Monday, July 27, 2026

A Thread Between Us Final Delivery

   A Thread Between Us Final Delivery

Deliverables

For this last sprint, I helped some animators with some troubleshooting issues, kept track of remaining tasks, coordinated with our sound person, finished my animations, made the final presentation, and helped with rendering. 




















Wednesday, July 15, 2026

IPS_Sprint #5 Delivery

  IPS_Sprint #5 Delivery

Deliverables

For this sprint I helped with management, did render research and testing, lighting, camera/sequence changes, pipeline guides, animation for 4 shots, sound management, environment fixes, and the final edit/presentation. 

For this last sprint we had a lot of tasks still left over that needed to be done, so I met with the animators and set up deadlines for how the last sprint would go. David wanted to hold a meeting concerning last minute issues he saw, and I instructed him to make documentation for everything to go smoothly. I also met with our sound person repeatedly throughout the week to update her based on timing changes. I looked through the sequence in engine and made notes on lighting, camera, and animation in our excel doc. I also made guides for the animators to follow on how to correctly import props and add them to the sequencer.  I imported/ added the animation in each sequence shot and also took note of what was missing and what needed fixing. 











For lighting I asked a friend to help me out with changing the lighting in out scene in order to get things moving along. We have since then experimented with lighting and changed it from this. 

Me and Jordyn also messed with the cameras for a couple days and updated all of the shots in the sequences based on feedback. There was also a couple environment issues that surfaced with the animators such as some people not updating their environment while animating or the environment being changed without notice. I helped fix Stephens animation due to this and sent them a new version that they could use. I also helped fix the environment for the animators when things were misplaced a couple times.  

I tested out rendering a couple shots and I got help from Cheryl on fixing a light flicker issue with the windows. I will continue to render tonight for the presentation. I also worked on finishing the animation for sequence C_50, C_70-100. 




IPS_Sprint #4 Delivery

 IPS_Sprint #4 Delivery

Deliverables

For this sprint, I handled foley management, animation pipeline and in engine set up, animation for sequence C shots 50, 70-100, editing the reel, and final presentation set up. 

For foley, I met with lux our sound contractor a couple times, discussed deadlines, goals and also went to full sail to help out with the foley session. 

For animation pipeline, I met up with the artists a couple times set deadlines and guides on how to import animation correctly into engine. 


























We discussed camera changes and I went into engine to change a couple of those myself. 

For animation I only tweaked a couple things for my shots but I wasn't able to finish like I had planned to. 


Due to a lot of import issues in engine, such as the yarn string being invisible, I asked the animators to turn in playblasts of their animation to showcase our reel. with those playblasts I made a new reel to show. 





Wednesday, June 17, 2026

IPS_Sprint #3 Delivery

  IPS_Sprint #3 Delivery

Deliverables

For this sprint I worked on fixing the layout cameras for seq c based on notes/feedback, sprint planning for animators, unreal sequence setup, and animation. 

The sequence that I worked on was Seq C. Based off of last sprints feedback and Tjs notes I changed some of the cameras for seq C to better align with the storyboard. I also helped David set up the level sequences for each shot in unreal based off the cinematic lecture from Luis. 




I also set up a project folder for animators in maya and a folder structure for where to put everything. 


I set up a shot list based off data I had kiet collect for mocap and also set up a pipeline for how mocap would be handled. 


Added instructions to my naming conventions sheet for animators


Made an animation guide for animators on how to set up their maya files, import/export correctly and how I want them to handle iterations. 

Lastly I made the sprint presentation again. 










Wednesday, June 3, 2026

IPS_Sprint #2 Delivery

  IPS_Sprint #2 Delivery

Deliverables

For this sprint I worked on finishing the layout for seq c, organizing tasks for the animators and helping with troubleshoot issues, exporting all the sequences for the layout reel and research for unreal maya live link. 

The sequence took up most of my time. I animated the character a bit to try to match with the timing of the animatic. 


I set up the camera and imported the story board into the engine for the layout artists to use to make sure everyone is accurate with their timing. 


I also made a layout guide for the layout artists to make sure everyone was on the same page. 



I helped set up the animation pipeline to be ready for sprint 3 








Wednesday, May 20, 2026

IPS_Sprint #1 Delivery

 IPS_Sprint #1 Delivery


Deliverables

For this sprint I worked on updating the shot list, dividing out tasks amongst the team, sprint planning and in engine camera layout. 

I updated the shot list based on the new reference animatic we had last week. 



I also helped outline tasks for animators during out team meetings. 

I made a first iteration of our sprint planning that we will test out and finalize next sprint. 





I organized how our camera layout would be done in engine and did all the camera work for SEQ_C. Kiet and David did the other 2.



Lastly I worked on some storyboards for our storyboard animatic













Perforce and in engine submission



Tuesday, December 2, 2025

Week 15 - Final - 'A' Stage

 Week 15 - Final - 'A' Stage

On out last week of the project I spent it perfecting the skin weights on the fingers/ body of the Dracula mesh. I wasn't happy with how the sleeves were deforming when the arms were raised up and down so I added some supporting joints to try to make the sleeves deform in a more realistic manner. The joints worked well, however I ended up not using them due to finding a better solution using just the original joint chain. I also updated the assets both in maya and unreal with the texture and final higher poly mesh. I plugged in the vfx I made for Johnathan's run and jump animations. If we come back to this project next semester I want to tweak the dust during the running animation a bit more since I wasn't fully happy with how it turned out. Either way I think the project turned out great. 


Shoulder Before 




Shoulder After




































Perforce check in