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Internship Report - 30 Days at Stage Unreal Company

The internship report summarizes a 30-day internship at Stage Unreal Company focusing on motion capture, character animation, and virtual environment integration. Over the course of the internship, the intern learned various animation and 3D software like MVN mocap, iClone 8, and Unreal Engine. They gained hands-on experience with motion capture setup and cleanup, character rigging, animation, lip syncing, and collaborative virtual environment projects. The intern also explored sculpting, texturing, and other advanced 3D character creation techniques.
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0% found this document useful (0 votes)
45 views6 pages

Internship Report - 30 Days at Stage Unreal Company

The internship report summarizes a 30-day internship at Stage Unreal Company focusing on motion capture, character animation, and virtual environment integration. Over the course of the internship, the intern learned various animation and 3D software like MVN mocap, iClone 8, and Unreal Engine. They gained hands-on experience with motion capture setup and cleanup, character rigging, animation, lip syncing, and collaborative virtual environment projects. The intern also explored sculpting, texturing, and other advanced 3D character creation techniques.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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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