Advanced Animation : Project 1A, B: Walk and Jump Animation

15/05/2023 - 05/06/2023 / Week 07 - Week 10


Advanced Animation GCD61604
NAME: Sea Hirayama

I.D: 0347596

COURSE: Bachelor of Design in Creative Media / Taylor's Design School





●Instructions





 
 ●Task Progress

PROJECT 1A: WALK CYCLE ANIMATION


  1. Download any of these character rigs for the exercise:


  1. Explore and understand the rigs.

  2. Find image/video reference for vanilla walk and attitude walk.


  1. Observe the reference. Spot the extreme poses for contact, down, pass and up.


  1. Set a project with these settings:

    1. Image size: 1280 x 720 (HD) or 720p

    2. Frame rate: 24fps

  2. Animate in Blender a vanilla walk animation, walking in the same spot with natural speed (2 steps a second) using pose to pose animation for the main action and straight ahead for getting the flexibility.

  3. Animate in Blender an attitude walk with poses and timing is based on the analysis from the reference.

  4. Light and render the animation into an image sequence. Use *.png format.

  5. Import the image sequences using editing software like Adobe Premiere.

  6. Label each animation clearly as “Vanilla Walk” and “Attitude Walk” respectively and compile both as one reel and output it as a compilation video.


  1. Put the intro page with these text information:
      GCD61604 - Advanced Animation
      Project 1
      You Name
      Matric No.

  2. Output the final animation using this format:

    1. Format: HD 1280 x 720 (720p)

    2. Frame rate: 24fps

    3. Output Format: *.mov

    4. File naming: Your name_Project 1. (Eg: KamalBahrin_Project 1)


  1. Upload progress and final work on your e-portfolio and update the link on MYTIMES platform as submission.


  1. Deadline for submission is by next class ( 2 weeks)

    EXAMPLE:
    https://drive.google.com/file/d/1mzd9pieZc--uaXJYCkS4ckO91KWBE6AL/view?usp=share_link



- Week 7

For this week, I tried to create the animation with learning walking cycle after we got the class.





Also I create the attitude walk animation with happy emotion, skip animation. It was kind of difficult think about the details, part by part.






- Week 9


PROJECT 1B: CARTOON JUMP ANIMATION


  1. Download any of these character rigs for the exercise:


  1. Explore and understand the rigs.

  2. Find image/video reference for jump action.


  1. Observe the reference. Spot the extreme poses for neutral, anticipation, jump, contact, overshoot and recovery.


  1. Set a project with these settings:

    1. Image size: 1280 x 720 (HD) or 720p

    2. Frame rate: 24fps

  2. Animate in Blender a cartoon jump animation by key framing the required extreme poses from your study. Exaggerate the poses more by pushing the line of action with clarity of silhouette in mind to make it look cartoony. Apply the understanding of variation of timing (3 speeds) to create interesting timing and also moving hold to add clarity to the action. 

  3. Animation should demonstrate the quality of appeal, clarity, fluidity and flexibility and emphasis on getting the cartoony looks. 

  4. Light and render the animation into an image sequence. Use *.png format.

  5. Import the image sequences using editing software like Adobe Premiere.

  6. Label each animation clearly as “Cartoon Jump Animation” respectively and compile both as one reel and output it as a compilation video.


  1. Put the intro page with these text information:
      GCD61604 - Advanced Animation
      Project 1B
      You Name
      Matric No.

  2. Output the final animation using this format:

    1. Format: HD 1280 x 720 (720p)

    2. Frame rate: 24fps

    3. Output Format: *.mov

    4. File naming: Your name_Project 1. (Eg: KamalBahrin_Project 1B)


  1. Upload progress and final work on your e-portfolio and update the link on MYTIMES platform as submission.


  1. Deadline for submission is by next class ( 1 weeks)


In the session, we practiced one jump animation, after I tried to create it again with references.

Jump animation, exercise


Final Animation for Project1B




●Submissions (Final Design)

- Project 1A

Vanilla walk animation

Attitude walk animation

Final animation for Project 1



- Project 1B

Final Animation for Project1B





●Reflections

Experience:
Overall, my experience with my vanilla walk and attitude animation in Blender was positive. I demonstrated a good understanding of the basic principles of animation and effectively applied them to create the desired movements. My animations showed potential and a solid foundation for further improvement.

Observation:

Walk Animation: My vanilla walk animation showcased a decent understanding of the mechanics involved in a natural walking cycle. The character's leg movements were generally smooth and coordinated, creating a convincing sense of weight and momentum.

Attitude Animation: My attitude animation displayed a range of expressive poses and movements, effectively conveying the desired emotions or attitudes. You demonstrated creativity in capturing different moods and translating them into your character's body language.

Findings:

Timing and Spacing: Pay attention to the timing and spacing of my animations. This is crucial to ensure that the movements feel natural and realistic. Consider refining the timing of each frame to create smoother transitions between poses and enhance the overall fluidity of the animation.

Weight Distribution: While your walk animation showed a good sense of weight, there were a few instances where the character's center of gravity seemed slightly off. Be mindful of maintaining consistent weight distribution throughout the walk cycle, particularly during foot contact with the ground.

Fluid Transitions: Work on refining the transitions between different attitudes or poses in my attitude animation. Smooth and seamless transitions can help create a more polished and professional result. Focus on easing in and out of poses to avoid abrupt or jerky movements.

In conclusion, my vanilla walk and attitude animation in Blender demonstrated a good grasp of the basics. By focusing on refining timing, weight distribution, fluid transitions, overlapping action, and facial expressions, I can elevate the quality and realism of my animations even further.


References:


Introduction to 3DCG Animation

I want to move characters! I want to make animation! I want to learn character animation! This book is a detailed explanation of the "basic concepts of movement" that animation beginners and new animators who want to learn character animation should keep in mind at the beginning of their studies.

It starts with basic knowledge of pendulum motion, ball bouncing, and the laws of physics, then moves on to walking and running, which are essential for animation, and then moves such as jumping jacks and pitching, which are applied to animation, as well as video production terminology. What are the key points of key poses? Why do we get into those poses? Where do I make the corrections? The book is designed to scratch the itch of beginners by addressing such questions as "What is the point of a key pose?

Another feature of this book is that it focuses on the "basic concepts of motion," so it is possible to learn character animation regardless of the type of 3DCG software used. Using original drawings and animations as examples, the book explains the 24 frames per second of a typical animated drawing as 24 frames per second in 3DCG, making it highly compatible with the Japanese animation production field. The animation explanations include exercises at key points to develop the ability to think and acquire basic skills that can be applied to a variety of movements.










Free Blender CG Animation Techniques

This is a book to learn animation from the basics.
Compatible with Blender 2.8. The book is likened to a game, and you can step up as you clear each "stage". The book is based on the concept of "having fun while animating," so it is designed to be smooth and easy to understand.
As an introduction to animation itself, the book also explains the basics of animation, such as how to make a character walk. Recommended for those who can model but do not yet understand animation.

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