Previs VS Postvis VS Techvis

Previs

Previs refers to the use of different production methods to present characters, plots, and environments in an intuitive form before the filming or production of movies (not only movies). This is a way of visual expression and execution of art and creativity. This way is diverse, because there are different production points and methods for different project requirements.
Usually the rehearsal is to simplify the production standards of each link of the traditional 3D process, using low-precision models, rough character movements, more accurate camera scheduling, simple lighting, special effects, more accurate editing, making the movie once, focusing on the production of those difficult to shoot Large, high-cost shots and scenes in order to provide more accurate production data and shooting plans to reduce production costs; after Previs was produced, it was actually the first demonstration of the comprehensive performance of each link. The link will be improved on the basis of Previs at this stage until it is clear (according to the cycle). According to different production requirements, the focus is also different, and the level of detail varies according to the different production stages. Some of the Previs videos I have compiled and released before are very detailed and accurate, and some have only rough scheduling. This is related to project requirements and production stages.

Postvis

After the actual shooting content is completed, all related assets are produced and synthesized according to the actual shooting content, and the rough iterative special effects in the lens are added. After the effect is presented, the director will determine whether it meets his intentions and cooperate with the post-production for special effects production .

Techvis

Technical Previsualization. This is how to actually shoot some of the shots determined in the Previs stage after the Previs was determined in the previous stage. Of course, it is mainly aimed at the difficult and costly shots and scenes to help shooting and post-production. Specify the data standard at the time; (scene size, layout, blue and green cloth; what is the camera used, how to move, whether it needs auxiliary equipment, how much movement speed, what lens to use, and how much focal length; light position, intensity; where real shooting is needed, where Use virtual special effects, blasting point location, area, intensity, time point; cast and crew positions, etc.). Tech-vis has a lot less production than the above Previs, but the requirements for shooting experience and post-production experience will be very high; let the photographers know all aspects of the shooting plan to avoid unnecessary mistakes and omissions. Of course, this is explained from the production and collection of technical data.

In addition to the above three important points, there are:

Pitch Previs:which is equivalent to a sample film and a concept film is mainly aimed at investors, but also used to select directors and production suppliers. Pitch-vis is rarely seen. Because it is generally not released, usually because of the limitation of production time and cycle, Pitch-vis will not be too long and the production accuracy will not be too high.

Design Previs: Generally, directors, art directors, photography directors, visual effects or others do a general design in the stage of shooting, and in the next Previs session, this link is also refined or introduced.

On-Site Previs:this is Previs at the shooting site. In fact, this function is to work closely with Tech-vis, because many times they need to accurately measure the data of the setting part, feed it back to the team, and the team makes corrections. Tech- vis, after all, there are some unpredictable conditions in the shooting scene and the real scene; if real-time virtual camera technology is used, On-set’s responsibility is to replace the blue and green back of the shooting with the actual content of the later stage, and present the final part of the picture to the director Effect, judge whether it is necessary to make up shots, and give suggestions; On-set, based on the existing real scene, temporary real scene, how to set up the blue and green screens, monitor whether the blue and green screens meet the shooting requirements during shooting, and the later requirements; and Some data collection such as board, tracking point, HDR, color temperature, etc.; some functional scope is the same as in the later stage of the scene. On-set requires more live shooting experience and operation methods.

Rough Layout: The name in 3D animation, or directly called Layout, its responsibility is to determine the role scheduling, camera movement, the character’s own animation is produced or not produced according to the project requirements, and the lighting and special effects depend on whether the plot is promoted, and the shot Requirement production (according to project requirements); in animation, due to the particularity of its production, during the Rough Layout stage, the requirements for the character’s action design, animation rhythm, and accuracy of camera movement may be emphasized, while the requirements for lighting and special effects are reduced accordingly.

Two-dimensional Layout and three-dimensional Layout are the same, both are to determine the composition of the subject in the picture.

Final Layout: scene integration, replacement of assets, optimization and reasonable arrangement of scene resources.

In fact, whether it is Previs or Layout, it mainly uses various tools and virtual environments to generate shots and clips, so that decision-makers can directly explore art, improve creativity, plan technical solutions, save costs, and unify common wishes to achieve efficient production .

