The video exported by Ue5 is put into Pr for editing and colour grading work, matching the soundtrack and sound effects to the video.


The video exported by Ue5 is put into Pr for editing and colour grading work, matching the soundtrack and sound effects to the video.
This week ended the animation portion of the production, importing the motion into UE5 for the rendering portion.
We used Metahuman’s Facial Capture feature for the character’s facial expressions.
The pair of mechs that got their mechs this week are bound to their characters and, depending on the plot, reference the mech action from the Pacific Rim movies. This is the first time I’ve animated a mechanical character for debugging, mechs aren’t like people, you need to consider the object mechanics after each move, and each move requires a larger buffer. At the same time, because it is a mechanical structure, it is necessary to consider the posture of the waist force.
Continue to work on the monsters this week and see George during class week to ask for revisions.
Got the monster model this week, based on previous references to the films: the Pacific Rim, the Hulk and other films with large characters in action. Design the monster’s movements according to the requirements of the matchmaking.
Changes and tweaks to the soldier’s animation were made to the Doctor’s animation this week.
A scene item was built this week, a petri dish to place monsters in.
Below is a reference image: