Advanced Animation/Exercises
28/04/2025 - 25/05/2024 (Week 02 – Week 05)
Shao Han / 0369187
Advanced Animation / Bachelor of Design (Honours) in Creative Media / Taylors University
Exercises
CONCENT
- INTRODUCTION
- LECTURE
- EXERCISES
- SUBMISSION
- FEEDBACK
- REFLECTION
INTRODUCTION
LECTURE
WEEK 2
Animation Principles
- Frame rate
The frequency (rate) at which consecutive images (frames) are captured or displayed.
- Timing
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Fig1.1 Timing and Meaning,Week 2 (30/04/2025) |
- Spacing Slow in and Slow Out
- Arcs
The visual path of an object or action is called an “arc”. This could be the projectile of a bouncing ball, the path of a moving arm, and even the movements of mouth corners during a dialogue scene.Fig1.3 Arcs,Week 2 (30/04/2025)
WEEK 3
Animation Principles
- The Animation Style
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Fig1.4 The Animation Style,Week 3 (07/05/2025) |
- Squash and Stretch
Squash and Stretch gives the illusion of :
1. Elasticity of the material
2. Flexibility of motion
3. Life
- Flexibility: Drag, Follow Through and Overlapping
- Animation Methods
Pose to Pose vs Straight Ahead
TYPE OF POSES:
- KEY
- EXTREME
- BREAKDOWN
- INBETWEEN
WEEK 4
Animation Clarity
- What is Clarity in Animation
Clarity is keeping your shot clean and precise; for instance, it could mean simplify the movements of your character so it's easier for the audience to keep up. No matter what animation you're doing, the most important concept you must strive for is clarity.
Fig1.4 Clarity in Staging,Week 4 (14/05/2025) |
- Clarity in Secondary Action
- Clarity in Exaggeration
- Clarity in Anticipation & Follow Through
- Clarity in Solid Drawing
EXERCISES
Exercise 1 - Bouncing Ball Animation
Objective:
You are tasked with creating a smooth and realistic bouncing ball animation using provided ball rigs. The goal is to explore timing, spacing, arcs, and physical properties to showcase the unique characteristics of each type of ball.
The teacher arranged five bouncing ball animations, which are:
- Soccer ball - https://www.youtube.com/watch?v=01cm7H1QoJg
- Ping Pong - https://www.youtube.com/watch?v=gTsx5eW2eLU
- Bowling ball - https://www.youtube.com/watch?v=DTz_5quG_ig
- Beach ball - https://www.youtube.com/watch?v=s74P1ejubEA
- Squash and Stretch ball - General resource on Squash and Stretch
In class, we learned the basics of Blender, focusing on how to adjust keyframe motion using the curve editor. By moving the handles, we could change the shape of the animation curves, which allowed us to control the ball’s motion path more precisely. We also updated the motion path in real time to observe how the ball’s movement changed. Before starting, I revisited some fundamental animation principles—timing, spacing, and arcs—to help me better understand and apply what we were doing.
Soccer Ball
Multiple bounce points plotted along the Bézier path
Maintained near-constant shape with minimal deformation
Used offset keyframes to reduce speed over time
Slight rotation added for realism
Starting with the soccer ball, I observed the reference video provided by Mr. Kamal and found that the overall weight, bounce and volume of the soccer ball are relatively balanced, so when making the jumping animation of the soccer ball, I can basically follow the standard ball jumping example.
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Fig2.1 animation production,Week 2 (29/04/2025) |
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Tight Bézier curve with steep arcs and short intervals
No squash and stretch to reflect hard surface
High-frequency keyframes to simulate fast rebounds
Minimal rotation, focusing on vertical movement
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Smooth Bézier curve with short arcs and heavy spacing
Barely visible squash to express weight
Slow timing with extended contact moments
Subtle rolling after each bounce
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Wide Bézier arcs with slow keyframe spacing
Gentle squash and stretch during contact
Slower descent to simulate air resistance
Slight rotation and offset movement for playfulness
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Large squash and stretch keyframes at contact and lift-off
Fast, energetic rebounds with offset spacing
Dramatic motion arcs for visual appeal
Strong timing contrast between stretch and squash
The bouncy ball is the most elastic of all the balls required. The key lies in the deformation of the ball when it rises and falls. This is the key and symbol of the bouncy ball's jump.
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Exercise 2 - Pendulum Animation
Objective:
You are tasked with creating a smooth and realistic pendulum swing animation using the provided pendulum rig. The goal is to explore drag, overlapping, follow-through, timing, and spacing to bring out the natural motion of the pendulum. You will focus on creating a believable and fluid animation that accurately represents the physical properties and movement of the pendulum.
