Technical Animation


The Motion capture was very interesting and really saved a lot of time for the animator to create animations. But for now, before put into games or films, the data still need to be edited a lot to fit and retarget to the character.


Today was my turn to present the paper. The paper I presented was about creating a jaw rig which was very closed to real jaw motion with 3-DOF controlling ways for the user. I thought it was very powerful and useful for animation. But I was a little nervous that I thought I was not doing a good job in explaining some theories during the presentation. Moreover, I really like the paper about the 2D animations. In my mind, to do a 2D animation was more complex and time consuming than 3D, so it was very useful to create some tools or short cut for generate 2D animations.


Today was about presenting our Miniproject 01. After the entire class, I thought my classmates really did a good job and many of them have done lots of works on IK (Jacobian) and Key framing. For the IK system, it would be better if we can implement them on Maya joints and make tools for rigging like a switch of different IK system. That will let the animator make the animation easier. I would like to try on make a tool in the future.


I was a little be late today, so when I got to the classroom, professor had already talked some algorithms about the particle motions. I spent some time catching up with that and still need to look deeper into it after class. In addition, we also learned one ways to do the cloth simulation which is called Spring-Mass Cloth simulation. It was a brand new idea for me that defining every points(joints) on the plane and made their movement like two sides of a spring. In this way, a plane could be moved like a cloth.


In today’s class, we kept on learning and exploring cloth simulation. After being showed lots of papers and implements about cloth and deformation, I felt very excited and willing to learn deeper on cloth simulations. All the works presented in these papers were very meticulous especially the one simulated the cloth hanged on the wall. I could not tell the different between the real cloth and the simulation. The folds on the digital cloth looked the same as the real cloth. But it is really difficult to known how it works in the short time in the class.

Hello, I am Kangyan Li


​I'm now a second-year student in Entertainment Technology Center, Carnegie Mellon University. I graduated form Zhejiang University of Media and Communications in China with a degree of digital media technology. I have learnt game development for almost 5 years.

I'm good at 3D modeling and rigging. I have Worked as an artist in many team-based projects creating 3D models and animations. In addition, by learning C# and Python, I have a great passion to combine arts and technology in games. And I will focus more on Technical art in the future.