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Internship Report - 30 Days at Stage Unreal Company

Day 1: On my first day at Stage Unreal Company, I was introduced to the


team and given an overview of the projects and technologies I would be
working with. I met my supervisor, who provided me with a detailed
schedule for the upcoming weeks. I also received access to the
necessary software and resources required for my internship.

Day 2: Today, I started my training on the MVN mocap software provided


by Xsens. I learned about the basics of motion capture technology,
including how it works and its applications in various industries. I
familiarized myself with the user interface of the software and practised
navigating through the different menus and options.

Day 3: Continuing my training on the MVN mocap software, I began


learning the process of setting up the motion capture system. I gained
knowledge on properly calibrating the sensors and ensuring accurate
data capture. I also learned about the various equipment used, such as
motion capture suits and cameras, and their roles in the overall mocap
process.

Day 4: Today, I had hands-on experience with the MVN mocap system.
Under the guidance of a senior team member, I assisted in setting up the
equipment and preparing for a motion capture session. I observed the
entire process, from capturing the movements to reviewing the data in
real-time.

Day 5: In order to understand the post-processing aspect of mocap, I


learned about the data export functionality in the MVN software. I
explored the different file formats, with a specific focus on exporting as
FBX, which is commonly used for animation purposes. I also gained
knowledge about the data cleaning and filtering techniques used to
enhance the captured motion data.

Day 6: I had the opportunity to work with the recorded mocap data today.
Using the FBX file exported from the MVN software, I learned how to
import the motion capture data into various animation software
packages. I explored the process of setting up a character rig and
applying the captured motion data to it.

Day 7: Today, I focused on the cleanup process for the imported motion
capture data. I learned about the common issues that can arise during
motion capture, such as noise, jitter, and foot sliding. Through various
techniques like keyframe editing, smoothing, and retargeting, I gained
skills in removing or minimizing these issues to achieve a more refined
animation.

Day 8: To further expand my animation skills, I started learning iClone 8,


a popular animation software. I familiarized myself with the user
interface and basic tools of iClone 8. I learned about the timeline,
keyframe animation, and different animation properties available within
the software.

Day 9: Continuing with my training in iClone 8, I explored the options for


creating custom characters. I learned how to import and modify
character models, adjust their proportions, and assign textures and
materials. I also gained knowledge about the process of rigging a
character, including setting up bones and defining the hierarchy.

Day 10: Today, I had hands-on experience with character animation in


iClone 8. I learned various techniques to animate characters using
keyframes, motion clips, and puppeteering. I practiced creating realistic
movements, such as walking, running, and jumping, using the animation
tools provided by the software.

Day 11: Building on my knowledge of motion capture cleanup, I focused


on refining my skills in cleaning up the recorded mocap data. I learned
advanced techniques to address specific issues like finger and facial
capture, which require more detailed adjustments. I practiced using the
tools provided by the MVN software to fine-tune the captured motion
data and ensure smoother animations.

Day 12: Continuing with my training on motion capture cleanup, I delved


into the process of retargeting motion data onto different characters. I
learned about character retargeting techniques, such as mapping the
motion data from one character rig to another with different proportions
or skeletal structures. I practiced retargeting the cleaned motion capture
data onto various character models to achieve consistent and accurate
animations.

Day 13: In order to expand my knowledge of character animation, I


explored the various animation principles and techniques used in the
industry. I studied concepts such as timing, spacing, weight, and
anticipation to create more lifelike and dynamic character movements. I
also analyzed and studied reference materials, including videos and
films, to understand how real-life movements can be translated into
animated characters.

Day 14: Continuing my exploration of character animation, I focused on


refining my skills in creating expressive facial animations. I learned
about the different methods used to animate facial features, including
keyframe animation and facial capture techniques. I practiced creating a
range of emotions and expressions by manipulating the facial rig and
applying appropriate timing and spacing.

Day 15: Today, I had the opportunity to work on a project that involved
integrating motion capture data with a virtual environment in Unreal
Engine. I learned about the process of exporting the cleaned motion
capture data from the MVN software and importing it into Unreal Engine.
I explored how to apply the captured animations to virtual characters
within a 3D scene and synchronize them with the environment.

Day 16: Continuing with the integration of motion capture and Unreal
Engine, I learned about the various animation blending techniques
available in the engine. I studied how to seamlessly blend multiple
animations together, such as walking, running, and jumping, to create
smooth and natural transitions. I practiced implementing these blending
techniques in a virtual environment project.

