Advanced Animation/Project 2: Jump Animation
11/06/2025 - 25/06/2024 (Week 08 – Week 10)
Shao Han / 0369187
Advanced Animation / Bachelor of Design (Honours) in Creative Media / Taylors University
Advanced Animation/Project 2: Jump Animation
CONCENT
- INTRODUCTION
- LECTURE
- PROJECT 2
- SUBMISSION
- FEEDBACK
- REFLECTION
INTRODUCTION
LECTURE
Body Mechanic of Jump
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Fig1.1 Class Note,Week 8 (11/06/2025) |
How to create expressive jump animations
Leaning the body:
Increasing the forward lean of the body adds power and definition to the movement.
Delaying the movement:
By moving one leg slightly later than the other, you break the mechanical feel and make the jump feel more natural.
Avoiding "Weight":
Adding preemptive movement to the hands or feet during the jump gives the movement a sense of gravity and avoids a light, fluttery feel.
From "Hard" to "Loose" (Loosen Up):
The initial animation is a simple, clean "two-frame jump."
Later, we'll demonstrate a looser animation, adding more compression, stretching, delay, and reversal techniques to achieve a smoother, more cartoon-like animation.
PROJECT 2
Objective:
You are tasked with creating a dynamic and engaging normal and cartoon jump animation using the provided character rigs. The goal is to demonstrate mastery in exaggeration, timing, spacing, and fluidity to achieve a cartoony style while ensuring clarity and appeal in motion.
Nomal Jump
Similar to the walking animation, I still chose to follow Mr. Kamal’s video tutorial during the normal jump stage.
As long as we pay attention to a few key turning actions, we can restore the jumping animation well.
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Fig2.2 Production process,Week 8 (12/06/2025) |
Keyframe Insertion
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Fig2.3 Production process,Week 8 (12/06/2025) |
Keyframe Insertion
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Fig2.4 Production process,Week 8 (12/06/2025) |
Cartoon Jump
I found a reference for the jump animation I wanted online and slowed it down for easier viewing.
Fig3.1 Dynamic Reference,Week 8 (15/06/2025) |
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Fig3.2 Production process,Week 8 (15/06/2025) |
Keyframe Insertion
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Fig3.3 Production process,Week 8 (15/06/2025) |
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Fig3.4 Production process,Week 9 (18/06/2025) |
SUBMISSION
FEEDBACK
Normal Jump
It's OK.
Cartoon Jump
The character's movement curve is not smooth enough. When jumping and landing, the whole foot does not land on the ground, but from the heel to the toes.
REFLECTION
Exaggeration isn't just about varying the range of motion of the limbs; it also involves the use of timing and contrast.
A strong setup and a quick landing are key to enhancing the quality of the animation.
Adding subtle supporting movements, such as arm swings or body bounces, can greatly enhance the animation.
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