Previs is actually a streamlined three-dimensional production process, and it has to issue various reference plans within a short time. Practitioners will require a variety of skills. If the traditional plan requires too much time or cost, there must be many suggestions. A simple alternative to the ability to produce solutions. (I personally think that the perfect “Previs artist” is “director + producer + visual effects + modeler + rigging division + RD + animator + special effects division + synthesizer + editor + sound effect division + photographer + lighting division” Aggregate)

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Advanced Unit Overview: Feedback and Goals

In term 1, as a rookie getting started with 3d animation and Maya software, I learned a lot from the confusion at the beginning to the whole process of slowly getting started and getting familiar with the production. At the end of term 1, I made a 6-second short animation as the final work. Through this period of study, I have further insights into 3d animation.

According to the feedback from the supervisor, I still have many shortcomings. For example, my blog does not have a very detailed recording and learning process. Because of the previous (bad) study habits, I almost always think of writing blog after completing all the steps. I don’t regard blog as a very important part. I pay more attention to the quality of the results, ignoring the importance of the process. This kind of thinking is wrong.

Therefore, in this semester of study, I will record while learning, including screenshots of the production process and self-criticism, thinking process, valuable references (videos, tutorials, pictures, gifs, inspiration), etc. , To record these materials on the blog, so that learning becomes full and solid.

Regarding the production of Maya’s character animation, I need to study a lot more. For example, lighting settings and lens switching, these two points are not involved in the production of the final animation. As well as the most important role poses and the laws of motion, this is the eternal golden rule for making animation. In addition, for the animation editor, I also need to be more familiar with and master it.

Luke said that “animation editor is our best friend and our biggest enemy”. Making the curve look clean and concise is always the core of making a good animation.

Term 2, the college has arranged more diverse courses for us: Houdini, lighting, unreal engine, cooperative projects and more in-depth performance animation. This means that I will face greater challenges. My idea is to do every project as much well as possible. Put them into a final showreel to lay the foundation for future job hunting is my goal.

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Houdini: WEEK 03

This week, I will learn about the simulation of broken geometry.

In the first stage, I will start with how to make a broken cube.

Method 1

Changing the value of attribute can increase the curvature of the cube surface.

+noise

Changing the jitter scale value in Points from volume can make the sphere break more naturally.

Changing the uniform scale in the explodedview can change the spacing of the fragments.

vdbfrompolygons

Method 2—Use grid to make broken box

First, create a grid and add an attributenoise to the grid to make its surface curved.

grid+noise

Method 3— Build rbdmaterialfracture in the box

Adjusting the edge detail in the detail in the rbd can make the surface of the fragment have texture.

Turning on enable fracture in rbd will increase the number of broken stones

Change the value of primary fracture-fog volume in rbd to make the fracture appear more natural.

In the next stage, I will make simulation animation.

In dopnet, we can make a simple bouncing ball by connecting attributes such as bulletrbdSolver, groundplane, and gravity, as well as modifying values such as friction and elasticity. In the same way, connect it to the fragmented cube we made before, and we can get a dynamic simulation of the fragmentation process. (Rbdobject is only suitable for simple objects, we need to use rbdpackedobject to simulate broken boxes).
Then, I magically got this—

Changing the value in physical can control the range and strength of fragments.
I tested it with different geometry, and was pleasantly surprised to find that the simulation calculation process will change with different objects.

In the third stage, take out the small wooden house made in the first week (I found a better wooden house material from the Internet), repeat the steps that have been learned, first create a materialfracture to increase its broken texture, and then add explodeview.

Increase the number of rbd-primary fractures to 3 to make the cabin more fragmented.

Next, we will do a simulation of a small ball hitting the cabin.

First, create a sphere, Alt+clik right= set keyframes
Connect the ball with rbdmaterialfracture and sphere to rbdbulletsolver

This is the first time I got the effect

The second simulation shows that the cabin moved with the impact of the small ball. Next, we will keep the cabin still during the collision.

Anyway, this is a version I finally produced. Obviously, there are still many problems…
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Houdini: WEEK 02

In this week, I will learn about particle effects in Houdini. This is a very awesome unit. Every time I see those colorful electric flints when I play games or watch movies, I have this Strong longing. But it turns out that it is not easy to do special effects.

