I finally made it to animation this week!
I made 11 shots, two fewer than the storyboard itself.
I’m getting a headache looking at all these messy animation curves…
In summary, I animated the characters in Maya, then imported the animation and characters into Unreal to match the scene rendering.
The animation was fine, but I had a problem importing it into Unreal, which tormented me for two days. I consulted countless sources and tutorials, went to a paid teacher, and solved the problem.
I solved it myself!
The root cause of the problem was that Maya calculated the movement coordinates differently to unreal, so it caused the result of the character moving dozens of times faster or the character moving in the wrong position.
(so painful, why is it so painful, it’s so hard that I wanted to give up for a while)
Then I finally imported the model, bones, and animations into Unreal.
The glowing fishtail swimming in the dark looks nice, and I’m very happy with the visuals.
I’ve recreated the camera trajectory in unreal, my team members have been involved in the debugging, and we’ve finished animating the polluted ocean part.
The animation file and keyframe curves







This is the export screen that has been torturing me for two days

Finally, I exported all the animations to FBX and imported them into Unreal.

Animation sequence setup and creation in unreal















The glowing pattern on the tail can make a huge visual impact in the dark to the audience.




(I love this shot)

