Advanced Animation / Exercises

29/04/2024 - 13/05/2024 / (Week 2 - Week 4)
Derin / 0354969 / Design in Creative Media
GCD 61604 / ADVANCED ANIMATION
Exercises


INSTRUCTIONS

   

Exercises - Individual (20%)
Students are to produce and manage a practice series individually by using relevant programs and software that enable 3D animation:
 
1. Bouncing Ball series:
a. Soccer ball - Normal weight
b. Bowling ball - Heavy weight
c. Ping Pong ball – Light weight
d. Beach ball - Super light weight
e. Squash and Stretch ball

2. Flexibility animation:
Animating flexibility of shape using squash and stretch and
joint appendages using straight ahead method.

3. Good Poses Study:
Pose a character according to the right emotion and action.

Deadline:
Week -



EXERCISES

Exercise 1: Bouncing Ball Series

1. Find image/video reference for these bouncing ball:
  • Soccer ball - https://www.youtube.com/watch?v=01cm7H1QoJg
  • Ping Pong - https://www.youtube.com/watch?v=gTsx5eW2eLU
  • Bowling ball - https://www.youtube.com/watch?v=DTz_5quG_ig
  • Beach ball - https://www.youtube.com/watch?v=s74P1ejubEA
  • Squash and Stretch ball
2. Plan the ball movement by drawing it on a paper.

3. Observe the difference of each ball's physical property (soccer, ping pong and bowling) and its weight. Analyse how does it affect:
  • The timing and travel distance of each bounce (Contact pose to Contact pose)
  • The overall timing that determines the number of bounces.
  • The height of each Up pose when it bounces.
Notes:
  • Root Position: Keep the root in its base position, as it marks the starting point of the object.
  • Adding Keyframes: To add a keyframe, press the red ring, then press I and select Location.
  • Updating Path: Always press 'Update Path' after adding a keyframe.
  • Rotation: When rotating the ball, use the yellow ring instead of the red one.
  • Stretch and Squash: When applying stretch and squash, always add a keyframe using the bottom green ring. However, do not adjust or stretch the ball using this ring.

 

In order to display the motion path, go to the Navigation Bar > Data > start by clicking 'Calculate...', each time the rig is moved or changed, click 'Update All Paths' and it will calculate the new motion path.

Fig 1.0 Calculating and Updating the Ball's Motion path

Fig 1.1 Motion Path of the Ball
 

I attempted to make a rough bouncing animation, then refined it using the Graph Editor.

Fig 1.2 Bouncing ball animation

Soccer Ball - Normal weight


Fig 2.0 Final Outcome for Soccer ball

Bowling Ball - Heavy weight


Fig 2.1 Final Outcome for Bowling Ball

Ping Pong Ball – Light weight


Fig 2.2 Final Outcome for Ping Pong Ball

Beach Ball - Super Light weight


Fig 2.3 Final Outcome for Beach Ball

 Squash and Stretch Ball


Fig 2.4 Final Outcome for Squash and Stretch Ball

 Final Compilation


Fig 2.5 Final Compilation for Exercise 1



Exercise 2: Pendulum

We are to animate the pendulum main object moving from left to right on the screen and swing to show drags, overlapping and follow through. The believability is based on speed of the main action and how the tail is reacted through its flexibility attributes.

Animate the pendulum swing with the correct:

  • Drag
  • Overlapping
  • Follow Through
Fig 3.0 Follow through for the joints

Fig 3.1 Utilizing Keyframe types

Final Outcome


Fig 3.2 Final Outcome for Exercise 2



Exercise 3: Emotion Poses

For this exercise, I focused on finding image references for action poses that express the following emotions:

  • Happy
  • Sad
  • Angry
  • Scared


To start, I searched for image references on Pinterest and studied each by tracing over its silhouette to identify the line of action for each pose. I then recreated the poses in Blender, adjusting the characters' facial expressions to match the emotions. Additionally, I made sure to take note of specific details in the reference images so I can refer back to them during the animation process.

Final Outcome

Fig 4.0 Angry

Fig 4.1 Happy

Fig 4.2 Sad

Fig 4.3 Scared




FEEDBACK

Looks good for submission.



REFLECTION

Reflecting on these exercises, I've gained a deeper understanding of the basics of animating in Blender, particularly the importance of follow-through techniques and expressive poses. By studying image references and analyzing the line of action, I've been able to better translate emotions like happiness, sadness, anger, and fear into my 3D models. Tracing silhouettes and adjusting facial expressions allowed me to focus on the subtleties of character movement and emotion, enhancing the overall believability of the animations. These exercises have provided valuable insights that I will carry forward in my future projects.