Advanced Animation / Project 2: Jump Animation

03/06/2024 - 10/06/2024 / (Week 7 - Week 8)
Derin / 0354969 / Design in Creative Media
GCD 61604 / ADVANCED ANIMATION
Project 2: Jump Animation



INSTRUCTIONS

   

Project 2: Jump Animation - Individual (20%)
Students are to produce and manage an animation project individually by using relevant programs and software that enable 3D animation of an action body mechanics.
 
To complete this assignment, students are required to document/compile their contribution of action animation clips through e-portfolio. Each progress should be clearly labelled, explained and dated in the blog entries.

Deadline:
Week 9


PROJECT 2: JUMP ANIMATION

Download and explore the provided character rigs (Snow and Rain) to understand their functionality. Find reference images or videos of a jump action, and analyze the extreme poses such as neutral, anticipation, push up, jump (on air), contact (landing), overshoot, and recovery. Set up a project in Blender with a resolution of 1280 x 720 (HD) or 720p and a frame rate of 24fps. Animate a cartoon jump by keyframing the identified extreme poses, exaggerating them to enhance the cartoon effect, with a focus on clear silhouettes and varied timing. Render the animation into a PNG image sequence, then compile and label the animation as "Cartoon Jump Animation" using editing software like Adobe Premiere, and output it as a compilation video.

Jump Animation

Mr. Kamal advises us to first start by looking for reference videos in 59-60 fps. I found this video by Derek DeGroot and imported it in the Video Sequencer in a separate area.

Fig 1.0 Jump Animation Reference
https://youtu.be/m4kr4dGU4qA?si=DSkAwTJw_X0UnGio

Fig 1.1 Video Sequencer

Afterwards, with the video reference in hand, I have a better idea for the poses of each key frame as well as the timing. Before the character was about to jump, I posed the anticipation for the jump by bending his knees and lowering his body. I had the pose on hold by using the 'Moving hold' from the 'Key frame Type' found when you right click the key frame.

Fig 1.2 Moving Hold Keyframe

I was left with a realistic jump that is accurate to its reference.

Final Outcome

Here is the final outcome for the normal jump animation!


Fig 1.3 Final Outcome for Jump Animation


Cartoon Jump Animation

As assigned from sir, next I do the cartoon jump animation. The idea is to stretch and exaggerate the poses. I stretch the parts where the action is the most dynamic. I also had the toes animated, which wasn't done at the realistic jump animation. I also exaggerated the head movements.

Fig 2.0 Stretching

Fig 2.1 Animating the toes

Final Outcome

Here is the final outcome for cartoon jump animation!


Fig 2.2 Final Outcome for Cartoon Jump Animation

Final Submission


Fig 3.0 Final Submission for Project 2



FEEDBACK

Mr. Kama; says that it looks good for submission.


REFLECTION

Reflecting on the process of creating both realistic and cartoon jump animations, I gained valuable insights into the importance of reference material and the nuances of keyframe animation. Starting with a realistic jump, I meticulously studied video references to understand the timing and poses, using techniques like the 'Moving hold' to enhance realism. Transitioning to the cartoon jump animation, I embraced exaggeration, focusing on dynamic stretches and expressive movements, particularly in the toes and head. This project highlighted the contrast between realistic and cartoon animation styles, deepening my understanding of how to manipulate keyframes to achieve different visual effects.