Categories
Advanced 3D Animation Advanced and Experimental 3D Computer Animation Techniques

Week 7 – Facial Animation Second Pass and Final Polish

This week focused on improving and finishing the animation work from the previous weeks. The main tasks were the the Facial Poses Animation – Second Pass, and the final Heavy Object & Change of Mind Polish assignment.

We started by looking at facial animation demos. These helped show how facial movement should feel connected and natural, rather than just moving separate controls one by one. It was useful to see examples of how small movements in the eyes, brows, mouth, head and chest can work together to create a more believable performance. This connected back to the previous eye animation lesson, where we learned that blinks, eye darts and brow movement should support the character’s thought process.

For the Facial Poses Anim – Second Pass assignment, we had to address the feedback from the previous facial animation task and do another pass. This stage was about improving the timing and making the transition between the poses feel smoother. Instead of only focusing on the final facial expressions, I had to think more about how the face moves from one emotion to another. I tried to consider which part of the face moves first, where a blink could help, and how the eyes and brows guide the emotion.

This made me realise that facial animation is very detailed. Even if the movement is small, the timing can completely change how the expression reads. If the eyes move too late or the blink feels random, the emotion can become unclear. Doing a second pass helped me understand that animation is not finished after the first version; feedback is part of the process, and each pass should make the acting more readable.

I also recorded a video reference to better understand the facial poses. By filming myself, I could see more clearly how my face moves during the emotion and which small details are important, such as the eyes, eyebrows, mouth, and the timing of the blinks.

The reference video also helped me understand how the emotion builds up, so I can apply this more clearly later during the animation polish stage.

We also worked on the final Heavy Object & Change of Mind – Polish assignment. The goal was to address feedback and finish the shot. At this stage, the focus was no longer on creating the main poses, but on refining the animation so that the movement felt more controlled and believable. I had to look at the shot more carefully, check the timing, smooth out the motion and make sure the weight of the object was still clear.

The polish stage was important because it showed me how much difference small changes can make. A heavy object needs the body to react properly, with the hips, chest, arms and hands supporting the weight. The change of mind also needs to be clear, so the audience can understand the moment where the character stops, thinks, and decides to act differently. This means the acting and body mechanics both have to support the same idea.

For the Heavy Object assignment, I had a lot of problems with the constrain part. I kept getting stuck because the object and the character were not working together the way I wanted. This made the process quite frustrating, because I had to keep going back and fixing things before I could continue with the actual animation.

Because of these issues, I decided to adjust my scene slightly so that it would still show the idea of a heavy object clearly, but in a way that was more manageable for me. I focused on making the body movement, weight and timing readable, instead of overcomplicating the scene too much. Even though I struggled during the process, I learned more about how important planning and constraints are when a character interacts with an object.

Categories
Advanced and Experimental 3D Computer Animation Techniques Theory (term 2)

Week 6 — Defining the Research Question

The session focused on defining the research question and developing a viable premise for the thesis. This was an important session because it helped me understand that a research question needs to be focused, achievable and supported by research. A strong question should not be too broad or too vague, because the thesis needs to investigate one clear issue in enough depth.

We looked at the characteristics of a good research question. A research question should be focused, researchable, feasible, specific and complex enough to develop across a paper or thesis. It should address one main issue, be answerable through primary or secondary sources, and fit within the time and limits of the project.

This helped me think about my own FMP thesis topic. At this stage, a possible research question could be: How can stylised 3D animation represent the contrast between media narratives of war and the lived experience of civilians affected by conflict?

This question feels more focused because it connects directly to animation, visual storytelling and my practical FMP work. It also gives me space to research media framing, propaganda, animated documentary, trauma, memory and civilian experience.

The session also explained that a topic should be narrowed down through preliminary research. This means reading a small number of relevant academic sources first, identifying key debates, and then deciding which specific issue or angle has the strongest potential. For my project, I need to avoid trying to cover the whole subject of war, media and animation. Instead, I should focus on a smaller area, such as how animation can visualise emotional distance, mediated suffering or the gap between public narratives and private experience.

