Categories
Final Major Projects and Thesis FMP

2: Characters

Character: The Programmer

With the story and tone established, I moved on to developing the characters, beginning with the programmer. I sourced the base mesh from TurboSquid because it came with a functional rig and realistic proportions, which aligned with the grounded, clinical sci-fi tone of the film.

However, I didn’t want her to remain a generic readymade asset. I re-textured the skin entirely on my own, focusing on subsurface scattering, natural lip colour, eyebrow definition, pore detail, and overall roughness values. These adjustments were essential for making her hold up under the harsh, cool-toned laboratory lighting I planned to use.

Before designing her final outfit, I made sure the base skin looked convincing enough to carry close-up moments. I always intended to place her in a tight sci-fi bodysuit later, but the foundation needed to feel believable first. It helped to test the textures directly in Maya under lighting setups similar to the final scene, allowing me to adjust tones and detail in real time.

Clothing and Material Development

For the outfit, I turned to Marvelous Designer because I wanted the garment to sit naturally on the character’s body rather than feeling painted or simulated directly onto the mesh. I followed a tutorial focusing on bodysuit construction and also consulted a friend with a fashion design background, who helped me understand the pattern-making logic needed to achieve the sleek, functional silhouette I imagined.

Once the simulated garment was final, I imported it into Substance Painter to refine the material qualities. My goal was to create a fabric that sat somewhere between synthetic textile and lab-grade technical gear.

Mecha Design and Modelling

The robot required a completely different approach because I built it entirely from scratch. Early on, I knew I wanted a mech rather than a humanoid robot. Humanoid forms felt too expressive and didn’t fit the cold, engineered aesthetic of the narrative. A heavier, industrial machine supported both the tone and the world-building more effectively, especially given the lab-military hybrid environment I was creating.

I gathered a reference board that included silhouettes and designs from existing mech designs. These references guided the overall shape language. I wanted the mech to appear constructed from interlocking plates and segmented hardware, rather than smooth, organic curves.

Building the Mech: Structure and Complexity

Modelling the mech was a long, layered process. I constructed it in separate components to ensure every joint made structural sense. Each limb, hinge, and rotating part had to look functional, as though it could exist in a working industrial machine. Understanding how two parts would logically connect was one of the biggest challenges. I tested multiple variations for each joint before finding combinations that appeared both strong and mechanically feasible. I initially had a torso that could entirely rotate on the x axis. But later, with newer parts and to make it visually less boxy, I had to change the torso which could not rotate anymore.

As the design grew more complex, the file became extremely heavy, but working component-by-component made it manageable. The segmented approach also helped maintain the industrial authenticity I aimed for, since each piece could be treated as an engineered unit instead of a decorative add-on. By the end, the mech felt like a constructed object with weight, purpose, and believable articulation—exactly the contrast I needed against the softness and humanity of the programmer.

Categories
Final Major Projects and Thesis FMP

1: Concept and Ideation

The idea for my film began after I took part in a panel discussion about AI in design and art practices. It wasn’t anything dramatic, but the conversation stayed with me. It made me think about how fast AI is moving into creative spaces and how we don’t even fully understand its scope yet. I kept thinking about authorship, and how AI pulls from artists’ work and presents it as its own. That made me wonder about imitation, emotion, and at what point a machine can start mimicking more than just style. That became the core question for me: if a machine can understand patterns well enough to copy us, can it eventually learn how to disobey?

After that, I made a very rough mind map. It wasn’t neat or structured, but it helped me see what parts of the topic were actually interesting to me. I explored themes like AI in creativity, AI versus human, who gets credit for creative work, and whether machines can develop a sense of autonomy. Slowly, the sections that dealt with control and breakdown of control started standing out as the strongest direction.

Once I had that clarity, I began developing actual story ideas. I ended up with two concepts that had the same theme but very different settings. The first idea was a war narrative about a military robot falling from the sky at the end of a battle. As it starts shutting down, it hums a broken version of a song its programmer used to sing while working on it. It was emotional and symbolic, but visually it didn’t feel as strong.

The second idea, which I eventually chose, took place in a futuristic robotics lab. A programmer works late at night on her assigned robot when her screen suddenly glitches and shows Manual Override. The robot’s lights turn red, and before she can reach the emergency button, it predicts her movement and kills her. One by one, the other robots in the lab activate and begin marching in perfect synchronisation. Choosing this version felt clear to me because visually it was much more grounded. I wanted to build a mech, and a controlled lab setting made that possible in a way the war concept didn’t. The environment was a major factor in the decision.

