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

Figure 1.1  Soccer Ball


Ping Pong Ball
It's light weight causes the ball to bounce faster and more frequently.

Figure 1.2  Ping Pong Ball


Bowling Ball
It was the heaviest among all the balls, and due to its weight, it didn't bounce much.

Figure 1.3 Bowling Ball


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.

Figure 1.4 Beach Ball


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.

Pendulum

Figure 2.1 Progress


Final Outcome





Exercise 3: Characters Good Poses

References 

Figure 3.1 Pose References

Sketches

Figure 3.2 Pose Sketches


Progress

Figure 3.2 Happy Progress

Figure 3.3 Sad Progress

 
Figure 3.4 Angry Progress


Figure 3.5 Scared Progress

Final Outcome


Figure 4.1 Happy

Figure 4.2 Angry

Figure 4.3 Sad

Figure 4.4 Scared


FEEDBACK

Exercise 1 
  • 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.
Exercise 3
  • 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.








Comments

Popular posts from this blog

DIGITAL PHOTOGRAPHY AND IMAGING - PROJECT 2

INFORMATION DESIGN/ FINAL PROJECT

INFORMATION DESIGN/ PROJECT 1 & 2