Major Project 2
5/2/2026 - 20/3/2026 (Week 1 - Week 7)
Seh Zi Qi/ 0355872/ Bachelor of Design(Honours) in Creative Media
Module Name: Major Project
Major Project 2
LIST
Major Project 2
INSTRUCTIONS
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MAJOR PROJECT 2
This module is a continuation of Major Project 1. Ms Anis gave us a flow
overview for Digital Animation projects as we are expected to produce a
final animation by the end of the semester.
For the 1st week, we were introduced to the module by Mr Kannan, Mr Kamal
& Ms Anis during the physical and online meeting. Our group, Group 33,
was assigned to Mr Kamal since we were doing an animated short film.
_________
Changes made before MP2
Nearing the end of our sembreak, we decided to change up our entire
storyline and characters which can be seen in our previous MP1 Google Doc.
Major factors like time constraints and experience gained from a year's
worth of studies and internship made us change our story into something
completely new; a clear view on what we can and can't do.
Things that changed
- Story:
- We changed it from a love story between Kellie and Agnes to a horror-comedy story of a dectective, Hakim, going through Kellie's Castle trying to find content to post. As he finds about the castle's rich backstory, he encounters Kellie's Ghost and the chase ensues.
- Protagonists:
- Hakim & Kellie became our main protagonists instead of Kellie and Agnes. Hakim is a overworked detective who loves to make horror content, while Kellie seems like a mean-spirited ghost but is actually a nice person.
- Antagonists:
- We've changed the antagonist from the Flower Spirit to Hakim's boss and coworkers. This change was necessary as we wanted his weakness and motivation to come from the same place; he feels weakened by his peers but motivated to push past the horrible treatment to get better.
Once we've compiled everything, we showed Mr Kamal our progression and he
gave us the nod of approval towards the new changes. With the feedback he
gave, we all went into our designated roles.
- I started drawing the storyboard for Elysa to edit and figure out the timing of the animation.
- Elysa started on her research for sound while also helping us write in the project management doc and make a gantt chart.
- Akif went with researching and making the 3D background scenes for the animation
- Ilhan had to finish up the sketches and final character designs for the 3D modelling
_________
Storyboarding
As said previously, I started out drawing the storyboard. I used the
script written during our sembreak as the common basis of the camera
angles and scene layout for each acts.
Fig 2.3 - 2.4, Script Act 3
With the storyboard template I found online, it was easy to figure out
what camera angles & how many seconds should be edited to. I also
wrote additional information for the editor, Elysa, to work with in case
she wasn't sure how the scene was supposed to go.
Act 1 & Flashback 1:
Fig 2.5 - 2.6, Act 1_Scene 1-6
Fig 2.9 - 2.10, Act 1_Scene 13-20
Fig 2.11 - 2.13, Act 1_Scene 22 & Flashback 1_Scene 23
Fig 3.11 - 3.13, Act 2_Scene 26-30
Act 3 & Flashback 3:
Fig 4.7 - 4.8, Act 3_Scene 22 (cont.)-25
(I had Ilhan draw the last few scenes since I needed to start
rigging.)
______
Giving Elysa all the storyboards, we got back our 1st version of the
animatic.
Link:
Fig 5.1, 1st version of Animatic
Watching the 1st version, I realised how off some of the timing was for
some of the scenes; I went ahead and gave my own insight which helped
Elysa create the 2nd version
Link:
Fig 5.2, 2nd version of Animatic
My group showed Mr Kamal our 2nd version of the animatic when I was at
the exhibition and he was able to cut off 30 seconds. This is our final
animatic version.
Link:
Fig 5.3, 3rd version of Animatic
_________
3D Modelling Refining
Many issues arose when thoroughly looking at the model Ilhan gave, the
characters were more jagged than Mr Kamal and I thought which hinders
some of the rigging and animation process. This also applies to the
topology as some parts felt too disconnected rather than a smoother
and functional model; Our style is inspired by the low poly 2000s game
characters.
|
| Fig 6.1, Hakim Model_Version 1 |
|
| Fig 6.2, Kellie Model_Version 1 |
(Faces are pink because of the missing textures)
I made major adjustments, specifically for Kellie's Ghost. I discarded
the legs to create a ghost wisp tail because it sells the ghost figure
better than the 2 translucent gradient legs we used to have in mind. I
also changed Hakim and Kellie's hands' rotation for better rigging and
animation later on.