Before moving forward, I roughly storyboarded these ideas just to see them on paper. The hardest moment to figure out was how to show the override happening, and I eventually realised that lighting would play the biggest role in communicating that shift. After a few iterations, the flow of the story became much clearer, and it started feeling like something I could actually produce.

Once I had the main idea locked in, I moved on to creating a previs in Maya to understand how the whole sequence would actually play out. I knew the animation depended a lot on timing, camera flow, and how the audience would read the moment the override happens, so doing a rough block-out felt essential. I kept everything super simple by animating just a few poses in blocking, gathering some assets from Sketchfab to Maya to blockout the areas and animate better. Seeing the shots next to each other helped me realise which moments needed more tension, which ones felt too slow, and where I should cut earlier.

Working on the previs also gave me a clearer sense of how to place the cameras later. I experimented with different angles to see what made the lab feel more isolating and what best captured the shift in control when the mech starts overriding her commands. Even in this early stage, it helped me decide the emotional beats: when the viewer should feel calm, when the suspicion starts building, and when the shock hits. Having this rough roadmap made the next stages much smoother because I wasn’t guessing — I already understood the visual flow from start to finish.

Categories
Advanced and Experimental 3D Computer Animation Techniques George Term 2 & 3

Week 20: Acting Polish & Submission

This week I focused on polishing the final details of my acting shot. One of the first changes I made was adding slight shoulder movement during the middle part of the dialogue to make the performance feel more grounded and realistic.

In the beginning of the shot, I adjusted the mouth — especially the corners — to settle into a more annoyed shape, as George pointed out that the character feels slightly offended at first. That small shift made her reaction read more clearly.

Toward the end, I added a subtle eyebrow switch — raising one brow and then flipping to the other — to reflect the character’s clever, playful energy. George suggested that this kind of quick, unexpected change adds charm and personality if timed well.

After a few final tweaks and clean-up passes, the shot was ready for submission.

Categories
Advanced and Experimental 3D Computer Animation Techniques George Term 2 & 3

Week 19: Acting Spline

I moved my acting shot into spline and focused on cleaning up the facial animation this week. As expected, some parts felt mushy at first — but with time in the Graph Editor, I started tightening the curves and clarifying the emotion.

One issue George flagged was the eye direction — my character wasn’t locking onto the invisible listener enough, which weakened the performance. I adjusted the eyes to track with more intent and added subtle darts for personality.

I also fixed a technical issue that George pointed out where the iris was clipping through the eyelid during an eye roll. He also told me to smoothen out the eyebrow poses to make them feel natural.

After polishing the lips, pushing the smirk at the end, and sharpening the timing on each movement, the shot started to come together.

Categories
Advanced and Experimental 3D Computer Animation Techniques George Term 2 & 3

Week 18: Acting Blocking Plus

This week I refined my acting block based on feedback. The character was moving too much during the line, which distracted from the performance. George advised that characters don’t need excessive movement and I needed to hold some poses to avoid shaky animation.

I reduced the body movement and focused more on facial expressions, subtle head movements and added shoulder movement. Following George’s advice, I exaggerated the eyebrow movement and let it lead the head tilt during the “modesty” part of the line. This added rhythm and attitude to the performance.

Categories
Advanced and Experimental 3D Computer Animation Techniques George Term 2 & 3

Week 17: Acting Blocking

In Class:

This week’s class focused on blocking the acting performance in stepped mode. George emphasized that animation should show how the character feels, not just match the words. Instead of trying to hit every syllable perfectly, we should find the main emotional beats—usually 2 to 4 key expressions—and build the blocking around those.

We also learned about the importance of vowels and phrasing. When we speak, it’s not word-by-word but in natural rhythms with inflections and pauses. George told us to listen carefully to the audio and reflect those ups and downs in the facial expressions and body movement.

Clear staging and silhouette were also stressed. The poses need to be easy to read so the audience understands the emotion and intention in a single frame. Strong, clear poses, readable facial expressions, and a clear line of action are essential.

My Progress:

This week I imported the Gina Linetti audio into Maya and started blocking the lip sync and main poses. I started off with posing the body according to my reference where the character comes towards the camera as she starts speaking. Then after a moving hold in the front, she moves back she the mood of the shot changes.

My camera position was also wrong and different from my reference and George told me to fix that.

I then started to focus on the lips and finding out the main vowels in the dialogue and looked at how the mouth shapes are and started to key them. It gave me a rough idea of the execution of the words and how I can add more shapes in between the vowels to tie the word together.