I started by checking out how the pendulum rig works in Blender and planned the swing movement frame by frame. I noticed that the ball at the bottom always swings a bit behind the top part, and the whole motion slowly comes to a stop over time.
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Fig3.1 Set up,Week 4 (08/05/2025) |
Make sure every curve is smooth and has a reasonable curvature.
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Fig3.2 animation production,Week 4 (10/05/2025) |
Exercise 3 - Emotion Pose
Objective:
You are tasked with creating a series of expressive character poses that effectively depict different emotions. This exercise will help develop your understanding of body language, facial expressions, and dynamic posing to convey storytelling through animation.
HAPPY
Reference
Fig4.1 Reference,Week 5 (14/05/2025) |
Sketch
Fig4.2 Sketch,Week 5 (14/05/2025) |
Execution
- The figure jumps in the air, twisting its body in a slightly "S" shape, with light and dynamic movements.
- The arms are raised high, with fingers naturally spread, showing a happy or excited mood.
- The legs are raised backwards, with a bright smile, full of energy and joy.
Fig4.3 Process,Week 5 (16/05/2025) |
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Fig4.4 Process,Week 5 (16/05/2025) |
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Fig4.5 Process,Week 5 (16/05/2025) |
SAD
Reference
Fig4.6 Reference,Week 5 (14/05/2025) |
Sketch
Fig4.7 Sketch,Week 5 (14/05/2025) |
Execution
- The figure sits on the ground, legs spread apart, one hand supporting the ground, the other resting on her forehead.
- The figure leans slightly forward, head lowered, and expresses a sorrowful expression.
- The overall posture conveys a sense of fatigue and loss.
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Fig4.8 Process,Week 5 (17/05/2025) |
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Fig4.9 Process,Week 5 (17/05/2025) |
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Fig4.10 Process,Week 5 (17/05/2025) |
Mr. Kamal reminded me that the person's hand is on the forehead and the toes are not raised in the photo. I need to modify it according to the picture.
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Fig4.11 Process,Week 5 (17/05/2025) |
SCARED
Reference
Fig4.12 Reference,Week 5 (14/05/2025) |
Sketch
Fig4.13 Sketch,Week 5 (14/05/2025) |
Execution
- The figure leans back, their weight shifted to one side, demonstrating a clear reaction of fear or shock.
- The arms are raised, palms facing outward, in a defensive or blocking gesture.
- The head is also tilted back, eyes looking upward, and the mouth open, conveying fear or surprise.
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Fig4.14 Process,Week 5 (17/05/2025) |
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Fig4.15 Process,Week 5 (17/05/2025) |
ANGRY
Reference
Fig4.16 Reference,Week 5 (14/05/2025) |
Sketch
Fig4.17 Sketch,Week 5 (14/05/2025) |
Execution
- The figure is leaning forward, with legs bent and spread apart, and the center of gravity pressed down.
- The fists are clenched, the arms are bent, and they are thrown forward with force, and the limbs are tense.
- The facial expression is angry, the mouth is open and roaring, and the overall posture shows strong anger and explosiveness.
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Fig4.18 Process,Week 5 (18/05/2025) |
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Fig4.19 Process,Week 5 (18/05/2025) |
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Fig4.20 Process,Week 5 (18/05/2025) |
As with the previous question, Mr. Kamal reminded me that the focus of this exercise is observation, so I don’t need to create the movements myself, I just need to follow the posture and make the same movements.
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Fig4.21 Process,Week 5 (18/05/2025) |
Regarding the color of the background, I decided based on different emotions.
SUBMISSION
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Fig5.1 Happy,Week 5(18/05/2025) |
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Fig5.3 Scared,Week 5(18/05/2025) |
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I used different setups (like Multiball, Pendulum, and Snow) to understand how to animate objects and characters separately.
Moving together and keeping on moving are important to show how a pendulum swings. The bending should be even and constant, starting and ending softly. Moving the tail more slowly makes it look more real. It's important to demonstrate how things move and slow down because of friction in a realistic way.
When we are not moving, the way we hold our bodies often shows how we feel more clearly than our faces do. Big poses make emotions stronger and make the shapes easier to see. Strong leading lines make poses more dynamic and easier to see. Not using twinning poses makes characters look more real and natural.
Watching real-life examples is a good way to copy physical traits.
Keeping timing and movement even is important for great animation.
Facial expressions should match body movements, especially in animated characters.
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