Advanced Modeling and Animation
In this class, the teacher introduced us to the concept of alignment and guided us through the process of rendering and coloring. At first, we had no idea what to do, but with the teacher’s step-by-step instruction, we gradually became familiar with the software. Under their guidance, we learned how to apply these techniques, and the following are the works I created during this class.
1. Level Sequence – The Animation Tool
There are two main parts:
Level Sequence Asset – stores the animation data
Level Sequence Actor – plays it in the level
Its basically the “director” of the scene
2. How to Create an Animation
We learned how to create a simple animation step by step:
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Create a new Level Sequence
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Add an object from the World Outliner
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Set the animation duration and keyframes
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Drag the sequence into the level
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Turn on Pause at End so it stays at the last frame
When I saw my object moving in the scene, it felt amazing — like bringing my design to life.
3. Making It Interactive with a Trigger Box
We used a Trigger Box and Blueprints to do this:
Use On Actor Begin Overlap to play the animation
Use On End Overlap to play it in reverse
It was so fun to see how the game reacts to the player’s actions. It made me realize that good design is not just visual — it’s about interaction.
4. Interacting with Shaders
Example:
When the player enters the Trigger Box → Speed = 0.5 → texture moves
When they leave → Speed = 0.0 → texture stops
I used to think shaders were only for looks, but now I see they can respond to users, just like animations.
5. What I Learned
Next time, I want to create a small interactive scene — maybe a wall that changes color when people approach, or a door that reacts to sound.
That's the beauty of interactive design: turning art into
an experience.
Week 7
For our second assignment in Advanced Modelling & Animation, we were asked to create something really fun — an animated theme park ride with interactive shaders inside a real-time 3D environment. The whole project is worth 30% of our grade, so yeah… it’s a big one.The main idea is to combine motion, visuals, and interaction to make a small but immersive “mini experience.” We’ll be using Unreal Engine, and the tools on the menu are Blueprints, Timelines, and Level Sequences. Basically, we need to make the rides move, react, and feel alive — whether it’s spinning wheels, moving tracks, or some crazy futuristic animatronics.On top of that, we also have to build interactive shaders. These are materials that change when something happens — like glowing when the ride starts, shifting textures based on lighting, or even reacting to the player pressing a button. It’s all about making the scene feel dynamic and alive.When everything’s done, we’ll record a gameplay video showing both the animations and the shader effects. The video is what we’ll actually submit for grading.
Week 8
Teacher told us to write homework.
Week 9
Teacher said this class will change the time.
Week 10
The first thing I learned was how to create a Control Rig directly from a Skeletal Mesh. By right-clicking a mesh in the Content Browser and selecting Create → Control Rig, Unreal automatically generates a new asset named “*_CtrlRig”.
Opening the Control Rig Editor allowed me to explore the full skeleton hierarchy and understand how bones are organized inside a character.
Inside the Rig Hierarchy, I learned how to create a control for any bone simply by right-clicking it and selecting New Control.
This automatically generates:
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a controller positioned on the bone
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a matching name with the “_ctrl” suffix
To make the controls more visually readable, I could modify the Control Shape, adjusting its type, scale, and offset. This is extremely helpful for animators so they can clearly see what they're grabbing.
The biggest takeaway for me was understanding how a control actually drives a bone:
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Drag the control into the Rig Graph → choose Get Control
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Drag the bone in → choose Set Bone
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Connect the transform output from the control to the transform input for the bone
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Connect the Forwards Solve execution pin to the Set Bone node
The second half of the guide introduced Modular Rig, which is a much faster and more auomated way to rig an entire character.
Instead of creating controls one by one, I can drag pre-built rig modules onto the mesh. These modules include:
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Spine
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Neck
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Legs
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Feet
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Shoulders
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Arms
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Fingers
This guide gave me a clearer understanding of how Unreal Engine handles character rigging internally. Learning both the manual Control Rig workflow and the Modular Rig system helped me appreciate the balance between flexibility and automation.
