Monday, July 28, 2025

Final Delivery

Final Animation Render:



Final Animation Playblast: 



Unreal Render from Sprint #5 (for Comparison):


Greetings! This is Nathaniel, one of the animators on the Lone Wolf: A Jin-Roh Cinematic project.

For this final delivery, I focused primarily on polishing the animation from the previous version, with particular attention to the gun belt on the MG-42. I adjusted its motion to convey more believable weight, including a natural swing as Jin-Roh raises and lowers the weapon, and when he moves side to side.

I also made refinements to Jin-Roh’s own movements, with it being the most noticeable in Shot 5. He no longer raises the gun as high as in earlier versions. Additionally, I adjusted the positioning and rotation of his hips and head at the end of the final shot to create a stronger sense of balance and better align with the camera’s focus.

To improve continuity, I incorporated the final frame from Vee’s last shot in Shot 4 as the starting frame for Shot 5. This should help the transition between shots feel more seamless.

This has been my favorite project to work on this semester, and I thoroughly enjoyed the process. While there’s always room for further refinement, I consider this version to be complete to a high standard.

Thank you for your time, and I hope you enjoy the final result. Peace and take care! ✌️

Wednesday, July 16, 2025

Sprint #5 Delivery

 Animation Progress (Unreal Render):


Animation Progress (Maya Playblast):



Last Sprint's Render (for Comparison):


Greetings! This is Nathaniel, one of the animators on the Jin-Roh Cinematic project. For Sprint #5, my focus was primarily on polish and refinement. I fine-tuned the gun and Jin-Roh’s recoil for added realism and improved the movement of the ammo belt, which is now less stiff than in the previous version (though it still requires further work). Additionally, I aligned the start of my first shot (Shot 5) to better match Veronica’s final frame from Shot 4 for smoother continuity.

I also cleaned up several keyframes in Maya's graph editor to improve motion fluidity, adjusted the height at which Jin-Roh raises the MG-42 during Shot 4, animated the antenna on his backpack, and made a number of other subtle modifications throughout the animation.

As we approach the final sprint, my main goal is to continue polishing the animation to a high standard of quality. I’ll also be focusing on refining the ammo belt further to achieve more realistic physics and motion.

There are currently no deviations from the schedule, and I remain on track with my tasks.

Thank you for your time. Peace and take care!✌️

Wednesday, July 2, 2025

Sprint #4 Delivery

Animation Progress (Unreal Render):


Animation Progress (Maya Playblast):



Last Sprint's Render (for Comparison):


Hello there! This is Nathaniel, animator on the Jin-Roh Cinematic project. For Sprint #4, I focused on implementing feedback from last week to enhance the overall animation quality. I refined Shot 8 by improving Jin-Roh's walk cycle so that it isn't as stiff as before and conveys more weight and realism. This was done using mocap as reference. I also toned down the shoulder movement so that it better reflects their heavy iron appearance. Additionally, I animated his waist armor pads for extra detail and realism.

Next sprint, I'd like to refine the other shots (they weren't as high of a priority at this time, since they're closeups) and continue animating the remaining armor pieces. There's no deviations from the schedule, and I'm currently I'm on track.
Thank you for reading. Peace and take care!✌️

Wednesday, June 18, 2025

Sprint #3 Delivery

Splined Animation (Unreal Render):


Splined Animation (Maya Playblast):


Hello there! This is Nathaniel, and I'm an animator in the Jin-Roh Cinematic project. For the third sprint, I updated the animation blockout for shots 5-8 and started to spline and modify them into a more quality pass compared to last week. Some of the poses were modified slightly, such as the pose of Jin Roh in the final shot, and the position of the gun overall. The animation is now being more fleshed out and has been improved overall, and it will keep improving from here with no current deviations from the original schedule.
Thank you for reading. Peace and take care!✌️

Wednesday, June 4, 2025

Sprint #2 Delivery

Blockout Animation (Unreal Render):


Blockout Animation (Maya Playblast):



Hello there! This is Nathaniel, and I'm an animator in the Jin-Roh Cinematic project. For this sprint, I created animation blockout for shots 5-8 in our JinRoh Cinematic. In Maya, I took the Jin Roh rig made by Delaney and Will and blocked out the key poses for the shots I listed previously, where Jin Roh raises and fires the MG-42, then walks towards the camera.
Thank you for reading. Peace and take care!✌️

Wednesday, May 21, 2025

Sprint #1 Delivery

Layout Animation:


Screenshots:







Hello there! This is Nathaniel, and I'm an animator in the Jin-Roh Cinematic project. For this sprint, I created the rough layout animation. In Unreal, I created a Level Sequence, where I placed and animated the proxy assets made by other team members, (props, environment, subject) and also placed/animated the cameras. I then passed it off to Jason, who added proper lighting and made some other adjustments. I also helped in recording some of the references for the animation itself.

Thank you for reading. Peace and take care!✌️

Saturday, February 15, 2025

Artist Statement

When it comes to my art, I am deeply driven by the joy of expression. Although I consider myself an introvert, my work allows me to communicate with others in ways that words often cannot. Through my artwork, I can share things about myself while simultaneously aiding to create experiences that can uplift others. If people find enjoyment or feel something deep within themselves through my work, then that brings me immense joy, and I feel truly fulfilled. My goal with my art is to spread happiness and to express myself to others, all through the magic of movement.

The main inspiration for my work stems from my personal love of video games and movies, such as Legend of Zelda: Ocarina of Time, and the Lord of the Rings trilogy. From the moment of first meeting the elderly yet wise Great Deku Tree in Kokiri Forest to Frodo’s final moments of temptation as he prepared to cast the One Ring into Mount Doom, these moments truly sparked my passion for both storytelling and creativity. They opened up a new world for me when I was younger, one where both narratives and emotions could be woven together in visually compelling ways. This love translated seamlessly into animation, a medium where I can animate intricate characters with varying personalities within an endless possibility of worlds. Something as simple as a unique walk cycle on a character can really reflect that personality and resonate with others. While my reservedness often keeps me behind the scenes, I find great joy in knowing that the work I create has a chance to leave a positive impact on others. Although it’s not a driving force, gaining some recognition does hold some significance, as it’s a reminder that my art connects and resonates with those who experience it.

This work is a continuation of my journey as an artist, where I blend my personality with my desire to spread joy to others. It is both personal and expressive; it becomes a bridge between my inner world and the experiences of others. As an artist, I create not only for myself, but for the many who seek happiness and connection.





Thank you for reading. Peace and take care! ✌️

Final Delivery

Final Animation Render: Final Animation Playblast:   Unreal Render from Sprint #5 (for Comparison): Greetings! This is Nathaniel, one of the...