Week_10: Project02_Summary

Project Summary

Finally, I have finished project 02. I learned a lot in this project, and enjoyed the hardware crisis that it brought to my computer (smile).

This is a personal project which focusing on volume, RBD destruction and liquid simulations in film VFX. This project doesn’t covers any story and is more like a demoreel. It can be considered as a technique preparation and test for my final major project.

What I would like to do in my final major project is an urban legend (or creepypasta) theme short film. The main idea of this film is to tell an abnormal or horror story. It is quite different to other horror topics like zombies or ghost. The film may base on some ideas from Control, SCP (Secure,Contain,Protect), The Backrooms or The Thing.

It can be foreseen that there will be some VFX shots in this short film, and some other VFX represent abnormal effects to create weired atomosphere. At first I want to be more focusing on the VFX that creates horror atmospheres. I then did some research on horror effects in films like The Thing (1982 and 2011), Alien series and zombie films and realized that there are plenty of character VFX and some special effects made by real props in these films. The quality of character VFX is highly depended on the quality of customized rig, cloth effects, animation and compositing, which can be a huge area for me. Therefore I decided to start with traditional effects rather than such kind of specific VFX. If I have extra time after I finished the traditional part, maybe I can do some character VFX.

I decide to focus on volume, RBD destruction and liquid simulations, which are the main traditional effects in film production. As for the abnormal effects, which I think are more like some motion graphic effects, will be researched and prepared at the beginning of July.

The software that I used is Houdini, which can give me enough freedom to finish these effects. At the end of this project, I have finished several explosion sims, smoke sims, destruction sims and a liquid sim. These techniques will also be applied in my FMP project.

During the production of this project, I met some problems and realized the limitation of my hardware. Therefore, I find out what area that I need to focus on in next step and what kind of hardware that I need to prepare for my FMP. I also got some feedbacks from my classmates, which helped me a lot. All these reflections are quite valuable and useful.

In next month I will start to prepare for my FMP project. I will do more targeted preparations for the FMP based on reflections in project 01 and 02. These reflections can also help me to prepare for the script and storyboard, and effectively control time budge and the speed of process.

AECAT_Project_01: Submission Post

The Deep Mist (A Cthulhu Style CG Trailer):

Project 01 Personal Works (Showreel):

My role in the team:

Story:

Story design adjustment and optimization. The initial story is made by Yaozhang Zhong.

Storyboard:

I did my own storyboard. Part of it is used in the final shots.

Environment & Layout:

2 Maya Scenes: Final scene & Geiger counter scene

Geiger counter scene
Final scene

3 Unreal Engine Scenes: Cave Scene; Forest Scene; Abandoned Area Scene.

Abandoned Area Scene
Forest Scene
Cave Scene

Part of the assets modeling and texturing. All the layout.

Lighting: All the lighting in 5 scenes.

Camera Animation: Camera animations of 7 shots.

Rigging: All the rigs in this project. 2 Character rigs, Monster Eye rig and Geiger counter rig.

Rendering: Rendering for all the scenes that mentioned above.

Compositing and Editing: Zhenzhong Liang made the title and heading design for everyone. After that we did our compositing and editing seperately.

Hyberlinks:

Week_01: Storyboard & Research

Week_02: Preparing for UnrealEngine

Week_03: Forest Scene setup & test

Week_04: Cave_Scene

Week_05: Restricted Area Scene

Week_06: Character rigging

Week_07: Monster Eye Rig & Final scene & Scene export

Week_08: Geiger counter Scene setup & Additional setup

Week_09: Rendering & Compositing & Editing

Week_10: Project_01 Summary

Week_09: Optimizing & Editing

At first I decided to make another fluid sim. However, I met some problems and didn’t have enough time to solve it. Therefore, I stopped the process and turned to optimize all the things that I have already done.

As I mentioned before, the explosion render color is incorrect. Therefore, I adjusted the color of the volume and exported the whole sequence again. What’s more, I remove some weired dots on the global illumination channel by using rotopaint.

Also, I realize that the water sim still has some problem. Some of the water drops flying crazy in the air, which is quite annoying. I think the result comes from the volume noise that I applied on the surface of spaceship. The flying drops can be limited if I decrease the noise.

