This was also a pretty hectic week as we had to come up with a research topic and make progress on our mini projects.
Unit 1.2 Design for Animation Narrative
Nigel didn’t take too long for his class as he just told us about how we should approach a research paper. This involved developing research methodologies. understanding it and then identifying research objectives. While research is being done, I realized that mentioning reliable and recognized sources is the key to a good thesis and that meant good referencing and citations. Nigel also spoke about Research strategies and methods and a bit about Harvard Referencing.
He mainly talked to each of us about our research topics and how we should go about it. All of us had to choose a topic we were interested in and we had to create a new page in the Padlet link shared on the Moodle platform. I wanted to do something racing related, but unfortunately I was not able to make it to class. I will talk to him about it next week. But the topic I want to go for would be, The Evolution of Racing in Film Practice.
I have always been passionate about cars ever since I was a kid. I want my research topic to be along those lines. But, I am confused about how to go about it, as I’m finding it hard to find citations in the same field.

Potential Topic:
The Evolution of Racing in Film Practice
Keywords:
Racing
Cars
Steve McQueen
James Mangold
John Lasseter
Lightning McQueen
Le Mans
Movies:
Disney’s Cars
Disney’s Turbo
Ford Vs Ferrari
Fast and The Furious
Need for Speed
Gran Turismo
Speed Racer
References:
https://movieweb.com/how-racing-on-screen-has-changed/
Unit 1.1 Computer Animation Fundamentals
Serra started with post-processing in Unreal Engine 5. She taught us how to add a post-processing volume where we could adjust various settings. These included contrast, lens flare, bloom and temperature. She also taught us how to set up a basic render. There were two ways, the normal way, which took a bit of time to render a basic camera translational motion and there is the game override method, where it cuts the render time by half but reduces the quality. To overcome this, we have to add controllers manually to adjust the post processing settings.
I was able to make edits to my scene to make it more vibrant. I played around with a few settings to change the overall feel of my scene. I used post-processing volumes and bloom mainly. I also tweaked the sunlight settings to match what I wanted and I was happy with the output.

George critiqued our walks and for next week we have to do it in spline. He mainly told me to focus on the placement of each foot as it hit the ground. I understood that the peel off of the heel and the bend of the foot as it touches the tip of the floor is very important for the animation to feel fluidic and nice. I wanted to implement this for next week’s submission in spline.
Here is the link to my walk animation in spline both side and front views:
https://drive.google.com/file/d/1Tx1K3Eecqh09mT1a0D_-pfKcO4nOVOPS/view?usp=drive_link
https://drive.google.com/file/d/1XwUYxAvJcUvIwfrh7dGjyUzujc6sh9xn/view?usp=drive_link