FULL ANIMATED SEQUENCE
This will be the final sequence that will be submitted. While the qualities of animation are quite mixed, they work together as a cohesive whole.

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@hspencer-sword
FULL ANIMATED SEQUENCE
This will be the final sequence that will be submitted. While the qualities of animation are quite mixed, they work together as a cohesive whole.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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RENDERED ANIMATION
My final rendered sequence.
I am quite pleased with how this animation has turned out. I think all of the actions and shots have turned out nicely.
Lighting and Rendering
I decided to start rendering the sequence, as I was happy with what it looked like. I found that the preview render was extremely bright, and I think it was down to the amount of lights I included on the set.
I narrowed down the amount I was using to three directional lights and one spotlight and rendered the scene without the background so that I wouldn’t get any shadows on it. It will be added back in later.
I was happy with the lighting in the above shot. But when it came to the second shot, I copied and pasted the lighting from the previous shot, but it didn’t seem to have the same balance as it did here. At the top of this post, you can see the differences between the lighting quality as I tried tweaking it to look right.
First three: colours too drab, composition is a bit off
Last three: slowly getting there, getting closer to intended look
Still not happy with the lighting, I decided to render the entire background separately to the animation and then composite it all in so they could be two different layers and the colour of the gloves wouldn’t blend in with the bamboo.
Sequence Development
After seeing a tutor, I got feedback on the previous version of the animation:
- Push the ‘tapping the sword’ pose further, use a head tilt to make the character’s thoughts more obvious
- When the character adjusts the gloves, add some movement in the waist as it looks static
- Move the hand higher to adjust the glove
- Hold keyframes, the hands move about a bit too much while adjusting the gloves
- Hold the grabbing keryframes, the hand starts to move (this was intentional, but I can understand why I should change this)
- The right foot during the movement backwards should react
- The right leg’s position at the end doesn’t feel ‘real’ - it would be quite hard to hold this pose in real life, maybe consider sliding the foot backwards to a more comfortable pose.
The above animation is the result of these tweaks. I feel as if the animation is in a good place to move onto rendering.
It was suggested that when I render, I should remove the forest plane and add that back in later so that I don’t get shadows on it when I light the set. I shall consider doing that as it is easy enough to change and replace.
Week 7 Evaluation
I feel as if I am making good progress with my animation sequence, and feel quite happy with how it is currently going. I am also quite happy that I have managed to texture the head and give the character a proper face at long last.
Last week I was concerned I wouldn’t be able to keep track of which files I was using for the animation. To make sure I was keeping track of which files were the right files to use, I made sure that I always had an up to date animation file with all the important pieces in, such as the set, the rigged character and the textures. This has allowed me to work on the animation anywhere I take it while not getting confused about which is the newest.
I think that the main challenge to face in the upcoming week will be getting the final sequence edited, rendered and composited together into the group project file. Since the animation is currently in a good place, I imagine that all that is left to do on it is a few final tweaks (to the lighting, make a bit to the action) and then it can be rendered.

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Lighting
I wasn’t too sure how to light the set, so I tried several different alternatives to see what made the set look its best. I used a combination of spotlights and directional lights to give the shots a well-lit appearance
I also tried out using some smaller spotlights in the background to give the bamboo forest a glowing effect, but I don’t think this turned out as well as I wanted it to.
The lighting, I feel, still needs to be tweaked a bit, and maybe cut down on the amount of lights there are when it comes to rendering. It will be more play-it-by-ear to see what works best but rendering single shots to test the quality.
FULL SEQUENCE PLAYBLASTS
I have managed to shorten down the animation to ten seconds, compared to the fourteen it was previously. While the animatic was originally only eight, I feel like reaching ten is a happy medium and allows for all the actions to take place and all the held positions to be read properly.
Texturing the Face
I went back into the model and decided to finally give my character a face. I feel a lot better for having given them a face, because now they have a lot more of a personality rather than having a bland blank space.
I wasn’t happy with the character not having a face, so I fixed the problem.
In texturing the head, I realised I could potentially render out the same sequence with a different texture on each time and then intercut the two or three versions of the animation together so it looks like the character’s expression changes.
I think this will help when she is straining with the sword, as it will visibly show her face screwing up with effort.
Even though this isn’t technically a directly animateable part of the character, it is something, and I’d rather have something happening with the face than nothing
Shot 3 - Playblast 5
Elements improved
- The left hand holds in place a lot more consistently
- Character flying backwards is a lot quicker than before
Hand phases into the face, this will need to be tweaked
Shot 1 - Playblast 4
Removed keyframes for the left hand going down and then back up, now the character pats sword and goes straight to adjusting position.
Hand is on the right way now, used the palm controller to ‘grasp’ the wrist of other hand so the adjusting movement is clear.
Fingers flex on the left hand to show gloves have been adjusted over the elasticated snapback being animated.
Worked on holds
Things that need work:
The legs move a bit too much for the position they’re in and for the way the shot is staged
Right arm’s arc could use a bit of work too
Making sure the left hand doesn’t phase through the sword so much

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Shot 1 - Playblast 3
Left arm movement is a bit too fast as it goes up and down during the adjusting gloves stage
Hand is slowly but surely getting fixed
Trimmed down the hold at the end so the sequence can fill the overall time slot.
Shot 1 - Playblast 2
Moving to splining, and, despite thinking I had tweaked it, the hands are still on backwards. This either means I am working on an older version of the file or they might have flipped back around in splining.
I shall move to tweak the animation, work on the holds and pauses and fix the hands.
Side by Side of Sequence So Far
As you can tell from the animation, the animated sequence runs over a bit too long as I suspected. I will work on this by trimming down the scenes that do go over the mark and adjusting the keyframes to make the actions quicker in a shorter space of time.
Sequence So Far
Week 6 Evaluation
I feel like I have made a good start on the animating of the project. While I am finding problems with how the rigged models work, I feel as if I am combating them the right way and learning from each iteration I do.
One thing I need to keep track of is that I am using the right assets and that I will be able to finish and render the finished animation with enough time to edit it together with sounds.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Shot 2 - Playblast 2
Hand grabs better, the thumb is more involved now
Body moves, makes the character more alive
Might make it so that the arm tugs at the sword and then leads into the following shot
Shot 2 - Playblast 1
- Hand snaps into place a bit too quickly and cleanly
- The rest of the body doesn’t react, seems awfully static
- Finger movements happen quite fast too