I firstly decide to resim the whole scene. However, the time is quite limited so that I chose to remove these drops in post-process. I used rotopaint in Nuke to remove these drops frame by frame. Since I have already separate the foreground and background, this part didn’t take much time to finish.

Week_10: Project_01 Summary

Finally we finished our project 01 and I’d like to share our journey in this blog.

Team Members and roles:

Zhenzhong Liang: Story; Storyboard; Character Modeling; Chracter Texturing; Main Editing; Compositing;

Ziyin Wang: Story; Storyboard; Creature Eye Modeling; Creature Eye Texturing; Animation; Compositing;

Yaozhang Zhong: Story; Storyboard; Environment Layout; Lighting; Camera Animation; Rendering; Compositing;

Guanze Wu: Story; Storyboard; Rigging; Environment Layout; Lighting; Camera Animation; Rendering; Compositing;

Script and Storyboard

At first we decide to make a 90-120 seconds Cthulhu style CG film. After we disgussed and evaluated the time cost and schedule, we finally decided to make a 60 seconds Cthulhu style cinematic CG trailer.

I asked Yaozhang to write the inital story for our trailer. After he finished it I added more detail to his script. Then we held a meeting to adjust the whole script together and finally confirmed it.

Here is a brief of our story:

Year 2025, the organization detects that an abnormal radiation signal is expanding in the restricted area. Several inspectors have been sent to the area to investigate the signal and collect evidence, but the base losts their contact soon. Therefore, the organization asks two inspectors to continue collecting evidence and try to find the investigation team.
The investigation goes well at the beginning. However, as the investigation expanded, inspectors find some bodies of the investigation team. They also find a mysterious cave inside the aabandoned area. After entered in the cave, they realized that there is some mysterious forces inside the area……

After that we started to make our storyboard. We finished our own storyboard individually.

Our storyboard and references in miro: https://miro.com/app/board/uXjVO8cHs_Y=/

Then we shared our storyboard and selected some of the shots that we want. Zhenzhong then edited these shots together and added a background music to it. This can be considered as the prototype of our trailer:

Prototype

Modeling

After finished storyboard and the prototype, we started to make assets and build the environment. Zhenzhong is responsible for the character modeling and Ziyin is responsible for the monster eye modeling.

Texturing

As I mentioned before, Zhenzhong is responsible for the character texturing and Ziyin is responsible for the monster eye texturing. Me and Yaozhang gathered some textures from quixel to build the environment.

Rigging

I started to rig these character after Zhenzhong and Ziyin finished modeling. What I did is rigging two characters body and the creature eye. I also did a simple rig for the Geiger counter, which is an important prop in our project.

Environment Layout & Lighting

Me and Yaozhang started to build environments in Unreal Engine and Maya when Zhenzhong and Ziyin focusing on their modeling. I totally made 5 scenes, while Yaozhang focusing on the other four scenes. All these scenes covers about 12 shots.

To speed up the process, we gathered some assets and textures in quxiel bridge and unreal store and used them to build our scene. I also use Houdini to make landscapes and cave. It tooks us several weeks to finish the layout of environment and lighting. The result is quite satisfying.

Animation

Ziyin did the animations in our scenes. It only took us about one week to finish the animation and the result is fine. After imported these animations to Unreal Engine, me and Yaozhang prepared several camera sequences in each scene so that we can render out several versions of shots and choose which shots that we want when editing.

Rendering & Compositing & Editing

Herman told us that we need to do our compositing and editing separately. Therefore, we rendered out three to four versions for each shot in Unreal Engine. At the sametime, Zhenzhong finished the title sequences for us. He also made the editing template for us in PR, which is quite useful.

After finished rendering, we did our trailer compositing and editing separately. It is quite interesting that we did our own version of the trailer. The colors and the rhythm of each trailer is quite unique.

Reflections

From my point of view, this project is quite interesting. We used a combination of several techniques to finish our trailer. What’s more, we explored unreal engine and other techniques, which can be one of the biggest challenges in this project. The combination of maya and unreal workflow can significantly speed up our process, which is handy and useful.