For a design student working with animation or interactive experiences, these tools make character setup much more accessible and efficient. I feel more confident now in creating my own rigs or improving existing ones for my future projects.
Week 11
What I Learned About Light Baking in 3D Environments: A Design Student’s Blog Reflection
As a second-year design student exploring 3D environments, I recently studied the fundamentals of baking lights. Even though lighting is something we often take for granted when viewing 3D scenes, this lesson showed me how technical—and essential—it is for creating believable and optimized environments. Here’s what I learned from the lecture.
1. The Basic Principles of Lighting Design
Before diving into light baking, the PPT first explained the core concepts of lighting. These principles shape how we perceive mood, depth, and atmosphere:
Contrast – the relationship between bright and dark areas
Color temperature – warm vs. cool lighting to set emotional tone
Light direction – affects shadows, depth, and visual focus
Intensity – brightness that can highlight or subtly shape forms
These ideas reminded me that lighting isn't only technical—it’s also artistic.
2. What Light Baking Actually Is
Light baking is the process of precomputing lighting information and storing it in:
lightmaps
vertex colors
or other data textures
I learned that the main purpose is performance optimization. Instead of calculating lighting every frame (which is expensive), the engine can read the pre-baked data directly. This is especially useful for static environments like architecture visualizations or game levels.
3. Different Types of Lighting Involved in Baking
The PPT introduced multiple lighting components that can be baked:
Direct lighting – from actual light sources
Indirect lighting (Global Illumination) – bounced light from surfaces
Shadows – soft or hard, created from static objects
Ambient Occlusion (AO) – subtle darkness in creases and corners
Understanding these components helped me see how baking produces more realistic visuals by capturing how light behaves in real life.
4. Texture Mapping in Light Baking
Texture mapping is essential because baked lighting is stored inside textures. I learned about different types of maps:
Diffuse maps – base colors
Normal maps – small surface detail
Lightmaps – where baked lighting actually lives
This part clarified why clean UVs and proper texture resolution matter so much—bad UVs = ugly lighting.
5. Setting Up a Scene for Light Baking
Before baking lights, the model and scene need proper preparation:
(1) Preparing the 3D Model
UV unwrapping the model into clean, non-overlapping UVs
Ensuring texture resolution is high enough
Maintaining good mesh density for accurate results
(2) Configuring the Lighting Rig
Placing lights with intention
Adjusting intensity for the right exposure
Choosing color temperature to fit the mood
This section taught me that technical setup is just as important as aesthetic lighting.
Conclusion
The biggest thing I gained from this lecture is a deeper appreciation for how baked lighting brings realism and performance together. As a design student, understanding this process helps me create scenes that are not only beautiful but also efficient in real-time applications. From UV unwrapping to configuring light rigs, every step contributes to the final immersive experience.
I now feel more confident approaching lighting for 3D environments, especially in game engines where performance matters. Light baking is definitely a skill I’ll continue developing in future projects.
Week 12-14
Over the past three weeks, the main focus of the class was completing and refining our previous assignments. Through this process, I realized that there were still several issues in my earlier work, both in terms of functionality and overall design. Based on the teacher’s feedback, I revisited the assignment and made a series of improvements to address these problems.
At the teacher’s request, I then imported my revised work into a new game mode and further optimized it to fit the overall structure of the game. This step was particularly challenging for me, as it was very different from the previous assignments. Unlike earlier tasks that followed strict guidelines, this assignment allowed for a high level of creative freedom and required us to design systems that directly interacted with gameplay mechanics.
Because the assignment was closely related to game development and allowed for self-creation, I found it much more engaging. As someone who is interested in games, this type of task was naturally more appealing and motivating for me. It encouraged me to think not only about technical implementation, but also about player experience and game balance.
Overall, this assignment increased my interest in the course. The challenge of integrating my work into a functional game system pushed me out of my comfort zone and helped me develop new problem-solving skills. As a result, I became more motivated to invest time and effort into this project, with the goal of achieving a strong final result in this course.
Here are my final project video.









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