Once I was done making the changes, I went ahead with retopologising
and slight smoothing for the model to look better.
|
| Fig 6.3, Hakim Model_Version 4 |
|
| Fig 6.4, Kellie Model_Version 4 |
After doing the refinements, I realised that the face textures lacked
the exaggeration I wanted during animation so I decided to redraw them
as well. I was also trying out the eye rigging technique I saw from
Crashune Academy
as we've used their tutorials before for the 3D character modelling
process.
Links:
|
| Fig 6.5, Hakim face texture change |
|
| Fig 6.6, Kellie face texture change |
After redrawing the textures, I added an outline to Hakim and Kellie
to create a better contrast for the characters and backgrounds; This
also helps the viewers to easily focus on the characters rather than
the backgrounds.
|
| Fig 6.7, Hakim Model_Final Version |
|
| Fig 6.8, Kellie Model_Final Version |
_________
Rigging
For the entirety of Week 5, I was helping my family with their
exhibition so I couldn't do much progress on the project. Although
I was busy, I still decided to work on the character rigging
whenever I could.
I used the Rigify add-on within Blender as my base for the rigs.
For Hakim, it was easy since all I had to do was adjust the human
model to his proportions of the mesh and delete any unnecessary
bones for the rig to function properly.
For Kellie’s Ghost, I kept the top half of the human model the
same and similar to Hakim, I just readjusted the bones to follow
the proportions of the model mesh. His wisp tail is a different
story because I deleted the original human legs and used the
pre-made tentacle bone structure for its tail rig.
This was a bit harder since I had to learn how to create my own
vertex groups and how to connect the pre-made bone structure to
the already existing human model structure just for the rigs to
work properly and simultaneously.
After rigging the basics, I went ahead and started rigging the
facial changes controls by manipulating shader editor nodes. When
moving the specific rig bone, the face can swap between each
texture which helps to create more expressions without the need to
animate the entire face model; This applies to both the eye and
mouth rigs since they’re from the same facial textures.
I also added Iris rigs for range of motion to the eyes, now both
Hakim and Kellie are able to look around and have full range of
emotions with lesser hassle.
YT Videos for full demonstration of Hakim & Kellie’s Rig:
Fig 7.7, Hakim Rig Test
Fig 7.8, Kellie Rig Test
______
Finishing up the main character rigs, I went ahead with rigging the
assets for the scenes like the butterfly, car &
bobblehead.
Sometimes, I create 2 versions of the asset rigs because I didn’t
have enough knowledge to create different statuses on my own rigs
yet; Using the butterfly for the example, I created one where the
butterfly flaps continuously and randomly by using shape keys with
the noise modifier and another one where I can flap the wings
individually with just the rigs itself.
For the car rig, I just followed the tutorial from
SouthernShotty
since I was still learning how to create rigs. Their tutorials are
very useful which is why I ended up using it.
The car wheels turn whenever the root moves in pose mode, while
using the steer bone, the front wheels turn and tilt like a real
car. I also parented the door to the car so it opens and closes for
animation purposes.
Link:
For the bobblehead rig, I just created a simple 2 bone rig that only
moves the head since the body is usually stationary.
(Ended up not using it because I FORGOT AHH-)
_________
3D Animation
After rigging the characters and assets, I went into animating.
Since our style replicates the old 2000s low poly games, we
thought that animating in 2s and 3s would make sense; The choppy
animation helps sell the low poly style more and it also stands
out from the rest since my peers’ animated films are most likely
animated in 1s and 2s.
Fig 9.1, Test 1_Choppy Animation
For the camera angles, I just followed the storyboard as much as I
could but I did deviate from it sometimes because it just looks
better that way.
For the animation itself, I would usually do Pose-to-pose
animation like blocking out the main keyframes first and then work
on the in-betweens to make the choppy animation smoother.
Although, I sometimes just animate straight-ahead since I already
have the movements planned in my head.
Using the punch and fall in Act 3 as my example, I did a
straight-ahead animation for this since my friend was kind enough
to do a real life reference of the punch and fall. In this scene,
the hand is the main focus so I would animate its placements
first, adding other body part tweaks along the way for the entire
motion to look better.
I also learned a technique where the movement only has to look good within frame, therefore any other motion outside the camera won't be necessary.
