Sea ya​​​​​​​
A Personal 2D&3D Animated Film
Today plastic accounts for the largest proportion of environmental and marine pollution. This ecological crisis has already had profound effects on plant and animal populations, leading to endangerment and in some cases even extinction. Plastic pollution is a threat to humans as well. The plastic products humans have used over the past several decades are already coming back to bodies in the form of microplastics. 

“Sea ya” is a 2D&3D animated film talks about plastic pollution, especially in the ocean, it will raise awareness of the current state of plastic pollution and will call for a reduction in the current widespread use of plastic products.
After Effects, Illustrator
Cinema 4D, Substance Designer
    Designer & Animator - Yani Sun
Sound & Music: Aaron Basch

Sea ya

- Story -
Time Line
Set in contemporary restaurants, factories and the ocean, “Sea ya” is a 2D and 3D animated film that traces the journey of so-called single-use plastic products from their first use to their infiltration of human bodies. ​​​​​​​​​​​​​​
The story timeline uses the Mobiusband model, which is an infinite loop of ribbon, that means the character reaches the end of the journey equals to returns to the start point.
​​​​​​​3-act: set up, confrontation, and resolution. 
In each section, it can be further refined and added: inciting incident, midpoint, disaster, climax, and wrap up.
Wrote a script to describe the story and transitions in detail, to facilitate communication, feedback, and design.
Using animatic to show the story in a frame-by-frame animation with a low frame rate. ​​​​​​​
- Design -
Color Design
Character Design
- Animation -
Dynamics Test
Test of several key points of dynamics, and bake in the "rigid body" tag after the results meet the requirements.

Aim to show the story in a familiar environment, I choose many realistic material. 
The materials mainly including plastic, bubble warp, foam, metal, smog and different patterns.
The primary lighting settings are based on the three-point light distribution principle, which is the key light, fill light, and backlight, respectively. In the indoor scene, I used the HDR map as the ambient light, and secondary light is added as the supplementary light source in the dark of the object.​​​​​​​
Using the Redshift renderer, add the "Redshift object" tag for items, and output the Alpha channel layer for Compositing. And Motion Blur can be adjusted properly before rendering to adds a trailing sense of movement.
- Compositing -
Use the matte mask function in After Effects to accurately image the layers of the multi-channel render output, and then combine the layers into a unified Comp for adjustment.
Color Correction
Use Curve, Level, and Hue/Sue in After Effects for color correction to ensure uniform scene colors.
- Output -

Yani Sun
Motion Designer
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