Advance Animation / Final Project : Physical Action Sequence Animation
02/07/25 - 23/07/25 (Week 11 - Week 14)
Isabel Tan Xen Wern / 0355602 / Bachelor (Hons) in Creative Media / Taylors University
Advanced Animation / GCD61604
Final Project: Physical Action Sequence Animation
JUMPLINK
INTRODUCTION
Figure 1.1
MIB (11/06/25)
Progression
Figure 1.2
video editor preview(15/07/25)
- I downloaded the video using the website ytbdownload.com into MP4 format.
- Then, I imported the video into Blender Video Sequencer as well as separated the different angles into different channels to split the screens.
- I adjusted each screen position to the corners so it doesn't block the middle view.
Figure 1.3
video editor sequencer marking(15/07/25)
- After setting up the few angles and screens of the reference video, I did the marking based on what Sir had taught me in week 11 on the foot movements and when they touch the ground.
- I also marked areas where I think would be important to add in the character movement to make it smoother.
Figure 1.4
recreating the poses(15/07/25)
- Based on the markings made, I recreated the poses from each marking and made sure to check every angle to see if anything looked unnatural.
- I also made sure to look out for any extra rotations made because it could be hard to spot later on.
Blocking
Figure 1.5
Blocking(15/07/25)
Figure 1.6
polishing and refiniding the poses(21/07/25)
- Based on the feedback given in week 14, I readjusted the hand and the head movement separately per Sir's suggestion.
- I also polished the animation a bit, starting with just adjusting the angle of the wrist and position manually, making sure there wasn't any extra rotation of the wrist and more.
- making sure the arm and leg movements are not oddly positioned.
- I reduced the head movements as sir said that the head movements are going too fast.
- I checked the motion path, but due to my movement being slightly all over the place, I couldn't do much with it.
Figure 1.7
adjusting the graph - wrist(21/07/25)
- After adjusting the rotation manually, I opened the graph to see what I could polish further.
- I opened the wrist, elbow, feet, spine, and a few more that I think need more polishing and refining.
- I deleted some keyframes that I think weren't necessary and were making the movements a bit jerky, but I was carefully checking after each action, making sure I didn't accidentally mess up the entirety of the animation.
Figure 1.8
adjusting the graph - Spine(21/07/25)
- Doing the same to the spine graph, polishing and refining for smoother animation.
Figure 1.9
Camera adjustment(23/07/25)
- 'Show variety of Shot (Full Shot, Medium Shot, and Close Up Shot with camera movement.' Based on this instruction, I adjusted the camera to go in a half circle from top view to bottom and from far shot to closer shot.)
- I made sure that throughout the shot, the full body is visible.
- I also tried to make the camera movement as smooth as possible.
Polishing
Figure 2.1
Polishing(23/07/25)
- The next step was to find a suitable 3D environment. I asked Sir Kamal if he had any suggestions on where to find free websites to download from.
- I used this website called free3d.com to look for an environmental design.
Figure 2.2
environment design chosen(23/07/25)
- I used this design for my final animation.
- I downloaded the OBJ file into the same character folder and imported it into my Blender file.
- It was too big at first, but I could easily scale it down and position it to my preferred position.
Figure 2.3
importing environment(23/07/25)
- I had a difficult time importing the textures.
Figure 2.4
texture(23/07/25)
- I created my own using the shading function in Blender and applying a brick texture to the background.
Figure 2.5
adjusting the lighting(23/07/25)
- I adjusted the lighting slightly as it was difficult to see the background design in the render.
Figure 2.6
creating the camera angles(23/07/25)
- I tried to showcase the background and also emphasize the hand movements at the start because that was the main movement.
Figure 2.7
First attempt at camera angles(23/07/25)
Figure 2.8
Final Animation(23/07/25)
- I put more emphasis on the movements this time.
FINAL SUBMISSION
Figure 2.9
Final Submission(24/07/25)



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