Day 17: Today, I expanded my skills in creating custom characters in


iClone 8. I learned about the process of importing character models from
external sources and modifying them to suit specific project
requirements. I explored the options for adjusting the character's body
proportions, facial features, clothing, and accessories. I also gained
knowledge on texture mapping and applying materials to the custom
characters.

Day 18: In order to enhance my character creation skills, I delved into the
process of rigging custom characters in iClone 8. I learned about the
bone hierarchy, joint placement, and weight painting techniques required
to create a functional rig. I practiced rigging the custom characters and
ensuring smooth deformation during character animation.

Day 19: Continuing with character rigging, I explored advanced rigging


features in iClone 8, such as IK (Inverse Kinematics) and facial rigging. I
learned how to set up IK chains to control the character's limbs more
intuitively and efficiently. Additionally, I studied how to create a facial rig
using blend shapes or bone-based systems to achieve realistic facial
expressions during character animation.

Day 20: Today, I focused on advanced animation techniques in iClone 8. I


learned about the procedural animation tools available within the
software, such as the Motion Puppet system. I practiced using these
tools to generate automatic animations based on predefined
parameters, enabling more efficient animation workflows for repetitive
tasks.

Day 21: Continuing with my internship, I focused on enhancing my


animation skills in iClone 8. I explored advanced animation techniques
such as motion capture blending, layering, and additive animation. I
learned how to combine different animation clips, adjust their timing and
weights, and create complex and nuanced character performances.

Day 22: Today, I worked on a project that required the creation of a


complex character animation sequence. I collaborated with other team
members to understand the project requirements and storyboard. I then
used my knowledge of motion capture cleanup, character animation, and
advanced animation techniques to bring the characters to life and create
a compelling animation sequence.

Day 23: To further expand my knowledge of character animation, I


focused on studying and practicing lip-sync animation. I learned about
phonemes, visemes, and mouth shapes corresponding to different
speech sounds. I explored techniques to synchronize character lip
movements with recorded dialogue or voice-over tracks, creating
realistic and accurate lip-sync animations.

Day 24: Continuing with lip-sync animation, I explored automated


lip-sync tools available in iClone 8. I learned about phoneme mapping
and how to use text-to-speech algorithms to generate lip movements
automatically based on typed or imported dialogue. I practiced refining
the generated lip-sync animations for improved accuracy and
naturalness.

Day 25: Today, I had the opportunity to work on a collaborative project


involving motion capture cleanup, character animation, and environment
integration. I worked closely with other team members to synchronize
the character performances with the virtual environment, ensuring
seamless interaction between the characters and their surroundings.

Day 26: Continuing with the collaborative project, I focused on optimizing


the animations and improving performance within the virtual
environment. I learned about techniques such as animation LOD (Level
of Detail) and animation caching to reduce computational demands and
enhance real-time playback of the animations.

Day 27: In order to expand my knowledge and skills in 3D character


creation, I delved into the process of sculpting and texturing custom
characters. I learned about digital sculpting techniques using software
like ZBrush and explored the process of creating high-resolution
character models. I also studied the process of texturing the models
using UV mapping and creating realistic materials.
Day 28: Continuing with character creation, I explored the process of
creating custom character assets using procedural generation
techniques. I learned about software tools like Substance Designer and
explored the generation of textures, materials, and variations using
procedural algorithms. I practised creating and modifying custom
character assets to expand my creative possibilities.

Day 29: Today, I worked on a project that required the modification and
customization of existing character models. I collaborated with other
team members to understand the project requirements and specific
modifications needed for the characters. I then used my skills in
character rigging, animation, and modelling to make the necessary
adjustments and create unique variations of the characters.

Day 30: On the final day of my internship, I summarised my learnings and


experiences throughout the 30-day period. I prepared a comprehensive
report documenting the tasks I undertook, the skills I acquired, and the
projects I contributed to. I also had a final meeting with my supervisor to
discuss my progress and receive feedback on my performance.

Conclusion

Overall, my internship at Stage Unreal Company provided me with


valuable hands-on experience in motion capture cleanup, character
animation using iClone 8, and the creation and modification of custom
characters. I developed a strong foundation in utilising the MVN mocap
software, iClone 8, and associated tools, enabling me to create
high-quality character animations for virtual environments and
interactive experiences.

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