Categories
Advanced and Experimental 3D Computer Animation Techniques George Term 2 & 3

Week 16: Acting Shot Planning

In Class:

This week we moved from body mechanics into acting animation. George explained that acting in animation isn’t just about matching lip sync or movements, but about showing what the character is thinking and feeling behind the words. He stressed the importance of emotional transitions—small changes that happen as a character goes from one feeling to another, like from defensive to confident or sarcastic to playful.

We studied examples where animators used subtle facial movements—like eyebrow lifts leading a head tilts—to communicate personality and attitude. George emphasized that these small details often say more than big gestures and make the performance feel more real.

He also encouraged us to deeply understand the character and the line before animating: act it out ourselves, sketch thumbnails of poses and expressions, write down personality notes, and identify key emotional beats in the dialogue. This planning helps create a strong foundation for the animation.

My Progress:

I started planning my acting animation with a line from Gina Linetti (Brooklyn Nine-Nine):
“The only thing I’m not good at is modesty, because I’m great at it.”

I wanted to show the character’s sarcasm and confidence, starting with a fake offended look that quickly changes to a smug smirk. I recorded myself acting it out with different expressions and movements, then analyzed which felt closest to the character.

Categories
Advanced and Experimental 3D Computer Animation Techniques George Term 2 & 3

Week 15: Body Mechanics Polish

This week, I focused on improving the realism of my sofa push animation. After moving into spline last week, I saw that while the motion was smooth, it lacked impact and weight—especially during the fall onto the sofa. It felt too slow and controlled, almost like the character was floating.

Following George’s feedback, I went into the Graph Editor and adjusted the hip and spine curves to make the drop heavier and quicker, with a clear stop. I added follow-through in the head and arms to avoid stiffness. I also fixed the timing so the hands release the sofa a bit after the torso, which helped show exhaustion more clearly.

The hand contact during the push wasn’t strong enough, so I cleaned up the IK curves, added moving holds, and even added finger movement to show pressure.

Categories
Advanced and Experimental 3D Computer Animation Techniques George Term 2 & 3

Week 14: Body Mechanics Spline

This week, I moved my animation into spline. I noticed immediately that the push and fall became too smooth — it started looking floaty and lost the weight it had in blocking. To fix this, I began adjusting the timing curves, mainly focusing on the hips and spine to control how the weight transfers.

I worked on making the transitions in and out of poses sharper, so the character felt grounded. I also added small follow-through movements on the hands and head to support the idea of the character being tired.

There were areas during the push that felt like they were stopping mid-motion, so I adjusted those to make sure the body kept moving smoothly through the action. I got feedback to push the poses further into a reverse C-shape after the push to create stronger contrast and show the shift in energy more clearly.

Categories
Advanced and Experimental 3D Computer Animation Techniques George Term 2 & 3

Week 13: Body Mechanics Blocking Plus

In Class:

This week, George introduced us to the concept of Blocking Plus. It builds on basic blocking by adding breakdowns, overshoots, anticipations, and better transitions between poses. This stage helps make the animation feel more like real movement, even before it goes into spline.

He explained that basic blocking gives us the main storytelling poses, but Blocking Plus is where we check how the motion flows. Even simple scenes — like a character sitting down or shifting weight — can be improved with small details like drag on the limbs, overshoot, and subtle adjustments in timing.

George reminded us that if the spacing and energy stay the same throughout, the shot can feel flat. He encouraged us to vary things — for example, fast pushes followed by slower movements, or sharp actions followed by soft holds.

We also learned more about moving holds. George pointed out that even when the character isn’t actively moving, they shouldn’t freeze. Small motions like a chest bounce, a head shift, or hand movement can help the character feel alive. This was especially useful in my shot, where the character falls back into a sofa — adding a moving hold made the ending feel more natural and believable.

George also suggested testing parts of the shot in spline mode early, just to preview how the timing and arcs will look. That way we can fix issues earlier instead of waiting until the end.

My Progress:

My Progress:
This week, I refined the blocking of my body mechanics shot by adding breakdowns to show how the weight shifts from the push into the fall. I focused on keeping the body moving throughout, avoiding stiffness or freezing between actions.

George gave feedback that the head needed to have drag both while going into the push and during the fall onto the sofa, to make the motion feel more believable. He also mentioned that in the first few frames, the character shouldn’t just be standing still, but should already be leaning into the push and starting the action. I updated the initial pose to reflect that.

I also adjusted the arc of the push and made the fall faster to show contrast in timing.