Tips: J– can connect each element. Y– cut off select all and then hold down. A– arrange the icons neatly.

Timeshift: is a function that can set the preview within the range of the set number of frames. It can effectively reduce the pressure on the computer memory caused by a large number of calculations (I did not add this function at the beginning, which resulted in every time I add an attribute, Have to wait a long time, so timeshift can effectively help me improve my work efficiency).

Unpack: geometry → polygon.

Gravity is something common to all solvers.(It is a downward force)

After I added popwind and added the corresponding value, this force will offset the gravity, making the particles present an upward dynamic

popforce:popforce can disperse particles, making it appear more natural in the process of movement, as shown in the figure, I added three popforces to reconcile.

Scatter: points on the surface as well as change the force count.

Delete: After adding the delete effect, the irregularities of the particles on the surface can be reduced, making it more natural and magical

My Geometry layout
Change the color of particles.
Final simulation

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Houdini: WEEK 01

In term2, I will face a stronger challenge. In addition to Maya, we have to learn different 3D software. This week, I will enter Houdini’s study week.

Houdini is a comprehensive 3D software produced by sideFX. It is different from other popular 3D software based on hierarchical dependencies. As a software-based entirely on node creation, Houdini is known for its powerful procedural modelling and solving capabilities. . It has been widely used in movie special effects and high-end advertising production for a long time.
With the popularity of dynamic design in the world in recent years, Houdini has gradually replaced other 3D software and has become the main productivity output tool for studios and designers, allowing the original complex or inefficient effects to be achieved in other software. Easier to achieve, or to achieve some new visual ideas. At the same time, Houdini’s powerful programmatic modelling capabilities and data batch processing capabilities are also widely used in the game industry. Become an important part of the production process of the game industry. Even if you don’t plan to use Houdini as your main tool, many templates contained in it can still help improve creative efficiency.

Houdini provides many different operating environments to achieve different functions. For example, the obj environment we are currently in is specifically used to manage 3D scenes for modelling and other operations. Mat and shop (not commonly used) are used to make materials, out is used to create ROP nodes, which are responsible for all output behaviours: including but not limited to setting rendering parameters, rendering pictures, baking textures, buffering and clearing, outputting scene objects to other formats, etc. Wait. In short, the operations that need to be exported to external software are all responsible for this environment.

Other contexts
In procedural modeling, most of the time the nodes we create are distributed vertically, and the parameters are also arranged vertically. Such a layout can obtain more effective information at the same time and improve work efficiency.

SOPs = Surface OPerators or geometry nodes that are inside an object folder. These are used to construct and modify geometry. Any kind of geometry from polygons to volumes.

DOPs = Dynamic OPerators or simulation/solver nodes that are used to construct simulations. Simulations read in geometry from SOPs and passes this data in to the DOP solvers.

SHOP = SHading Operators are materials that represent a shader to apply to geometry. Some are hard coded with vex and others are folders that you can dive in to and modify the VOPs inside.

VOPs = Vector OPerators inside VOP network nodes are used for everything from building shaders to modifying geometry, volumes, pixels, and more.

VEX = Vector Expression Language. The code language used to write shaders. VOPs are wrappers around VEX code snippets.

CVEX = Context agnostic Vector Expression Language. This has replaced all the VEX specific contexts throughout Houdini. It is a generalized language that uses the same environment and functions anywhere inside Houdini.

COPs = Composite OPerators in composite type folders. Used in image compositing operations.

ROPs = Render OPerators in side ROP Output directories which are used to create render output dependency graphs for automating output of any type of data and for triggering external processes like rendering. Commonly used to generate sequences of geometry, simulation data and trigger Render tasks that generates sequences of images to disk.

CHOPs = CHannel OPerators used to create and modify any type of raw channel data from motion to audio and everything in between. Most users safely ignore the CHOP context, and so can you, for now. Put it on the “get to it later” list when learning Houdini. But definitely keep it on the list

After getting familiar with some basic operations and settings of Houdini, I will create a cabin next.
This is a very simple example, I will be able to find some issues and familiar with some operations.
First of all, I need to create two geometry, one with a cube as the basis for creating a wooden house, and the other with a character as an exhibitor.