We also looked at academic writing support, including cohesion in writing and how to communicate opinion academically. The cohesion resource showed that each paragraph should have a clear purpose and should connect logically to the next one. It also explained how signposting helps guide the reader through the argument. This is useful for my thesis because I will need to organise my ideas clearly and make sure the reader understands how each section connects to the research question.

The resource on opinion in academic writing was also useful because my topic is emotional and politically sensitive. It reminded me that my own view can be part of the research, but it needs to be supported by context, academic sources and critical reflection. The slides explain that academic writing should use other voices to support an argument, show how views have developed, and present opinion as informed by academic research rather than personal reaction.

My next step is to keep testing my question against the sources I find, making sure it is focused, researchable and connected to my FMP animation. I also need to continue developing a clear academic writing style, where my argument is supported by research and structured in a way that is easy to follow.

Categories
Advanced 3D Animation Advanced and Experimental 3D Computer Animation Techniques

Week 6 – Eye Animation, Connecting Facial Poses and Spline/Polish

This week focused on improving facial animation, especially the eyes, and continuing the final stages of the Heavy Object & Change of Mind assignment. The main facial animation material was about eye animation, including blinks, eye darts and eyebrow movement. This helped me understand that the eyes are one of the most important parts of facial acting, because they show thoughts, attention and emotion before the rest of the body reacts.

One useful point from the session was that we should not blink just for the sake of blinking. Blinks should usually happen for a reason, such as a change of thought, a change in eye direction, a major attitude change, head movement or staring. This made me realise that even a small blink can affect how the audience reads the character’s emotion. If the blink is placed randomly, it can make the animation feel less intentional.

We also learned about eye darts and how they can show that a character is thinking or gathering information. The eyes should feel like they are locking onto something, rather than floating around without purpose. I found this helpful because eye movement can make a character feel more alive, even if the body is not moving much. The lecture also explained that eyelids should react to the eye movement, which makes the face feel more connected and natural.

Another part of the lesson focused on eyebrows. We looked at how eyebrow movement can support the eyes and change the meaning of a facial expression. For example, brows can move up or down depending on the type of question, thought or emotional reaction. I found this important because the eyes and brows should not be animated separately; they need to work together as part of the same expression.

For the Facial Pose – Connecting Poses assignment, we had to take three facial poses and connect them together after addressing feedback from the previous assignment. This was more challenging than just making still poses, because I had to think about what part of the face moves first and what follows after. I also had to consider whether a blink or eye dart would help the transition feel more natural. The assignment reminded me to look at reference frame by frame, use a mirror and think about timing, slow in and slow out.

We also continued the Heavy Object & Change of Mind assignment, moving into the Spline + Polish stage. At this point, the focus was on finishing the shot, addressing feedback and checking the animation frame by frame. We had to make sure there were enough keys so the animation did not feel floaty, smooth the curves in the Graph Editor and check motion trails on important parts like the nose, hands, hips and props.

This stage felt more technical, but also very important. In blocking, the main acting and poses are created, but in spline and polish the movement needs to become smoother and more believable. I understood that polishing is not just making the animation look cleaner, but also checking if the weight, timing and spacing still support the acting idea.

I still had a lot of problems with the constraint part of the assignment, and this made me feel quite stuck during the week. I was struggling to make the object connect properly to the character’s hand, and because of that the animation did not work the way I wanted it to. The object was not following the hand correctly, so I kept having to go back and check what I had done wrong.

Marianna helped me with this and explained the constraint setup more clearly. She showed me that I first had to position the hand and key it properly. After that, I had to select the main hand controller together with the object, then go to Animation > Constrain > Parent. This helped me understand how the object could be connected to the hand during the movement.

She also explained the difference between the object being connected and not connected by using Blend Parent. When Blend Parent is set to 1, the object is connected to the hand. When it is set to 0, the object is not connected anymore. This was useful because I understood better how to switch between holding the object and letting go of it. Even though I still found it confusing, this explanation helped me move forward and made the constraint process a bit clearer.

