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Advanced and Experimental 3D computer Animation Techniques Project 1

Week 12 – Body Mechanics Progression & VCAM

Here, I’ve constructed a reference by stitching together multiple video clips to help block out the movement I’m aiming for. Since I’m not nearly athletic or nimble enough to physically act these out, I pulled inspiration from online sources.

The first part of the movement is based on the Scout from Team Fortress 2. Even though he’s a stylised character, his exaggerated, high-energy run feels perfect for what I want to capture. It fits well with the character I’m animating, who is a speedster with dominion over lightning.

For the next section, I decided the character will do a ground slide. The closest real-world reference I could find was a skateboard 360 spin—it’s got that same sense of fluid motion and dynamic body movement. From there, the character launches into a backflip, followed by a playful “starfish” pose mid-air. I’m using this to really push the acrobatic side of the character and show that they’re having fun with the situation.

After landing, the character dashes forward and slides into a pose similar to a Superman landing, ending with them raising their hand in preparation for a powerful energy blast.

VCAM

As part of this module, we were introduced to the process of using Unreal Engine’s Virtual Camera (VCam) system to record video within 3D environments, using mobile devices as remote cameras. This technique essentially allows for live cinematography inside a virtual space and can also support motion capture workflows when paired with other tools like Live Link.

To set it up, I first had to enable the necessary motion capture and remote control plugins in Unreal Engine. After that, I established a Live Link connection between my mobile device and the UE project, which allows real-time data (like camera movement) to be streamed into the engine. Remote Session was then configured to allow the mobile device to control the editor viewport. The Take Recorder was used in multi-user mode to capture the camera movement as actual animation data. Lastly, I installed and used the Unreal VCam app on my phone, which turns the device into a handheld virtual camera that can move around and record shots as if filming in a physical space.

During practical sessions, we ran into a few problems—mainly to do with networking. Since the mobile devices and the Unreal Engine project needed to be on the same network, we experienced frequent dropouts and connection issues, which I think might be tied to how restrictive institutional or university networks can be.

Going forward, I plan to test this workflow at home using my own router and devices. I want to better understand the strengths and limitations of this method, especially how it performs with reduced network latency and fewer restrictions. Overall, learning to use VCam gave me new insight into virtual cinematography and how live-action techniques can be applied inside a game engine.

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