Weapon Binding
Although the binding of this weapon is not mine, because I have experience working in other companies, I know what the binding of this weapon should look like, so I made my request with the binding at that time.

This door card was bound in the company I used to work for, and for some reason I couldn’t release the texture. However, it can be clearly seen that there are two controllers on it, because in the plot, this card will be called by one person, and the other person will hold it. If you have two locators, you can parent twice. One is the outer ring, then one is the middle locator.

According to the reference animation, the weapon required for this project requires three locators. First, the first locator needs to be parented to the hand. The second positioner controls it to rotate. The 3rd locator allows the weapon to bend. Because there are a lot of movements in the reference, it is very convenient to tie the outermost frame to the hand and then rotate it with the middle locator.
However, although the bound classmates helped me bind three locators, the box outside is a polygon instead of a curve. When I’m doing animations, I like to turn off all other options and leave only the curve option, so that I don’t mistakenly select other buildings or the model of the character itself. Because but because the outermost frame of this binding is a polygon, I can’t do this, and it will be very troublesome to do animation later, but it is not a big problem.
In the second week, I have adjusted the animation of the martial arts video I found last week, but these details cannot be adjusted temporarily because there is no locator on the neck of the model and the weight of the left finger is not brushed properly. I have sent the first version which has been adjusted so far.
I participated in two projects. In the first project, someone else did the shooting, so in the second project, I adjusted the shooting and 3D animation.
This project is mainly a CG demonstration. In that project, my partners are VFX professionals who want to show their modeling and rendering abilities. Therefore, the requirements for the lens are not particularly high, just need to pay a little attention to the direction of motion of the lens, after all, the direction of motion between two adjacent lenses needs to be different. For example, the first lens moves horizontally, then the second lens moves vertically as far as possible and the third lens moves diagonally as far as possible, which can make the whole lens and video components more complicated and make people feel interesting. Moving in the same direction all the time would be very boring.