Week 12 UE Project Giant’s Vally
The final result.
project link: https://syncsketch.com/sketch/IREiIjaO8Nye/
To complete this project, first I use MAYA to modle the two major characters. Then is the rigging and animating, which is also done in MAYA.
After that I use Unreal Engine to create the environment, including the lighting, terrian, and the plants. Then I import the animation file into the engine and use the engine to complete the rendering.
At last, I use Adobe Premier Pro to do the sound editing.
Week 12 Showreel
project link: https://syncsketch.com/sketch/rdb82HDTtz2C/
I use Folliage to paint the plants, including trees, mushrooms and grass.
I also use fog to cover the mountains in the distance.

I creat a blend material to draw different texture on the landscape



After my research, I decided that my critical research should named ‘The Alchemy of the Antihero – Crafting Compelling Villain Protagonists in Animation’. It mainly focus on the character design of anti-heroes and the narrative of antiheroes.
It will be divided into four parts: The narative of antiheros, how audience reponse to anti-heroes, the analysis of two typical anti-heroes in animation, and at last, the conclusion about what a successful anti-hero character in animation needs.
Shafer, D.M. and Raney, A.A. (2013) ‘ Exploring How We Enjoy Antihero Narratives ‘, Journal of Communication, Volume 62, Issue 6, December 2012, Pages 1028–1046. Available at: https://doi.org/10.1111/j.1460-2466.2012.01682.x.
This research investigates how audiences enjoy narratives featuring morally ambiguous or flawed protagonists, known as antiheroes. While traditional Affective Disposition Theory (ADT) posits that enjoyment stems from positive moral evaluations of characters, it falls short in explaining the appeal of antiheroes whose actions often violate moral standards. It argues that for antihero narratives, enjoyment is facilitated not through moral monitoring as per classic ADT, but through schema-driven moral disengagement. This process allows audiences to separate their liking for a character from their moral evaluation of their actions. The findings suggest that ADT remains a valid framework but requires integration with schema theory and the concept of moral disengagement to fully account for the enjoyment of complex, morally ambiguous protagonists. Future research should focus on directly measuring these schemas and exploring their potential long-term effects on viewers’ real-world moral reasoning.
Bibliography
Miranda, L. (2017) ‘ The Self is Dead – Alienation and Nihilism in Rick and Morty’, Class, Race and Corporate Power, Volume 5 Issue 3 U.S. Labor and Social Justice, article 9. Available at: https://www.jstor.org/stable/48645479.
Koltun, Kim (2018) “Rick, Morty, and Absurdism: The Millennial Allure of Dark Humor,” The Forum: Journal of History: Vol. 10: Iss. 1, Article 12.
Available at: https://digitalcommons.calpoly.edu/forum/vol10/iss1/12
Who is Rick
He is a Nihilist and has Existential Crisis, he believes the universe is meaningless and life has no purpose. He only believe in science and is extremly rational. At the same time, he rebels against authority and is a deconstructor of systems. He escapes himself through adventures and creating chaos, embodying the “tormented genius.”
Rick as an anti-hero
First, he is lack of traditional heroic morality, he is selfish, dangerous. His motivation are often out of personal desires, instead of noble ideas. But at the same time, even he denies all emotions, he still protects his family (especially Morty) at critical moment, which shows there’s still humanity in his heart. Also, as a nihilist,confronts the absurd with humor and irony, embodying the “American absurd hero” who uses laughter to combat nothingness.
I use maya to rig and animate the character, then also ues maya to simulate the cloth, and then import the abc file into the UE project.


The animation has two part: knocking and walking


Week 11 Body Mechanics Polish
project link: https://syncsketch.com/sketch/knWXlmMfYpVs/
I improved the turning part and the stepping part of the animation. The whole animation looks a lot more smooth now, but the COG stucks while punching, and the body curve can also be improved.
Week 10 Body Mechanics Blocking
The blocking stage of Body Mechanics, key every two frames to adjust the timing and spacing
The first virsion of the animation. The stepping part need the most adjustments. Adjust the COG first.