Categories
Advanced and Experimental 3D Computer Animation Techniques Theory (term 2)

Week 5 — Research Design and Draft Literature Review Briefing

the session focused on research design and how to develop a clear research problem or question. We also received the briefing for the draft literature review assignment. This session was useful because it helped connect the earlier work on choosing a topic and developing a literature review with the next stage: deciding how the research will actually be structured and approached.

A key part of the session was understanding that research design is the plan behind the research. It helps define what the study is trying to investigate, what methods will be used, and how the research question can be answered. The resources introduced different research approaches, including qualitative, quantitative, mixed methods, arts-based and community-based participatory research. Leavy explains that research design is like building a structure or plan for research, where the chosen approach depends on the topic and purpose of the project.

We also looked at the difference between qualitative and quantitative research. Quantitative research uses numerical data and statistical analysis, while qualitative research focuses more on meaning, interpretation, process and context. For my own thesis, a qualitative approach seems more relevant because I am not trying to measure data statistically. Instead, I want to analyse ideas, visual examples, films, media language and how animation can communicate difficult subjects such as war, civilian experience and mediated narratives.

The session also helped me think about methodology. A methodology explains the actions taken to investigate a research problem, as well as the reasons for choosing those methods. This is important for my project because I need to explain why I am using certain sources, case studies and visual analysis, and how they help answer my research question.

We were also briefed on the draft literature review assignment. The assignment asks us to produce a research question or problem, a brief research objective, a draft literature review and a bibliography of books and journals we have reviewed.

For my own FMP thesis, i need to refine my research question, explain the objective clearly, and begin building a literature review around the key academic areas that support my topic. These could include media framing, propaganda, distant suffering, animated documentary, memory, trauma, war representation and visual storytelling. The assignment also reminds us to use recognised academic sources, apply Harvard referencing and avoid plagiarism through careful citation and paraphrasing.

Another useful resource from the session was the list of areas to consider when developing a research topic. It explains that topics in arts, entertainment, media and technology can be approached through perspectives such as politics, social justice, ethics, representation, cultural issues, media sectors, experimental practice, screen-based work and virtual reality. This connects well to my project because my research sits between animation, media, politics and representation.

Overall, this session helped me understand that my thesis needs a clear research design, not just an interesting theme. I need to decide what kind of research I am doing, what sources I will use, and how my literature review will support the final thesis proposal. My next step is to focus my research question and start organising sources into themes so that the draft literature review can become a strong foundation for my FMP thesis.

Categories
Advanced 3D Animation Advanced and Experimental 3D Computer Animation Techniques

Week 5 – Blocking Plus, Project 1 and Facial Photo Reference

This week focused on developing our existing animation work further and beginning to think more seriously about our Project 1 / FMP direction. We continued from the previous weeks by improving the Heavy Object & Change of Mind animation, but this time the focus moved into Blocking Plus. At this stage, the poses, staging and rhythm needed to be more locked down, instead of still feeling like a rough idea.

For the Heavy Object & Change of Mind (Blocking Plus) assignment, we had to address feedback and make sure the acting choices were clear. The task also asked us to add breakdown keys and in-between keys, with keys placed approximately every four frames. I understood this as the stage where the animation starts becoming more readable and less robotic. It is not fully polished yet, but the main movement, timing and body mechanics should already make sense.

A useful reminder from this task was that offsetting body parts should be done properly using keys, rather than just dragging the whole timeline. This made me think more carefully about rhythm in the body. For example, when a character interacts with a heavy object, the whole body should not move at the exact same time. The hips, chest, arms and head need small timing differences to make the action feel more natural and believable.

During this week, I struggled a lot with the constrain part of the assignment. I kept running into problems where things did not connect or behave the way I expected, which made me feel really stuck and frustrated. Because of this, I had to spend extra time trying to understand what went wrong and how to fix it. In addition to the videos we were given, I also watched other tutorial videos to help me understand the process better. Even though I still got stuck during that week, it helped me realise that constraints are an important part of the workflow and that I need to practise them more so I can use them with more confidence in future animation tasks.

