives are characterized by brevity, a single focus, limited characters, direct storytelling, and a unified emotional effect.

Micro-narratives are extremely short stories that capture a single moment or emotion, making them ideal for social media, advertising, and research. They emphasize emotional core and relatability, contrasting with macro-narratives (myths, fables) by offering individual, zoomed-in perspectives.

Non-dialogue animation tells stories purely through visuals—body language, facial expressions, music, and sound effects—without spoken words. Types include silent animation, abstract animation, and music-driven animation (e.g., “Fantasia”). Notable examples include “Shaun the Sheep,” “Pingu,” “The Red Turtle,” and “Balance.” Key elements are visual storytelling, universal appeal, sound design, and artistic expression.

Task for this week:

1. On graduation which area or environment of production do you wish to focus upon and why?

I wish to focus on the area of stylised animation. The reason is that stylised animation can express emotion and narrative through exaggerated shapes, colours, and movement, making it more expressive and artistically distinctive than realistic animation. I am very interested in this form, as it allows me to create a unique visual language and emotional impact with limited production resources.

2. What skills will you need to attain the standards required for vocational practice?

I need to master the following skills: stylised character design, which means conveying character personality through techniques such as exaggeration, distortion, or abstraction; colour theory and visual language, using colour and shape to express emotion; animated performance, making characters feel lively and believable without relying on realism; and visual narrative structure, learning how to establish plot and emotion within a short timeframe. In addition, it is necessary to become proficient in animation software such as Blender, Maya, or After Effects.

3. How will you showcase your FMP practice for the final shows?

I plan to showcase a stylised animated short film, approximately two to three minutes long. Alongside the film, I will present visual development materials, including style exploration, character design sheets, colour scripts, and storyboards, allowing the audience to see the full process of creating a stylised animation from concept to final piece. If space permits, I may also set up a process wall to show the evolution of different style attempts.

4. Is it important to directly connect the thesis research to your practical work?

No, it is not important. I believe that theoretical research and practical work can be conducted relatively independently. Practical work relies more on intuition, aesthetic judgment, and experience, while thesis research can serve as a parallel direction of exploration. The two do not necessarily need to be directly linked.

5. Do you have an area of research you wish to conduct that is unrelated to practical element?

No, I do not. I wish to focus all my research energy on content that serves the practical work, ensuring that every part of my research directly or indirectly helps me complete my final animated piece.

Categories
Advanced and Experimental 3D Computer Animation Techniques Maya

WEEK1:Emotions through Camera

Study how the camera language (shots,angles, movement) is used to tell the story and express emotions.

Case: Lawrence of Arabia

Class exercise: Modify part of the original storyboard according to your own ideas.

Create two versions of the “5+5 shots” storyboard, expressing different emotion through the camera. 

Choose one of my friend’s storyboard shots and transfer it into Maya.

Categories
Advanced and Experimental 3D Computer Animation Techniques Collaborative Unit

WEEK1:Personal Conceptual Exploration

Key words:

Short Film Concept:

This film focuses on a racing driver in the critical moments before the start of a race. Through sound, rhythm, and subtle bodily micro-movements, it portrays the transition of emotion from tension to restraint and ultimately to a state of calm control.

The narrative is driven by the driver’s internal state, intercut with the preparation process of the race car—engine ignition, system calibration, and mechanical responses. These elements echo the driver’s breathing, focus, and physical adjustments, forming a synchronized relationship between human and machine under extreme conditions.

Rather than depicting the race itself or its outcome, the film concentrates on the moment just before pressure reaches its peak. As layers of sound and rhythm intensify toward a critical threshold, both visuals and audio suddenly fall into silence. The driver takes a deep breath.

Immediately after, the engine roars to life. The screen cuts to black, leaving only the sound of the crowd and the low-frequency rumble of the engine.

Finally, the Audi logo appears.

The entire film is presented in fifteen seconds: the first twelve seconds establish emotional tension and system readiness, while the final three seconds reveal the brand identity and message.

Through the concept of “calibration,” the film metaphorically expresses Audi’s brand philosophy—achieving peak performance through rationality, order, and control under conditions of extreme pressure.

Reference:

Categories
3D Computer Animation Fundamentals

FINAL SHOWREEL

Categories
3D Computer Animation Fundamentals Unreal engine

WEEK12:Rendering And Summary

When selecting shots for rendering, I focused on angles that enhance immersion, presenting the environment from a furtive, hidden perspective, as if the viewer is cautiously observing the scene. I repeatedly adjusted the camera’s aperture and focal length to achieve a more cinematic look. To support the dark and unsettling tone of the project, I chose a slow, eerie piece of music as the background score.

Throughout the production of this project, I gained a great deal of experience. Prior to this, I was not very proficient in 3D work, nor was I familiar with most 3D software. From modeling in ZBrush, to UV unwrapping and texturing in Maya and Substance Painter, and finally to scene assembly and rendering in Unreal Engine, I encountered a variety of challenges at every stage. However, by searching for tutorials, consulting classmates, and exploring alternative solutions, I was able to overcome these difficulties. This project also marks the first time I independently completed an entire production pipeline from modeling to final rendering, and overall, I am fairly satisfied with the result.

At the same time, there are some regrets. Spending too much time on early planning left me with limited time for polishing in the later stages. In addition, my unfamiliarity with several software tools—especially issues related to importing and exporting between different programs—cost me a significant amount of time. As a result, I had to revise my original concept of a taxidermy room and instead shift the scene toward a more surgical environment. I had initially planned to model specific assets such as hybrid specimens made from human and animal corpses, as well as an experimental electric chair, but due to time constraints, I had to rely on existing assets instead. Nevertheless, this experience has provided valuable lessons and will serve as an important foundation for future projects.

Categories
Design for Animation, Narrative Structures & Film Language

WEEK12:Presentation