1.Character Modelling and animation
There are only two characters in the animation: the sea monster and the magician. The sea monster’s model, textures, and rigging are derived from a previous project I completed. Therefore, I will directly utilize these assets while remaking the animation component.

Given that the monster’s form deviated from the typical human structure and I lacked expertise in binding, I entrusted the binding process of this project to a professional binding artist. The final outcome was highly satisfactory. Each joint of the monster was capable of movement, and even the facial whiskers were bound using IK, which significantly enhanced my proficiency in creating animations for it.


For the animation part of the sea monster, I designed its performance to include emerging from the water and roaring. Admittedly, dealing with a model that involved such a complex system of controllers is quite challenging for me. A significant amount of time was dedicated to fine-tuning the movements of the facial tentacles to ensure realistic and compelling animation.

In terms of scene performance, the film Deep Rising has profoundly influenced me. The monster depictions in this film have provided valuable inspiration for my work, particularly regarding modeling, animation techniques, and rhythm scheduling. Consequently, I drew upon certain elements from the film to inform the representation methods of the monster in my animation.

For the magician, modeled as a humanoid character, I utilized the ADV plugin to bind it and generate an animation. This process is relatively conventional and therefore will not be further elaborated upon.