However, the Houdini node-style method allows each step to be clearly saved, and when there is a problem, you can check the problem step by step.

The operation of modeling is basically the same as other 3D software, such as boolean, extrude and reverse.

After the whole process of making a woodcabin, the biggest touch to me is the way of thinking in Houdini. When I want to make another wooden wall, I will not directly copy an already-made wooden wall like in Maya, but recreate a transform node. The model is still the same, but with different positions and sizes. Although the result looks the same as copying, this way of thinking is very helpful to me, clear and logical.

This is the wood cabin I finally made:

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3D Animation Fundamentals Term1 Showreel

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WEEK 10 Performance Animation:Polish

This week, I will perform the final polish and rendering of the performance animation. Combine key frames spline made before, we get the following animation version.

At the above stage, there is a preliminary trend, but the action is still very stiff and unnatural. What I will do next is to gradually adjust the pose of the character through the coordinate and animation curve editor until it looks comfortable.

POSE, POSE, still POSE!

In this general book, I like his action of beating his chest heavily, expressing a strong dissatisfaction

Another important point is that through repeated inspections, I need to adjust the position of the key pose in the audio at all times, so that he is always in a state of adapting to the rhythm and a good timing.

16th January
18th January

At this point, it’s still passable overall. Next, I will make the face…

Having accumulated previous experience in Phoneme, my speed in this section has been significantly improved, and I think it is a very pleasant time to make facial expressions. I can enter the character and experience his emotions.

Final polish

Before rendering, I decided to add a background image suitable for the story.

Final Animation

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Comparison of American and Japanese Animations of National Characters

The animation is a comprehensive art which integrates many art categories. Since the birth of it, animations in various countries have been developed rapidly with its unique forms of expression. Among them, Japan and the United States are the two most prominent and influential countries in the field of animations. They represent the trend and development direction of world animations. Animated movies of the United States and Japan have their own characteristics and huge regional differences whether from the theme, role, scene modelling, production or publicity methods. The most influential factor is the difference in their national character, which will not only be reflected in animation works, but also affect the creative thinking and aesthetic orientation of a country and nation. Therefore, to analyze the design work and styles of animations between two countries, studying and analyzing how the relationship of national character reflect the characteristics of animation creation is one of the most important ways.

This essay takes national characters of the United States and Japan as an entry point, analyzes the relationship between their unique national character and animated films of different styles in three aspects:characters, scenes and narratives. And finds out the deep effects of national character on animation creation.

Firstly, how to define the national character? Researched by McCrae (2006) and Terracciano (2006), national character is the shared perception of personality characteristics typical of citizens of a particular nation. It is the sum of all kinds of psychological and behavioural characteristics formed by a nation under special social and historical conditions. It is the psychological state of national culture and the common feature of a nation. National character is influenced and restricted by a series of external and internal factors such as politics, economy, history, geography and culture of a country in a certain historical period, so it will also reflect the current situation of history and culture at that time to a great extent, leading to the emergence of different design styles.

According to May(2000, p. 55), American popular culture is the sole culture that has been created and accepted by a multiethnic population. Within its own boundaries, the U.S. is already a world culture. To the extent that popular culture has been exported from anywhere, it has come to America in the physical embodiment of the immigrant masses… American film created a whole new artistic expression that imitated nothing which had existed in previous artistic achievements. The core concept of American culture is “cultural diversity”, and national elements in its animated films come from all over the world. The United States does not possess a single national tradition. It is also an immigrant country. Each immigrant ethnic group has its own distinct culture. These different cultures are reconciled and mixed in the open, free, democratic, and legal environment of the United States, forming a uniquely American spirit: building a sense of racial superiority and cultural self-confidence. The open society of American and the independent character of the American people make their animations show strong contradictions, thrilling plots, humorous and funny, compact and smooth rhythms.

