Tuesday, July 28, 2026

Final Sprint Delivery #6

 Final Sprint Delivery #6

For this sprint I mainly focused on implementation and polish for everything in the Unreal sequencer. 

1. I noted quality and gave constant feedback before our final render for animation and assets. I also figured out our rendering pipeline which involved taking into account various challenges, such as our real-time hair physics simulation.

Random clipping or animators forgetting to animate the pupils:




2. I implemented our vfx into the sequencer as well the god ray cards that I created.



3. Created 3 simulated rigid body assets for the barista, Sol, and Luna. These were used for the hair to be simulated in engine, and thus not requiring hand keyed animation.



4. Created a title in Blender that is a 3D object that I placed to be rendered in the Unreal scene.



5. Rigged and skinned two additional background characters and hand keyed their animations.



6. Rendered all the images and edited them together with sound in Premiere Pro.



Sunday, July 19, 2026

Sprint #5 Delivery

 For this sprint I worked on:

1. Camera layout, lighting, and shader interaction

I worked with Melanie and Jocelyn a lot to combine shots and troubleshoot lighting / shader issues. Troubleshooting material issues with assets such as the cup, chairs, and tables in terms of specular intensity. I also gave some direction when it came to adding a few extra crafty assets around the cafe.


3. Updated barista rig to include a new model that included hair.


4. Temporarily attached sol's hair to the character in the sequencer. Hopeful to add physics simulation to it next!


5. Did a quick render of the entire sequence and added the sound to it for the presentation.



Thursday, July 2, 2026

Sprint #4 Delivery

 Sprint #4 Delivery

1. Melanie and I spent a lot of time organizing our sound inspiration and direction with some new people working on our foley &background music and the main cafe music. 

2. I also worked with Melanie to characterize the barista and make sure she will work with some of the selected mocap.

3. With a new low poly Sol model, I was able to push a better version of the rig to the animators. I created set driven keys for the fingers as well for easier animation.



4. I spent a majority of my time trying to implement a facial rig that utilizes nurbs planes to create a better translation and rotation space for the animators. I got stuck on skinning because I accidentally had elements that were extremely high poly in the scene that prevented Maya from working at all. Planning to finish skinning soon and push this to the animators as well!



Final Sprint Delivery #6

 Final Sprint Delivery #6 For this sprint I mainly focused on implementation and polish for everything in the Unreal sequencer.  1. I noted ...