Since the time is quite limited, some parts of this project don’t have enough time to be polished. As for me, I think we can optimize our lighting and animation if we still have some time. Anyway, we achieved our goal in this project. We learned a lot and enjoyed ourselves in it.

FMP Thesis Proposal

The Application of Facial Expression and Micro-expression in Virtual Character Emotional Expressions Thesis Proposal

1.Introduction:

Emotion can be an important part of performance animation because it can build up the relationships between characters and the audience. Traditionally, performance animations are based on references and regular patterns, while ignoring the behavioral and psychological exploration of the relationship among emotions and facial expressions. Such method may weaken the expression of emotional details. Based on subjects such as psychology and evolutionary-biology, scientists believe that facial expressions and micro-expressions have a certain connection to human emotions, and this connection can be decoded in a scientific way. Their research provides basis for virtual characters realistic emotional expressions. This paper will base on recent research on facial expressions, micro-expressions and animation techniques, analyzing real cases in film, animation and practices, and try to find an artistic-scientific blended way to build character emotions in performance animations.

Key words: Facial expressions, Emotions, Animation.

2.Background Significance:

Traditional 3d animation has already set up a form of facial expression animation techniques based on observations and regular patterns. Animators summarize several facial expression characteristics of human basic emotions, and form these shapes on faces by using customized controllers on character’s rig. However, recent techniques and rules cannot manage to achieve some facial expressions like micro-expressions or expressions in specific situations like lying, disguising real emotions, etc. At present, the research on facial expressions in these areas is mainly in the field of psychology, biology and sociology. Multidisciplinary research on facial expressions and micro-expressions provides a great number of practical materials, which can be valuable references for 3D animations production. Therefore, based on existing research content in other areas, combined with the theory and techniques of rigging and facial animation, this paper will explore and summarize micro-expressions and facial animation methods in some specific situations.

Despite of the close relationship between facial expressions and body language, emotion-related body language research may be covered in part of this paper as supplementary information. This paper will not delve into the core principles of facial expressions and micro-expressions in biology and psychology. It will focus on summarizing and filtering the content of existing research, and try to find an artistic-scientific blended way to build character emotions in performance animations.

3.Literature review:

Traditional performance animation:

According to Norman McLaren, “Animation is not the art of drawings that move but the art of movements that are drawn”. 2d and 3d animation can affect humans and their emotions significantly. Traditionally, animators animate performance animation based on references or their experience of observing human behaviors. Jason Osipa shares a large number of computer facial animation techniques in his book Stop Starring. The book covers variable kinds of facial expression techniques that animators used in their productions, which also covers techniques on emotion expressions (Osipa, 2010). However, these principles mostly base on observations but ignored the research on scientific level. Moreover, in certain emotional situations like hiding true emotions or deception, it is difficult to find patterns of people’s emotional changes or even represent them through traditional methods. However, some scientific or psychological research can provide materials of these specific emotional expressions for animators. Therefore, human psychology and other science research can be a guidance to help animators to develop correct animations for their audiences to connect with.

The scientific analysis development of facial expression and micro-expressions:

The research on the relationship among emotions, facial expressions and micro expressions has lasted for decades. Several scholars’ developments have been considered as the foundation of this area, and part of them has already been applied into film and animation industry.

Facial expression:

The research on facial expressions started by Charles Darwin and then refined by other scholars. Neuropsychological studies point out the asymmetry of facial expressions, which means that the two sides of human face are not performed symmetrically when emotional expressions occurs. Additionally, scientists realized that emotions can be recognized more easily on the left part of human face. They mentions that socially appropriate signals are clearly visible on the right face, while personalized signals are visible on the left face (Mandal and Awasthi, 2015, p. 274). Other scientists, for example, Ekman and Friesen, developed the universality thesis of facial expressions, which refers to accurate recognition of facial expressions across cultures at better-than-chance levels (Ekman et al. 1987). Ekman also proposed the idea of six basic emotional expressions, which has been accepted by psychologists: happiness, sadness, anger, fear, surprise and disgust (Russell and José Miguel Fernández-Dols, 2002, p. 11). However, it is still being criticized by some cross-cultural studies on emotional facial expressions (Russell, 1994).

