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Project: [History - Dickens' Haunted Mansion – where stories dwell]

‌Animation Technical Specification‌
‌Runtime‌: 11 seconds
‌Art Style‌: Concept art transition (Gothic→Post-apocalyptic)

I. Scene Breakdown
1. Opening Sequence (0-4s)
‌Character Action‌:

Dickens (black suit) runs with raised arms
Exaggerated stride length (150% normal)
Cloth dynamics: Coat tails with 0.8 stiffness
‌Environment‌:

Forest depth: 3 parallax layers (scroll speed 0.25m/s)
Ground texture: Cracked cement with:
12% vegetation coverage
Dynamic footprint decals
2. Transition Sequence (4-7s)
3. Wasteland Reveal (7-11s)
‌Environmental Changes‌:
Tree transformation:
float baldness = saturate(_Time.y * 0.4);
_LeafAlpha = 1 - baldness;
Building modifications:
New balcony mesh (polycount: 1,200 tris)
Red shader: HSV(8°, 65%, 78%)
II. Technical Systems
‌Destruction Pipeline‌:

Pre-fractured ghosthouse model
Particle systems:
350k dust particles (GPU instanced)
Collision with terrain geometry
‌Color Grading‌:
Tint #808080 #c4a484 LUT blend
‌Asset Optimization‌:

Reused trees with:
Branch LOD reduction (70% polycount)
Wind animation disabled
III. Production Notes
‌Key Challenges‌:

Maintaining character scale during:
Camera parallax (solution: depth-based scaling)
Perspective change (solution: focal length 35mm→28mm)
‌UE5 Dickens Character Technical Setup‌
I. Base Material Configuration
‌Overcoat Material‌

Master Material:
Base Color: #3a2b1a (Dark Brown)
Roughness: 0.65 (Aged leather effect)
Material Blend:
Lerp(
Velvet_Mat, // Collar material (velvet)
Leather_Mat, // Main body (parameters below)
VertexColor.R // Area separation via vertex painting
)
Leather Parameters:
Wetness Mask: Dynamic parameter for rain absorption
‌Vest Material‌

Slate Texture:
Generated via Brick Generator with irregular pattern
Tiling: 0.3×0.3
Gold Chain:
Metallic: 1.0
Anisotropy: 0.8
II. Lighting Scheme
III. Detail Processing
‌Cloth Simulation‌:

Scarf uses Cloth Paint weight mapping
Physics Parameters:
‌Hair System‌:

Strand-Based Groom implementation
Fiber Settings:
Width: 0.03cm
Scatter: 15°
‌Dynamic Effects‌:

Rain Wetness Blueprint:
Event Rain → Set Scalar Parameter (Wetness, 0→1 in 2s)