I started to do some planning for the body mechanics animation. I did some sketches and took some reference photos from two angles.

I started to do some planning for the body mechanics animation. I did some sketches and took some reference photos from two angles.

This week we explored the significance of experimental animation and how early pioneers and their innovative works established a foundation for modern practical and theoretical animation studies. The ability of artists to manipulate multiple images revolutionized the way they conveyed ideas through motion, often challenging conventional art styles.
1. It does not relate to concrete objects but expresses something that can only be appreciated intellectually.
2. It does not aim to depict an object but is composed with a focus on internal structure and form.
3. Emotionally detached or distanced from something.
4. A concept or term that does not refer to a concrete object but that denotes a quality, an emotion, or an idea.
5. To develop a line of thought from a concrete reality to a general principle or an intellectual idea
We examined two forms of abstraction: formative and conceptual.
In addition; we learned what elements we should consider when analyzing and implementing an experimental animation.
Categorisation; Genre & Sub-genre What is the work’s background/setting, mood/tone, theme, or topic?
Form and Function; interpreting meaning and relating it to the format, or presentational mode:
Process; The techniques, materials, and technologies applied within the work and the relationships between message and medium, (Does process, technique,e or tool become the message?)
Formal Elements; Use of space/composition, Light & color, movement, rhythm, timing, pacing, transition, and audio relationships.
When engaging with formal experimental animation, it is crucial to consider these elements for a deeper analysis and implementation.
Non-dialogued film:
we learned about non-dialogued film, which includes a lot of categories of films and animation, like Hollywood’s silent films, surrealist films, children’s narratives, and expressionism, these directors started to use gesture and performance, filmic language, special effects, and alternative audio components to replace the dialogue. Also, we learned that Paul Well mentioned a number of devices that enable animation to acceptably deviate from the traditional narrative structure in his book Understanding Animation(1998).
This is an experimental music animation film, and the genre of this animation is a conceptual abstraction. It was made by Max Hattler in 2005, the director used the camera to catch light and objects in the night city and arranged them together in a graphic sequence. There are some shots in between, which are of irregular motion, and the shutter time is extended to make the light trails. In other shots, two or more images are overlapped. The visual style of this work is matched with jazz music let the audience produce some bizarre hallucinations when they watch it.
This week I learned how to create a sequence in Unreal, and learned how to create a camera, and how to move and set up the camera.
I started to create a storyboard. My initial idea was a cat running around the city, but after the instructor’s guidance, I changed some of my ideas and turned my perspective to a cat and a lucky cat.


This week, the lecturer mentioned several elements important in Unreal5: Nanite Virtualized Geometry, Lumen GI and Reflections, and Virtual Shadow Maps.
Also, we started to create a simple world in Unreal 5, how to create the geo in Unreal like the cube, sphere, etc. How to change the basic texture in Unreal.

This week I found the right direction and started to do the final polish on the walk cycle animation.
This week, I polished my walk cycle animation. The lecturer gave me some suggestions on my blocking. I should find the highest point of the walk cycle animation again. The highest point in last week’s blocking was wrong. Secondly, my footsteps were not in the right position. I always wanted to use very few keyframes to complete this animation, but then I found that I needed to make keyframes for each frame when the foot was lifted up.
The Walk Cycle is the most difficult thing in animation. I started to create the walk cycle animation. The lecturer told us there are three crucial concepts behind the walk cycle:
Key Poses: In a walk cycle, these represent the contact points. Breakdowns: The transitional passing positions between the key poses. Extremes: The highest and lowest moments in the walk cycle.

I created two versions of the walk cycle:
This week, with the guidance of the instructor, I continued to polish the tail animation.
Also, I started to create the weight shift animation in blocking, and I recorded a video for reference.
This week I started to polish my tail animation, and I found a problem. My rig model’s body can only be stretched up and down, and its direction cannot be adjusted. Because my blocking was made according to the real squirrel jumping, I had to re-make the blocking.
I am going to start making an animation of a ball with a tail. I have made many similar animations before, but I have a new feeling this time. The reference I found this time is the jumping of a squirrel in real life. The squirrel’s tail will move in the same way as the squirrel’s body, just a few frames slower.