Advance Animation / Exercises
16/04/25 - 28/05/25 (Week 01 - Week 06)
Isabel Tan Xen Wern / 0355602 / Bachelor in Creative Media / Taylor's University
Advance Animation / GCD 61604
Exercises
JUMPLINK
IntroductionEx1 Submission
Exercise 2: Pendulum
Ex2 Submission
Exercise 3: Emotion Pose
Ex3 Submission
Feedback
Reflection
INTRODUCTION
Figure 1.1
MIB (16/04/25)
Exercise 01: Bouncing Ball
Figure 1.2
Week 2 notes(30/04/25)
Figure 1.3
Insert keyframe (30/04/25)
- Press 'I' - insert keyframe
- Press 'K' - for selected channels
Figure 1.4
Motion Path (30/04/25)
- Motion path - Visualize the motion of points as paths over a series of frames.
- can be object origins and bone points.
- After every change made in the Graph Editor, you must click Update path.
Figure 1.5
Graph Editor (30/04/25)
- Graph editor - Edit animation Curves.
- Each point represents a Keyframe.
- Right-click the point and choose 'free' (make the value 0 first before adjusting the line).
Figure 1.6
After adjusting the Graph (30/04/25)
- After adjusting the graph curve, it looks like this.
- The distance between each key point becomes less and less as the ball comes to a stop.
Figure 1.7
Rotation (30/04/25)
- This line is used to adjust the rotation of the ball.
- Inserting keyframes as the rotation changes.
- Inserting a Keyframe at the start to mark the original position and inserting one at the end (Using -720 on the Y axis).
Figure 1.8
Viewport Render Animation (30/04/25)
- Using the Viewport Render Animation to check the final animation product.
Attempt 1
Figure 1.9
Soccer ball(15/05/25)
Figure 2.1
bowling ball(15/05/25)
Figure 2.2
Squash and Stretch(15/05/25)
Figure 2.3
Beach Ball(15/05/25)
Figure 2.4
Ping Pong Ball(15/05/25)
Beach ball: good
bounce and stretch: make it faster / turn into stretch at the bounce / show the squash as flat / don't use roll at the end / early can prolong the squash and then go faster at the end
Bowling ball: good
PingPong Ball: needs a couple of bounces
Soccer ball - the timing should be gradual
Exercise 02: Pendulum
Figure
Camera View (14/05/25)
- Add a camera.
- Make the X = 90 degrees to make the camera face straight ahead.
Figure
Rotation (14/05/25)
- To stop the bottom two points from following the first point's rotation = delete/disable the view.
Notes:
The top should lead
g+y = g to slide y to maintain the same axis (graph). It It
cannot be 5 frames, has to have a middle ground,
cannot be 5 frames, has to have a middle ground,
last one 1 2 3
Between the two key frames, you can add one breakdown, the top will be on the other direction (leading), the bottom 2 will follow
The first 2 swings have 6 frames, and the next 2 have 4, and the last 2 have 2 frames (no breakdown)
Feedback:
Figure
Graph View(20/05/25)
Attempt 1
Figure
attempt 1(20/05/25)
- beginning a bit slow, bending too early at the start - bend only when it starts moving and hasn't even moved yet (somewhere have a drag)
- The first movement cannot feel the drag
- Overall, the timing is slow - At 30+ keyframes is too fast - need to fix
Exercise 03: Emotion Pose
Attempt 1












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