On the contrary, the Japanese nation is not as complicated as a country composed of multiple ethnic groups. In terms of race and culture, Japan is the one with the strongest national commonality in the world. The formation of its national character is closely related to the history and geography of the country. For example, Benedict (2005)stated that Japan’s small territory, shortage of resources, and frequent disasters make The Japanese are both aggressive and modest, militaristic and aesthetic,arrogant and polite, stubborn and flexible, docile and unwilling to be manipulated in nature; They are loyal and rebellious, brave and cowardly,conservative and dare to accept a new way of life. Unlike Western countries, the Japanese strive to seek the dependence of the individual and the whole. Promoting the Japanese to form a harmonious, introverted and group-oriented national character: the Japanese are highly adaptable, they use advanced external things to integrate and transform them into a culture with typical Japanese characteristics. After having a certain understanding of the different national characters of the United States and Japan, I will compare the differences between American and Japanese animations from three aspects: characters, scenes, and narratives.

In terms of character shaping, American animation films are guided by the spirit of paternity in shaping the image of characters, showing the character’s courage to pursue themselves, frankness and persistence. For example, in Finding Nemo, Marlin as a father,breaks through many obstacles and completes impossible missions in order to save his son Nemo. Finally, while saving his son, he also gains a new understanding of father-son relationship and completes self-salvation. And, they often have a unified way of personification. Whether the characters are non-human animals, plants or inanimate objects in real life, such as racing cars, toys, etc., while considering their natural properties, they will be given life and external words and actions like human beings in the animation. The characteristic of this kind of character set is the charm of animation films which can give full play to its infinite imagination and creativity. In Japan, although there is a contest between “good” and “evil” behaviours, in the character set, there is rarely a sharp conflict between “good” and “bad”. For example, in Spirited Away, the little girl Chihiro gains freedom and returns to the real world not because she eliminates the evil forces, but by digging out her own vitality and learning how to survive in a complex society, which promoted physical and mental development and independent. Secondly, compared with moral good and evil, the Japanese pay more attention to the order in social rules. In Ponyo on the Cliff, Ponyo leaves the sea because of her greed and destroys the rules set by her father of the ocean causes humans are facing the crisis of shipwreck. Different from Japan, most American animations place the good and bad characters in opposite positions which mean good and evil are irreconcilable. Besides, Japanese animation modelling personality difference is very small, which makes the audience remember deeply is mostly the story.

Regarding scenes creation, American animated films pay more attention to the creation of virtual space because of their commercial tradition of focusing on visual entertainment effects. Coupled with the rapid development of high-level computer production technology, creators can not only express the real-world scene in the form of animations with a superior simulation effect but also visualize the imaginary space without obstacles. To create architecture with Chinese style in Kung Fu Panda, the creators especially spend time studying Chinese culture and traditional architecture. The creators of American animated films have invested a lot of time, manpower and material resources in every link of space creation, and their purpose is to create more dazzling visual effects on the screen and create a dream situation with strong attraction. On the other hand, although the production methods of Japanese animation films mostly still adhere to the traditional drawing techniques of two-dimensional animations, the scene in the film is not only the imitation of Western work but also the creation of director’s own imagination. For example, the animated film Kiki’s Delivery Service and Howl’s Moving Castle, the locations of the stories are all European-style western towns. And the oil houses in Spirited Away, the underwater world of Ponyo on the Cliff, the kingdom in The Cat’s Repayment, they all show the directors’ vivid imagination and creativity. Creators pay greater attention to the expression of personal style, emotional tension and profound meaning. They do not focus on the impact of producing visual effects, and the participation and application of technology are also quite limited, so the scenes style in the film appears more abstract. However, the rich and changeable plot content and the unconstrained design that echo this simple and abstract form of expression have largely bridged the gap between Japanese and American animations in the international market.

Lastly, regarding the narrative structures, Japanese animation has delicate narration, slow rhythm and focus on the depiction of the characters’ inner world, while American has rough style, fast rhythm and focus on visual impact.

Characters, scenes and narratives are the core parts of the film creation process and are very important to animated films. The style is the artistic tendency of the film. Through the above analysis, because of the differences in national character, the accumulation of experience, the development of technology and the different creative ideas, Japanese and American animated films have shown huge differences. However, the process of creation and development of Japanese and American animations also have a trend of convergence— The simplification and functionalization of the role setting, the simplification of the structure of time and scene, and the mutual imitation, reference and learning in style. In general, the animations in the United States and Japan lead the world trend and have a profound influence and inspiration all over the world.