Fig 9.4, Punch animation test
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FINAL Major Project 2
Project Management Doc Link
Gantt Chart Link
https://docs.google.com/spreadsheets/d/15x4jyJ63i8CohQZlVBjFr_YdfECdRogNwbv3nJhX4U8/edit?usp=sharing
Final Google Drive Link
Final Presentation
The Castle's Ruins Presentation
by Ilhan Khairul Anwar
3D Animation YouTube Link
https://youtu.be/Cgj8H9dkFF4?si=OhlCXQ5zU9zKaP3b
https://youtu.be/Cgj8H9dkFF4?si=OhlCXQ5zU9zKaP3b
Fig 10.1, The Castle Ruins_Final 3D Animation
FEEDBACK
Week 1:
- Have to think how we’ll animate the designs technically Can try and simply model out the characters first
- For the NPCs, can add on during editing to make them different No point to spend so much time on the NPCs
- Project timeline:
- Week 2 - finish character designs, backgrounds and Gantt chart
- Week 3 to 5 - animating and drawing
- Week 6 - compositing
- Week 7 - editing
- Make sure you arrange the scene numbers properly and ensure they match during the animation process so it’s easier to pick and choose during the editing
- Create a Gantt chart for task management
- Put in shot numbers (label everything ‘Scene ? Shot ?’)
- Put images from your storyboard so you can imagine more clearly
- Keep track of progress, label what tasks are done etc.
Actions based on feedback:
- Finalise the character designs by next week - Ilhan, Zi Qi
- Create a simple model of the main characters - Ilhan, Zi Qi
- Finalise the backgrounds and assets - Akif
- Create a Gantt chart and project timeline - Elysa
Week 2:
- Make Scene 1 clearer that Hakim is the only person in the car
- Play around with different colours to differentiate between the normal scenes and the flashbacks
- Storyboard wise the quality is there, just the length we need to watch out. If we want to keep within 4 minutes, time allocation should be:
- Act 1 - 1 minute
- Act 2 - 2 minutes
- Act 3 - 2 minutes
- For the long hallway, just make one section then copy and paste
- Make the character model more cylindrical and round
- Since we’re using a unique technique for the faces, make sure the characters’ facial expressions are visible, readable and look good from every angle
- If we have scenes and poses where Hakim picks things up (and uses his fingers in general), we should have fingers that can move
Actions based on feedback:
- Adjust and finish storyboard - Zi Qi
- Finish background models and the remaining props/ assets - Akif
- Finish character 2D turnarounds - Ilhan
- Start modelling characters in 3D - Ilhan
- Continue working on animatic - Elysa
- Begin experimenting with the music element to create the main motif - Elysa
- Record the reference(s) for the castle model - Akif, Elysa
Week 3:
- Make sure the character models are scaled properly to the backgrounds before rigging
- Add twice the subjugation on the 3D model of the car
- Add a bit more to the office model
- Need to finish up the storyboard quick
- Finish it up, and the models, so we can finish the animatic and rigging and begin animating
- Act 1 is quite long right now, we’ll probably have to trim it later on or make it go faster
Actions based on feedback:
- Finish up the textures on the prop/ asset 3D models - Akif
- Finish up the character 3D models by making the necessary edits - Ilhan, Zi Qi
- Finish up the storyboard - Zi Qi, (Ilhan?)
- Record the background references based on the storyboard - Elysa, Akif
- Work on the main motif for the music - Elysa
- Continue to update the Gantt chart and ensure progress is going well - Elysa
Week 4:
- Can consider using a tail rig for the ghost body rather than a leg
- Make sure 2D NPCs don’t contrast too much with the low-poly look of the 3D main characters
- Try to get storyboard and rigging done soon, let Zi Qi focus on rigging
Actions based on feedback:
- Work on model of castle - Akif
- Finish rigging of character models - Zi Qi
- Finish storyboard - Elysa, Ilhan
- Continue work on the 2D NPCs - Elysa, Ilhan
- Do research on the software intended to be used for music - Elysa
- Continue experimenting on music - Elysa
- Layout the scenes (camera, character models etc.) - Akif
Week 5:
- Remember we only have 1 week plus left before our presentation date
- We’ll have to ask/ text Mr Kannan about the printing details
- The model of the castle is quite heavy, probably because of the grass
- Use blue ambience for the night scenes
- Give Zi Qi moral support
- Want to see at least half our animation next week
Actions based on feedback:
- Start on animation - Zi Qi
- Finish up work on the 2D NPCs - Elysa, Ilhan
- Start on music and SFX - Elysa
- Finish model of castle - Akif
Week 6:
- Test and sample the rendering first
- Have fewer slides for the presentation because you need time to show your actual animation
- Just briefly explain what you did previous semester and this semester
- Animation should be finished by next week
- Touchups can happen after presentation before final deadline
- Just make it presentable
- For the music, try to fit the mood of the shot, if it’s mysterious, get a mysterious sound etc.
