ADVANCED ANIMATION/ EXERCISES
24.09.2024 - 29.10.2024 (Week 1 - Week 6)
TAN JIE YING / 0353959 / BACHELOR IN DESIGN OF CREATIVE MEDIA
ADVANCED ANIMATION
EXERCISES
INSTRUCTIONS
Exercise 1: Bouncing Ball Animation This exercise observes the physical properties of soccer, ping pong, and bowling balls, analyzing how their weight affects bounce timing, travel distance, the number of bounces, and the height of each bounce.
Soccer Ball
Ping Pong Ball
It's light weight causes the ball to bounce faster and more frequently.
Bowling Ball
It was the heaviest among all the balls, and due to its weight, it didn't bounce much.
Beach Ball
A beach ball is similar in size to a soccer ball but lighter. As a result, it follows a similar bouncing path but with lower bounces.
Squash & Stretch Ball
Apply stretch and squash to the ball with the correct timing, ensuring the motion is smooth and clearly visible.
Trial Out
Final Outcome
Final Outcome (Compilation of Five Balls)
Exercise 2: Pendulum Animation Animate the main pendulum object moving from left to right across the screen, incorporating drag, overlapping action, and follow-through to create a realistic swinging motion.
Exercise 3: Characters Good Poses
References
Sketches
Progress
Final Outcome
FEEDBACK
- Count the timing for each arc it will be easier.
- There is no need to add too many frames for the stretch. Two to three will be enough to create the ball from the normal position to stretch and touch the ground.
- Reduce the stretch of the ball and make it less jelly.
Exercise 2
- The swing part timing felt a bit slow, play around the timing and adjust the graph arc.
- Adjust the positioning of the arm or leg to create a more natural and relaxed bend.
REFLECTIONS
These exercises really helped me gain experience and become more familiar with using Blender for animation. Exercises 1 and 2 focused more on timing, frames, object movement, and the functions of bones (Ex 2), while Exercise 2 also helped me understand how to adjust the character's limbs, which will be useful for future projects.
Notes:
Bones: Used in Blender to create a skeleton (armature) for characters, allowing easy posing and animation of body parts.
FK : Animates bones starting from the root outward, providing precise control over each bone, ideal for rotating limbs.
IK: Controls the end of a bone chain (e.g., foot or hand), with the rest of the bones adjusting automatically, perfect for natural movements like walking.
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