Bibliography

McCrae, R.R. (2006), and Terracciano, A. (2006) National character and personality. Psychological Science National Institute. Available at: https://doi.org/10.1111/j.1467-8721.2006.00427.x (Accessed: 14 January 2021).

May, L. (2000). The big tomorrow: Hollywood and the politics of the American way. America: University of Chicago Press.

Benedict, R. (2005). The chrysanthemum and the sword: Patterns of Japanese culture. America: Houghton Mifflin Harcourt.

Stabile, C. A., and Harrison, M. (Eds.). (2003). Prime time animation: television animation and American culture. America: Psychology Press.

Chen, A. (2012) Cartoon planet: the cross-cultural acceptance of Japanese animation. Ohio University. 

Available at: http://www.tandfonline.com/loi/rajc20 (Accessed: 15 January 2021).

Furniss, M. (Ed.). (2009). Animation: Art and industry. America: Indiana University Press.

Brown, S. T. (Ed.). (2006). Cinema anime: Critical engagements with Japanese animation. America: Springer.

Spirited Away, (2001) Directed by Miyazaki Hayao. Available at: Netflix (Accessed: 01 January 2021).

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WEEK 8.2 Essay — Outline

I want to write an essay about comparing animations in different countries (the United States and Japan). First of all, there are many factors that affect a country’s art form and style, such as cultural background, wars, colonial history, national characteristics, etc. I want to focus on one of the special points to advance my content. Therefore, I chose the point of national character.

American and Japanese animation undoubtedly leads to the world animation trend. The animation works of the two countries have completely different styles, but under the wave of globalization, there is also a trend of convergence. In this essay, I want to focus on the differences between the two countries’ animations

Planning

In an essay of 1500 words

Introduction and conclusion are 10-15% 500 words (approx).

Body of the essay is 70-80% 1000 words

Simple structure

1. Introduction

2. Discussion or argument (debate), divided into sections

3. Conclusion

1. Introduction

A little basic background about the key subject area (just enough to put your essay into context).

Explanation of how I am defining any key terms.

—What is national character and what aspects of animation (characters, scenes, stories, colours, composition) are affected?

A road-map of how my essay will answer the question. What is my overall argument and how will I develop it?

A confirmation of my position

Why reference?

Demonstrates that you have critically analysed the topic

Supports the arguments you are making

Demonstrates the breadth of your research

Substantiates the theories and discussion you present

Differentiates between your own opinions and those of others

Allows the reader to see the material used, check interpretation of information and locate the sources you have used

What is a reference? 1. Books 2. Pamphlets, booklets and brochures 3. Journals, magazines and newspapers 4. Audio and visual sources 5. Visual art and graphics 6. Interviews and discussions 7. Public performances and events (including theatre, dance and music) 8. Electronic sources (websites, weblogs, online forums) 9. Government publications 10. Legal documents

Credit should be given in two places

In-text (citation):

Referred to in the body of the essay using the author’s surname, year of publication and page number

End-text (bibliography or reference list):

Listed at the end of your essay

Bibliography

A list of all the books / sources you have used, which appears at the end of every essay

Should appear on a separate page to the essay

Listed in alphabetical order of author’s surname regardless of the source

If citing multiple items by one author, list chronologically and by letter (1993a, 1993b). You will also list them in this way in your IN-text referencing (citations)

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WEEK 9.2 Performance Animation:Blocking

Starting this week, I officially entered the blocking stage of the animation.

First, I set up a camera on the left side of the screen, which can more accurately judge whether the pose I made in the perspective view is accurate.

Before starting, I simply drew a storyboard based on my own reference, which helped me understand the feelings of the character. To put it simply, I divided it into 4 different states. From the perspective of movement, they are-upright, bending, curling, zooming, and restoring.

The above is my key pose.

The key pose is the most important part of the animation, which determines whether the character’s movements are clear and natural, so this is the first and essential step.

After completing the pose, I connected it to get my initial blocking.

In this version of blocking, I feel that the characters’ actions are too repetitive, so I added the action of pulling the hands apart to better express the characters’ feelings of helplessness. In the final wave of the hand, I adjusted it more powerfully, showing the degree of anger.

Summary

The most important thing about blocking is to set up the poses.

Next week, I will spline the animation and final polish.

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