Category Archives: FMP

FMP 19 – Game Animation

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FMP 18 Extra Works – Motion Graphic & Branding (Internship)

In May 2021, I joined the DIVISION 6IX e-sports studio as a graphic designer. Up to now, I have been intern for about half a year. I have gained a lot of knowledge. The following is a demonstration of my … Continue reading

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FMP 17 Lighting & Rendering

The project has reached the final stage. In order to unify the style of the entire portfolio, I set the lighting and overall rendering for each animation separately. REFERENCE In addition, I also added a title. This is the flame … Continue reading

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FMP 16 VI Combo Animation Part 2 – Polish

Last week I did a blocking on the combo animation of VI, this week I will perform spline and final polish. When the character is punching the ground, there will be a big reaction force acting on the character. In … Continue reading

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FMP 15 VI Combo Animation Part 1 – Blocking

This week’s task is to make a fighting animation with fists as an attack method. The selected model is still VI. At the beginning of the FMP week, I made a fist strike animation in Aang Animation. This project is … Continue reading

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FMP 14 Battle Idle Animation

This week’s plan is to make battle idle animation. In the previous few times, I did idle animations with swords. This time I want to challenge the idle animations that are common in fighting games. REFERENCE When it comes to … Continue reading

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FMP 13 Hunter Idle Animation

Breathing/idle Animation is one of the necessary animations in the game. When the player does not operate the character, idle animation is often needed to reflect the vitality of the character. What I want to make this week is idle animation.  The … Continue reading

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FMP 12 Hunter Run Animation

In the last semester, I made a female run, this week I plan to make a male run. The difference between them is not very big, women emphasize the swing of the crotch, while men’s chest movement is more obvious. … Continue reading

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FMP 11 Great Sword Animation Part 2 – Polish

During this week, I continued to optimize the animation of great sword. The first thing that needs to be done is to correct some obvious errors. The following is the revised animation…

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FMP 10 Great Sword Animation Part 1 – Blocking

ASSETS In the previous several productions, I have always used lightweight weapons (such as daggers, shurikens, and claws) as the main elements in the animation. In this week’s mission, I decided to try to create a combo animation of heavy … Continue reading

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