Some of scientists then developed several automated system for the recognition of facial expressions. For example, electromyography and electroencephalogram (Mandal and Awasthi, 2015, p. 9). These systems fit the requirement of collecting experiment data and scientific research. However, they are not good guidance for animators. With the development of anatomically based coding systems, however, animators start to have more resources for analyzing facial expressions. Hjortsjö’s Mimic language can be considered as one of the earliest explorations of facial muscular activities systematization. The mimicry covers the additional expressive movements of gestures and postures, which are the characteristic manifestations of emotional states (Hjortsjö, 1970). Hjortsjö also described the facial expressions which are related to twenty four emotions, and divided these expressions into eight categories (Hjortsjö, 1970).

Another important development of anatomically based coding systems is Facial Action Coding System (FACS). FACS is developed by Paul Ekman and Wallace Friesen in 1978. They breaks down facial actions into small parts, which is called action units (AUs). Each of them can be considered as the basic elements of facial expressions. With the combination of different AUs, people can make different kinds of facial expressions based on muscle movements. At first facial action coding system is designed for motion records (Ekman, Friesen and Hager, 2002). However, it has now been widely applied into film industry and computer animation for decades (Parke and Waters, 2020, p. 33).

Micro-expressions:

Micro-expression is considered as a kind of more typical facial expression of emotion. The definition of micro-expression is still not clear. Mark G. Frank and Elena Svetieva tend to define micro-expression as any expression of emotion that is shown at 0.5 s or less because previous research had suggested that most of spontaneous expressions of emotion lasts between 0.5 and 4 (or 5) seconds (Mandal and Awasthi, 2015, p. 229). A distinctive feature of micro-expressions is that they reveal true emotional states in the form of facial expression for a very short period of time (0.5s or less), which is then quickly disguised or suppressed by another one.

The relationship between micro-expression and deception has been analyzed by some scholars. Some of the research focusing on the difference between real smile and fake smile. Scientists found that the main difference between real smile and fake smile is the muscle movements around eye area (Duchenne, 1990). Although muscles on the mouth corners are pulled up in both of these kinds of smiles, only the real smile will trigger the movements of orbicularis oculi muscle around the eyes (Duchenne, 1990). Additionally, according to DePaulo’s research, the facial pleasantness of liars is much lower than normal level. Liars will have more chin raises, more lip pressing, and look more nervous (DePaulo et al. 2003). However, other facial expressions like smiling, eyebrow lowering or raising have not shown consistently significant effect sizes (DePaulo et al. 2003).

4.Research Design, method, and schedule:

Based on quantitative research method, combined with the existing research data on facial expressions of other scholars in biology, psychology and other subjects, this paper will summarize micro-expressions and facial expressions of non-basic emotions, and conduct a more detailed analysis of the theory of facial expression animation. This paper will base on the theory of FACS (Facial Action Coding System), research data from scholars like Bella M. DePaulo, Paul Ekman and Carl-Herman Hjortsjö, and films and animations focusing on facial expression animation applications, classify and design the system of micro-expression and non-basic emotional facial animations in practical applications.

The research will firstly review the data collected by other scholars and visual materials in animation industry, and classify the form of micro-expression and non-basic facial expressions. The research will then focusing on building a system for the practical application of micro-expression and non-basic facial expressions theory in 3D animation. To test the system and methods of micro-expression and non-basic expression animations, the research will run experiments to collect data, test technical feasibility and improve the design. These experiments will focusing on some topics like the recognition of micro-expression in facial animation or the readability of deception in facial animation.

The difficulty of supplementing facial animation theory is how to clearly classify supplementary content, which requires detailed cross-research on various types of data. In addition, how to effectively realize these micro-expressions and specific emotions in animations is also one of the difficulties, which requires the design of new facial animation system base on recent facial animation and rigging technology.

