Advanced Animation / Task 1, 2 & 3 Exercises
April 22, 2024 - July 22, 2024 / (Week 1 - 14 )
Anandya Dewi Saputra / 0354651
Advanced Animation / Bachelor of Design (Hons) in Creative Media
Task 1, 2, and 3 / Exercises
LECTURES
Week 1:
This week, we got to get an outline that will contain the
entire outline of the class activities, we will also learn about some exemplary
work done by seniors. The main priority will be 3D animation, which is
done using Blender. This lesson is going to develop on the principles covered
in the "Fundamentals of Animation" module, and thus we will need to
practice those fundamentals using advanced animating techniques.
Week 2:
This week, we have a brief of the animation principles "fluid and flow" that we learned in Animation Fundamental, after that, we had an in-class exercise which is to animate a bouncing ball in 3D, which we have mastered the basics in 2D from the previous module.
- Fluidity ; timing, spacing, slow-in/slow-out.
- Flow ; continuity, arcs, overlap, follow-through
Fig 1.0 Fluid and flow lecture notes
Fig 1.1 Elasticity and flexibility in animation
Week 3:
This week, we learned to use the animation principles which are drag, follow through, and overlapping. We had an in-class exercise to create animate a pendulum in a blender using the principles we learned.
| Fig 1.2 Drag lecture note |
Week 4:
Public holiday
Week 5:
This week, we learn on how to familiarize ourself with character rigging as it is to be one of the first few steps you need to take before going into 3D animation. Rigging is a technique of preparing a model to be animated by constructing a structure of bones, joints and controls to transform its movement. This is an important initial step in the creation of real 3D animation to be used in characters and objects. We also have an exercise to rig a pose based on the emotion wanted.
Fig 1.4 Character ringging |
Week 6:
This week, we learned how to animate a walking cycle, an
essential scene in 2D and 3D animation. To achieve accuracy and ease, we break
down the cycle into four key poses: contact (heel of the front foot touches the
ground), down (body lowers as the front foot bears weight), passing (back foot
is in front of the front foot), and up (body goes up as the back foot pushes
of). These steps allow us to animate easier and more efficiently.
| Fig 1.5 Walking cycle lecture note |
Week 7:
In this week, the learning content remained on the walking cycle. Rather than simply translating the moves, we employed the graph editor to fine-tune the fluidity and regulate the pace from one keyframe through to another. It also assists in improving the cycle’s flow and locking of all elements so that each movement appears natural and smooth. The Graph Editor mostly used in Blender is very effective in animating since it is a visual control to animate attributes like location, rotation, and scale. It allows for the change in the curve slopes (the pacing/speed) controlling the keyframes and defining the easing for a better motion look and other characteristics for precise control. The Graph Editor also enables the creation of appealing loops and accurate motion for characters and objects.
Fig 1.6 Graph editor walking cycle |
Week 8:
Independent learning week
Week 9:
In this week, we learned to animate a jumping scene. To break
down a jump animation, you can follow these key poses and steps:
- neutral
- anticipation
- push up
- jump
- contact (landing)
- overshoot
- recovery
| Fig 1.7 Jump animation lecture note |
Week 10:
- Animation planning
- Layout
- Animation blocking
- Animation polishing
INSTRUCTIONS:
EXERCISE 1: BOUNCING BALL ANIMATION
We animated a bouncing ball in Blender, to be honest, I have a hard time understanding how to use Blender since I'm new to 3D and I also took the module 3D Modeling just this semester so I haven't mastered it yet. It was very confusing at first but Mr. Kamal taught us and gave us a walkthrough on how to animate the ball.
Fig 2.0 Animating a bouncing ball |
I had a hard time adjusting the curves and understanding the X, Y, and Z lines so I asked Mr. Kamal to help me. After he explained it he helped me on how to use the feature to adjust the curves/path for the animation. It was tricky but eventually, I got the hang of it. After animating the movement of the ball, our last step was to animate the rotation.
Fig 2.1 Animating a bouncing ball Fig 2.2 Animated bouncing ball |
even if this is less time-consuming compared to manual 2D animation, I feel like this is harder. This type of animation doesn't need the skill of drawing but more of a sculpture (for the model) and the knowledge to run the application for us to animate it.
- happiness
- sadness
- anger
- fear
![]() |
Fig 4.0 Happy pose |
![]() |
Fig 4.2 Angry pose |




Comments
Post a Comment