We were also introduced to Project 1, which is a formative assignment connected to our Final Major Project. The project asks us to choose one core element that we might include in the FMP, such as a visual style, character design or narrative idea. We do not need to have the full FMP planned yet, but we need to research one element, experiment with it and create at least one more polished outcome to present.

I found this helpful because it makes the FMP feel less overwhelming. Instead of trying to solve the whole project at once, Project 1 works more like a test run. It gives us space to explore one idea and see if it is achievable, interesting and useful for the bigger project. The examples shown in the brief also made it clear that the outcome can be practical and experimental, not perfect. The important part is to learn from the process and understand what direction could work for the FMP.

On Friday, we also worked on the Facial Pose Photo Reference assignment. This task asked us to start using real references and pose three facial expressions with different emotions. We could use pictures of our own face or actor references. This connected back to last week’s facial posing session, because we had to think about asymmetry, eye shapes, mouth shapes and how the whole face connects together.

Using real photo reference is useful because it stops the expression from becoming too generic. When looking at a real face, there are small details that are easy to miss if I only imagine the emotion: one eyebrow might lift more than the other, the mouth might pull to one side, or the eyes might carry most of the emotion. It also reminded me to use a mirror and observe the expression physically before trying to recreate it on the rig.

The feedback I received for my 3 facial poses was to make the facial expression clearer by adjusting smaller details in the face. I needed to pull the chin down more so the mouth shape would feel stronger and more readable. I also had to think about how the line of action was pushing through the face, and make sure the expression still stayed symmetrical.

Another point of feedback was to pull the eyebrows slightly down, because this would help the emotion feel more connected and intense. I also needed to pull the eyelid a little bit up to improve the eye shape. These small changes helped make the pose feel less flat and made the expression easier to understand.

Categories
Advanced and Experimental 3D Computer Animation Techniques Theory (term 2)

Week 4 — Developing a Literature Review

The session focused on developing a literature review and understanding how it supports the thesis. We looked at how to structure and write a literature review in a way that creates a balanced academic argument. The session also introduced the idea of the “golden thread”, meaning that the research question, literature review, methodology and final argument should all connect clearly throughout the thesis.

A key point from the session was that a literature review is not just a list of sources. It should explain how different authors, theories and debates relate to the research topic. A literature review helps identify what is already known, where there are gaps in the research, and how my own project can contribute to the discussion. Rowley and Slack explain that a literature review supports the identification of a research topic or question, builds understanding of key concepts and helps contextualise the research within existing literature.

We also looked at how to approach a literature review structurally. One useful method is the “funnel” approach: starting with broader background research, then narrowing the focus, and finally discussing the most relevant sources directly connected to the research question. This helped me understand that my literature review should not begin too specifically. I need to first introduce wider ideas around media, conflict, animation and representation before focusing on animated documentary, war narratives and civilian experience.

The session also made it clear that sources need to be academic and reliable. We were reminded to use peer-reviewed texts, books and scholarly articles, and to avoid relying on personal blogs, film reviews or YouTube unless they are being used for a specific animation reference. This is important for my research because my topic deals with serious subjects such as war, media language and civilian suffering, so the sources need to be credible and critically useful.

Another important point was how to write in an academic style. The guidelines explain that thesis writing should avoid personal or emotive language, avoid sweeping generalisations, and use formal academic phrasing. This is something I need to keep in mind because my topic is emotional, but the writing still needs to remain objective and analytical.

Categories
Advanced 3D Animation Advanced and Experimental 3D Computer Animation Techniques

Week 4 – Facial Pose, Blocking and Stitch’s Tea Party

This week focused on facial posing, blocking and continuing our work with object interaction in Maya. On Thursday, we looked at facial animation and how to create stronger, more appealing expressions. The session explained that a face should feel organic, not stiff or perfectly symmetrical. We learned that asymmetry, shape and connectivity are important because they help the expression feel more alive and less robotic.