5.Supposition and Implication:

This research can provide basic directions and data for future research on micro-expression and complex expression animation, and provide animation and some rigging solutions for these types of expression animation. The research on micro-expression and non-basic facial expression animation from the perspectives of psychology and biology can provide new ideas for 3d animation, and explore the possibility of making more convincing facial expression or performance animations from both artistic and scientific perspectives. Recently, animation techniques and rules cannot manage to achieve some facial expressions like micro-expressions or expressions in specific situations like lying, disguising real emotions, etc. Based on 3d facial animation techniques and the research of facial expression and micro-expression in other scientific areas, this paper will provide solutions to some of the problems above to a certain extent. The research content of facial expression animation in this paper can be used in film or film-based game animation areas. The theory can also be applied to animation refinement after motion capture to increase more performance details.

6.Conclusion:

In conclusion, the multidisciplinary based research on micro-expression and facial expression animations provides usable materials for facial animations which focusing on non-basic emotions in 3D animation. It can be foreseen that the solution of micro-expression and non-basic facial expression is different with the solution of basic emotion in 3D animation. The research on micro-expression and facial expression animation of specific emotions effectively adds more details to facial animation of virtual characters. The feasibility and practicability of the new system have been confirmed.

There are two areas where the work in this paper could be extended. First of all, the relationship among micro-expressions, facial animations and body language in character animations. Body language, or gesture expressions, can be considered as one of the most important parts of character performance animations, which can also be explored and researched further by combining traditional animation techniques with other disciplines such as psychology, biology, and sociology. Due to space limitations, the research did not delve into the body language in animation and its connection with micro-expression and facial expression animation. Additionally, the relationship between audio and facial expressions. Human emotions affect both the voice and behaviour. Under the premise of the same emotion, different levels of emotional expression will significantly affect the intonation and tone. Therefore, it is possible that animators can manipulate facial details and magnitude to show expressions in different levels based on the intonation and tone.

7.Bibliography:

Carl-Herman Hjortsjö (1970). Man’s face and mimic language. Studentlitteratur.

DePaulo, B. M., Lindsay, J. J., Malone, B. E., Muhlenbruck, L., Charlton, K., & Cooper, H. (2003). “Cues to deception”, Psychological Bulletin, pp. 74–118.

Duchenne, G. B. (1990). The Mechanism of Human Facial Expression. Edited by R. A. Cuthbertson. Cambridge: Cambridge University Press (Studies in Emotion and Social Interaction). doi: 10.1017/CBO9780511752841.

Ekman, P., Friesen, W.V. and Hager, J.C. (2002). Facial action coding system. Salt Lake City: Research Nexus.

Ekman, P., Friesen, W. V., O’Sullivan, M., Chan, A., Diacoyanni-Tarlatzis, I., Heider, K., et al. (1987). “Universals and cultural differences in the judgments of facial expressions of emotion”, Journal of Personality and Social Psychology, 53(4), pp. 712–717.

Mandal, M.K. and Awasthi, A. (2015). Understanding Facial Expressions in Communication: Cross-cultural and Multidisciplinary Perspectives. New Delhi: Springer India.

Osipa, J. (2010). Stop staring facial modeling and animation done right. Indianapolis, Ind Sybex.

Parke, F.I. and Waters, K. (2020). Computer facial animation. Boca Raton: Crc Press.

Russell, J. A. (1994). “Is there universal recognition of emotion from facial expression? A review of the cross-cultural studies”, Psychological Bulletin, pp. 102–141.‌

Russell, J.A. and José Miguel Fernández-Dols (2002). The psychology of facial expression. Cambridge: Cambridge University Press.

Week_08: Volume Cloud & Landscape

This week I focused on building volume cloud scene.

I used Houdini to make the cloud and the landscape. The main idea of it is using metaball to form the basic shape of cloud. After that I convert it into mesh, and then turn it into volume. By using several layers of volume noise, more details are added on these volume and make them looks like real cloud.

After that I did a simple landscape by using Houdini heightfield. I also exported several masks for the landscape and used them to make landscape texture.

Then I started to do the layout. By using the mask paint, scatter point and copy nodes, the landscape and clouds are arranged. I can also adjust the layout by changing the painted mask, which is quite handy.

Camera View

Week_09: Rendering & Compositing & Editing

This week I focused on rendering all the scenes that I am responsible for and compositing these shots.

Part of our shots are rendered in maya arnold and others are rendered in Unreal Engine.