Actions based on feedback:
- Update Gantt chart - Elysa
- Work on a spreadsheet for SFX needed - Elysa
- Continue work on music and SFX - Elysa
- Continue work on animation - Zi Qi, Akif
- Finish drawing the portraits and castle background - Ilhan
Week 7:
- Good that we know our strengths and what we can achieve with in the time limit
- Need more time to make it better
- Now that we’ve animated it in 3D we can see the problems with it, that we can’t see from the animatic
- Can add more heart-pumping music
- Camera angles can be improved
- Wasn’t very scary
- Horror is easy to do but comedy isn’t, especially not easy to do together
- Need to adjust the line thickness of the model when it’s close up
- Orange colour scheme of the car is a bit weird LOL
- Too much detail on the castle model
- Can try shifting focus?
- Night sky background is very pixelated
- MIght need some interaction with the white butterfly, because there’s not much correlation right now, hard to understand what it means/ what it’s for
- Make Hakim take notice of the butterfly outside the window, just turning his head to look at it will do
- Take some time to let the audience process one action before processing the other
- Scene where butterfly goes into the castle for example
- Need some transition or something between the flashbacks to make it clearer
- Walk cycle has too much sliding
- The spiral staircase is also moving during the scenes where Hakim walks up it
- Can add action lines to put more focus on the ghost
- Or can make the camera screen shake
- Add more sound effects (panting) when Hakim is running
- Add more up and down movement of the model as well
- When building up to the climax, up the pace
- During flashbacks can slow down, further establish that they’re different shots
- But certain times, flashback pace has to be fast too in order to maintain the tension and buildup
- Scene of Hakim fiddling with the door cuts off the tension
- Mess with camera angles or poses etc. to fix it
- When ghost is closing in, can make the camera zoom in a bit more
- The punch is a bit slow, need to feel the impact
- Can add the birds flying above Hakim’s head after he falls lol
- Add a longer, clearer transition to establish last scene is not a flashback
- Day and night cycle, text on black background, something to establish that it’s the end
- Last scene Hakim’s nose blends in too much with the background
- Either thicken the outline of the nose or change the background colour
- End credits, don’t use the black background
- Can use the beginning shot just blurred or maybe colour change
- Can use different music for the end credits to establish the ending
- Can make the title dissolve away
Actions based on feedback:
- Refine the editing based on feedback - Elysa
- Possibly reanimate some of the scenes - Zi Qi
- Possibly rework some of the music - Elysa
- Work on art bible - Akif, Ilhan
REFLECTION
Experience
Despite facing many challenges in my 3 years of degree, I have never
experienced situations as stressful as these. I had many things to consider
when going into this major project and a lot of things went awry even if we
thought we prepared enough like the 3D modelling refinement as Ilhan wasn't
as adept as Akif and I or the week 5 situation I had to help with my
parents' exhibition which slowed down the progression further. Each process
from storyboarding to animation was gruelling and unforgiving; it made me
realise how horrible making animation can be, yet I still find myself
fulfilled whenever I see a finished piece of work. Overall this experience
taught me a lot of things and I will use the knowledge I've gained
throughout these past 7 weeks to better myself for the future.
Observation
I've observed that different specialisations have different requirements
when it comes to giving a final product. Even though each group has a good
idea, it will always be hard to execute it well unless there's teamwork
involved, having a well-versed group that knows their strengths and
weaknesses can benefit the project a lot; We realised this during our
sembreak which made us pivot our entire story.
Findings
I found out that our lecturers want to see potential in our work rather than
the final results. An animation can look good but without putting thought or
soul into the work makes the story rather dull and mishapened. As a student,
I want to achieve my goal of being able to breathe life through my
animations, hearing encouraging words from Mr Kamal and my peers was very
reassuring that my skills can always be improved upon if I try and practice
harder. I want to become better at what I do now and grow better as both an
animator and person; which is why I'll try hard to achieve said dreams the
best I can. Thank you so much for always being a good role model, Mr Kamal.








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