Advanced Animation - Project 2: Jump Animation
INDEX:
1. Lectures
2.
Project 2: Jump Animation
3. Feedbacks
4. Reflection
LECTURES
Week 9 / 19.11.2024
Jump Animation
First, we observed the references, we focus on the key poses initially.
Following the references, we posed the character for normal in 1st frame. Then, move to the 2nd frame, we pose the anticipation pose. Followed by the 3rd frame, contact pose, where the character prepares to jump. And the 4th frame, where the character is at mid-air. Then, the 5th frame where the character fall on the ground (contact pose) and followed by the recovery pose on the 6th frame. For the last frame, we copied the first frame as they are the same.
*Tool > X-axis mirror
After finishing on each pose, we referred back to the reference to observe the arms movements in each pose. Following the reference, we pose the arms of the character. After that, we moved the keyframes according to the timing on the references.
Jump Animation
Week 10 / 26.11.2024
In week 10, we will do an action animation.
Reference
We imported the reference video to Blender.
After that, we selected the key poses and pose the character.
INSTRUCTIONS
Project 2: Jump Animation
In project 2, we are required to animate in Blender a cartoon jump animation by key framing the required extreme poses from our study. We should exaggerate the poses more by pushing the line of action with clarity of silhouette in mind to make it look cartoony. We should apply the understanding of variation of timing (3 speeds) to create interesting timing and also moving hold to add clarity to the action. The final animation should demonstrate the quality of appeal, clarity, fluidity and flexibility and emphasis on getting the cartoony looks (exaggeration).
Normal Jump Animation
For normal jump animation, we did it in class. I adjusted the arms a bit from what we did during class to make it looks more natural. I then added a base and lighting and render the animation out.
Normal Jump Animation
Cartoonish Jump Animation
For cartoonish jump animation, the idea is to exaggerate the poses of the normal jump animation. Therefore, I followed what we did for normal jump animation and exaggerate some poses such as anticipation, contact, mid air and recovery. For neutral pose, I didn't exaggerate it.
In anticipation pose, I bent the character's body more compared to the normal jump animation and made his arms higher. I also bent his legs more.
Next, for contact pose, I pose his waist higher and rotate his feet more.
I made the character jumps higher by moving his waist and legs up. I also bent his body and legs more and adjusted his arms positions to make it looks more exaggerate.
Last, I exaggerate the recovery pose by bending his body forward more and move his arms higher. I also bent his knees more for this pose.
Cartoonish Jump Animation
Final Project 2: Jump Animation
Final Jump Animation (Compilation)
FEEDBACKS
Week 11 / Project 2
Let the final frame hold longer, at least 6 - 12 frames. Otherwise, it's good.
REFLECTION
In this project, we have to make a 3D jump animation. For jump animation, we started with the key poses including natural, anticipation, take-off (contact), mid-air, landing (contact) and also recovery poses. I realised that reference is very important as we need to follow the it to pose the character. The anticipation and take-off phases were the areas that required careful observation and refinement. For the mid-air pose, it's important to make the jump's height and distance high and far enough. We also need to take care on the placement of the back, arms and legs on this key pose to make the jump feel believable. We also need to ensure that every pose looks natural when we play the animation. This project also taught me the importance of reference and observation. Watching videos of real-life jumps helped me understand the nuances of poses and timing. This project makes me understand the principles of animation and highlighted the importance of timing, spacing, and arcs.
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