I used Nuke to composite maya-rendered scenes. As for the UE scenes, I adjusted colors and contrast by using the post-process volume in Unreal Engine and then did a simple compositing in Nuke.

I chose greenish blue as the key color of these shots. Therefore, I used grade node and colorcorrect nodes to adjust the color and contrast. I also use the exported Z depth channel to add depth of field. After that I added motion blur, vignette and camera grain to these shots.

Color style that I want

After that I combined all the shots and edit them in PR. Zhenzhong has already set the initial editing file for us. Therefore, I can replace the assets in his file and finish the editing very quickly. I just changed part of shots length to make the rhythm more satisfiying. I also used slow motion and other methods to cover up some animation flaws.

Then I exported the finial video. The quailty of it is quite satisfying. I really like the rhythm and atmosphere in the final trailer. The final video will be posted on the submission post.

Week_08: Geiger counter Scene setup & Additional setup

This week I focused on the setup of other shots that will be rendered in maya and adjust the lighting and textures in all scenes.

After Ziyin gave me the textures of the monster eye, I updated the monster scene and adjust the lighting and textures in the scene. I tried to turn down the lights so that the shot looks more scary than before.

I also setup the other scene in maya. I did a simple rig for the counter so that the pointer on the counter can be animated. The scene setup didn’t take much time to finish.

Here is a render and compositing test for the scene:

Next week we will finish all the animations in this project and start rendering and compositing. We will try to finish this project at the end of next week.

Week_07: Spaceship_Water_sim

This week I finished a spaceship water sim to test mid scene simulations. What I want to make is a spaceship coming out of ocean and interacting with the ocean water. The water sim must have enough details to represent the scale of the whole scene. What’s more, whitewater is covered in this sim to add more details on it.

To add more details on the sim. I create a custom noise field on the surface of the sim. When the spaceship coming out of the water, the noise field will affect the surface particles. Since the velocity data can be inherited by whitewater, it can also affected by the noise.

The fluid sim took me a lot of time to finish. The most difficult part is to mesh the fluid data and post-process it. I need to keep most of the details on the mesh and clean the edge and bottom of the mesh so that it can be successfully merged with the ocean source. It takes me days to simulate and fix the mesh.

Theecond part of the sim is to add whitewater(foam and bubble). I adjust the whitewater source and the sim several times to find a proper whitewater shape. After that I add just several parameters to add details on it.

A test render:

Ocean render test:

I output the render sequences and composite the background in nuke. Here is the result:

Week_06: Buildings Destruction & Explosion

This week I focused on destruction buildings and smoke sim.

I gathered a procedual building HDA writen by some Houdini artist, which is quite handy for generating destruction buildings. By using this tool, I quickly built up a building that I want.

The next step is to fracture the building and turn it into a destruction ready building. I used RBD fracture and voronoi fracture to break all parts of the building and then cached the file to the disk. It took quite a long time to finish since the building has both interior and outside walls.

After that I added constraints to each part of the building so that it can be connected together when the sim started. All the constraints are glue constraints, which can be destoried after the collision object hit the building. I set about 20 constraints to connect the piece and exported them to the disk. Each constraint has be colored by using dofferent colors.

After the building has been set up, I started to test the collision. I find a suitable spaceship model on website and transfered it to VDB for collision. I used some nodes to limit the speed of fractures. After several times of tweaking, I finally got the result that I want.

After that I added debris on the fractured piece. I used velocity and volume as masks to prevent small pieces and low speed piece from emiting partcles. After that I used a pop sim to emit secondary particles from the original particles so that the volume source can get enough particles to form a trail, and then be generated into volume.

I generated flame, density, temperature and velocity source to simulate the smoke and fire. Several micro-solver have been applied to break the shapes of the smoke. The simulation still has some problem since I am not quite familiar with high speed volume sim. Some part of the smoke disconnected because of the high velocity and low substeps. I realized that I need to do more research on this kind of simulation to make the result looks better.

I tried to render out this sequence by using redshift. Unfortunately, my computer is not good enough to run the render in this scene because the cache is too big to be imported into render engine. When I click the render bottom, the screen just freezed. Therefore, I have to export a playblast to demonstrate the result.