One idea I found useful was that facial expressions should not just be made by pushing one control or sliding one attribute. For example, the lecture explained that instead of simply setting the “smile” control to 1.0, we should actually craft the smile by thinking about volume, cheeks, mouth corners, eyes and brows. This made me realise that facial posing is still a form of acting, even when it is only one pose.

For the Facial Pose Model Sheet assignment, we had to reproduce five facial poses using the provided model sheet and references. The task was to apply what we learned in class, while also remembering that camera angle matters. I focused on trying to make the expressions clear and readable, without overcomplicating them. I also tried to pay attention to the relationship between the brows, eyes and mouth, because the lecture showed that these parts should connect together instead of moving separately.

For my 5 facial poses, I received feedback that the mouth shapes needed to be clearer and stronger. I also had to pay more attention to the eye shapes, because the eyes are very important for showing the emotion of the character. The eyebrows needed to connect better with the expression, instead of feeling separate from the face.

Another point of feedback was to improve the line of action in the eyes and eyebrows. The direction of the eyebrows and eyes should support the emotion more clearly. I also had to check the symmetry of the eyes, because some shapes were not balanced enough. Overall, the feedback helped me understand that small changes in the mouth, eyes and eyebrows can make the facial poses much more readable.

On Friday, we had a self-study session with useful Maya tips. This included topics such as adjusting an object’s pivot, camera clip distance, DAG only, colourspace, and constraints/parents with objects. These technical reminders were useful because they connect directly to the animation assignments. A lot of our work now involves props and object interaction, so understanding how to set things up properly in Maya makes the animation process easier.

We also worked on the Heavy Object & Change of Mind blocking assignment. At this stage, the focus was on making sure the story and acting were clear before polishing the animation. We had to make sure every key pose was a strong “golden pose,” with enough important breakdowns between them. I understood that blocking is not just rough animation, but the stage where the main acting choices, timing and rhythm are decided.

Another activity was Stitch’s Tea Party. In this task, Stitch had to make tea by carrying a tray, placing it on the table, putting the tea bag into the pot, pouring tea into the cup, stirring it and finally drinking it. This was a useful exercise because it involved many object interactions, such as holding, placing, pouring and stirring. It also made me think about planning constraints and parenting before animating, because the props need to follow the character’s hands at the right moments.

Categories
Advanced and Experimental 3D Computer Animation Techniques Theory (term 2)

Week 3 — Understanding and Testing Research Viability

In week 3, the session focused on understanding and testing the viability of a research topic. This was useful because it showed that a thesis idea cannot just be interesting; it also needs to be focused, researchable and supported by reliable sources. We discussed how to develop a potential research topic and how to identify resources that can help shape the research.

A key point from the session was that the topic should motivate us for several months, but it also has to be realistic. A topic can become weak if it is too broad, too vague, too narrow or too ambitious. The resource explained that the research question should connect to art, design or visual culture, and that it needs to be focused enough to allow for critical analysis rather than just description.

The session also introduced ways of testing a research potential. This includes defining a research objective and question, explaining the project rationale, identifying keywords, situating the topic in relation to key texts and debates, choosing materials or case studies, and building a bibliography. This structure is helpful because it gives me a clearer way to test whether my research idea is strong enough before developing it further.

For my own project, I started thinking about possible keywords and sources. Some useful keywords could be: animated documentary, war representation, media framing, civilian experience, propaganda, trauma, memory, visual storytelling and 3D animation. These keywords can help me find academic sources and films that connect to my thesis topic. I also need to think about which films, artworks or animated examples I could analyse as case studies.

The session also reminded me that research is not only about collecting information, but about understanding different positions and debates. The research resources explain the difference between primary and secondary sources, and also stress the importance of taking notes carefully, including author, title, date, publisher and page references. This is important for avoiding confusion later when writing the thesis and using Harvard referencing.

PDF from last week’s assignment