Advanced Animation / Project 3 (Action Animation)
July 8, 2024 - July 22, 2024 / (week 12 - 14)
Anandya Dewi Saputra / 0354651
Advanced Animation / Bachelor of Design (Hons) in Creative Media
Project 3 / Action Animation
LECTURES
All lectures are completed in Task 1,2 and 3 Exercises
INSTRUCTIONS
In this project, we are required to animate an action animation scene. Since I chose to animate an ice skating jump in the previous project, I decided to animate the character doing a jump combo. Same as the previous project, the requirements for this project setting in Blender are 1280 x 720 pixels HD (High Definition) resolution and a frame rate of 24. Save the animation in PNG image format so that it can be divided into several sequences, after that, edit the image sequences in the appropriate software like Adobe Premiere join all the clips, and save the final file as "Yourname_FinalProjectActionAnimation". I first gathered a video reference, and I was drawn to this jump combo I found on YouTube.
The flip jump in ice skating is an edge jump where the
skater starts in the back inside edge of one’s foot while the other foot with
the toe pick helps in the lift. During the jump, the skater rotates in the
air normally performing one to three and a quarter turns, and lands on the back
outside of the opposite foot. This jump
is necessary for passing the ISI Freestyle 4 level, meanwhile the other jump "Loop jump" is necessary for passing the ISI Freestyle 3 level. The only
distinction between the flip jump and the loop jump is in their takeoff procedures. the loop jump starts from the back
outside edge of one foot with no help from the blade toe of the opposite foot and is typically executed from backward crossovers or backward skating.
While comparing the animation I made with the video reference, I realized that in some frames after the jump the character lean forward. In figure skating, the manner is to always maintain our body straight and leaning forward could potentially mess with the balance and causes us to fall. Furthermore, I noticed that the character looked like it’s frightened since it has little to no emotion on the face. After making a successful jump, ice skaters usually looks happy and contented, especially since it is one of the most difficult moves in ice skating.
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Fig 1.2 Pose error |
I then put more focus on facial expressions by adding a bit of a smile and then slightly moved the position of the character to make it look more lively and natural.
After making these changes and being content with it, I exported the animation and presented it to Mr. Kamal regarding the feedback for the final project of the module. He said that two angles were needed for the project and proposed that the background be added to the project, like an ice rink. Furthermore, he suggested replacing the character’s shoes with appropriate skates, because the right clothes and props also make a difference when it comes to realism. Following his advice, I began looking for appropriate 3D models of an ice rink and ice skate shoes to use in the animation.
For the second camera angle, I added the spin animation since the jump animation itself is already short. The spin I chose is camel spin, which is required to pass the ISI Freestyle 3 level. The spin began by lowering the body and leaning forward while the back leg extended to the same level as our head. This spin is one of the basic spins that most figure skaters will combo with other spins. After feeling satisfied with the animation, I then began adding the ice rink and skating shoes and finally rendered it for this module's final project.
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Fig 1.5 Animation error |
I found some errors after changing the shoes, I tried to tweak the rigging but it was just to complex that it's better for me to re-animate the shoe's movement. After I fixed some errors I finally rendered the animation.
I can say that it has really been a great learning for me
although it has consumed a lot of time and energy in order to be able to
understand every single step of animating that has been given as well as being able to
master its contents. It has been a fun to learn experiment creating the animation since
animating the movements I wanted has been satisfying, although I understand there are still alot of room for improvement, especially on the animated character's flexibility in the future. It is a great
achievement to be able to meet the current deadline achieved, it has demonstrated
my efficiency and the kind of work that is expected to be delivered.
Overall this project has helped me gain a lot of insight on
the area of animation. I realized that body language
should be correct and it is necessary to use facial movements to express
certain emotions. Some feedback from Mr. Kamal enabled me refine animation on
rooms that I originally did not think was incorrect or that I could improve. All
in all, it has been a great project as I was able to hone my animation skills
as well as producing quality work being mindful of limitations in character
flexibility and realism.


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