Author Archives: Jingying Xu

Week6 Render Layer

The render layer in Maya generally has two purposes. One is to layer the scene: foreground, background, character, shadow, mask and so on. The other can be understood as sub channel. If you have done the later stage of film … Continue reading

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Lighting Tutorial Week3 : Image-Based Lighting (IBL) Setup (2)

The full name of “IBL” is “image-based lighint”, which is a method of camouflage global illumination. Using this method can obtain better visual effect and achieve the purpose of real-time rendering One of the ways to achieve this is to … Continue reading

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Houdini Tutorial Week 5

This week is going to be all about volumes and smoke, fire or explosion. In Volumes we’ll learn to create and control combustion style simulations in the sparse pyro solver, and then take it further by using PDG to run … Continue reading

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Week5 Performance Animation: Recording and Feedback

Part1 Audio Options Acting! It’s one of the most important components of being a successful animator. This week we were given the task of selecting three conversations and editing audio for future animation. We have to choose an audio clip … Continue reading

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Week4 Rigs and Animation reference

Part1 Animation Reference This week, Kay and I thought about 15 animations that can trigger and interact based on the story of Sweeney Todd. The character runs in the scene. According to the props in the scene, such as razor … Continue reading

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Week4 Zoetropes

A zoetrope is one of several pre-film animation devices that produce the illusion of motion by displaying a sequence of drawings or photographs showing progressive phases of that motion. It is a drum with sequential animation stills facing inward around the circumference. The viewer peers through … Continue reading

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Lighting Tutorial Week2 : Image-Based Lighting (IBL) Setup

Part1 Nuke Inspecting the source image files Matching the overall pixel value of the targeted area Separating the HDRI into Hi / Low pass , North / South Dome The benefit in the troop map is that we we can … Continue reading

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Week3 Advanced Skeleton and Motion Capture to Rigs

This week’s class opened my eyes and let me know more about the technology of motion capture. Its main content is how to use the plug-in advancedskeleton to make the rigs and add the motion captured to rigs to form … Continue reading

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Houdini Tutorial Week 4

This week we talked about some courses about materials, lighting and rendering, which are similar to the properties of other 3D software, so it’s not difficult to understand. Then I learned about some of Houdini’s own shaders and rendering engine … Continue reading

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Week3 Character UV and Texture

I’m really struggling this week, because I’m challenging to get involved in new areas and learn a lot of new technologies, such as unfolding UV and painting the texture with PS. Part 1 UV and Material Character1 The first thing … Continue reading

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