22.04.2024 — 20.05.2024 Rachel Madeline Purwanto / 0356994 Bachelor
of Design (Hons) in Creative Media Exercises
❥INSTRUCTIONS
❥LECTURE
WEEK 2 — Timing, Spacing (Slow in/out) Arc
Frame rate
Film = 24 fps
Video
PAL = 25 fps
NTSC = 30 fps
On 1 = every frame drawing (24 frames per sec)
On 2 = same drawing on every 2 frames (12 frames per sec)
Timing
Number of drawings used in any move determines the amount of time that
action will take on screen.
Spacing
For spacing, the ball would often overlap itself when its at the slow
part of its arc, but when it drops fast, its more spaced out. The
spacing is basically how close or far apart those clusters are.
WEEK 3 — Elasticity and Flexibility through Animation
Drag, Follow Through and Overlapping
Follow through and Overlapping Action refers to two closely related
techniques which help to render movement in a more realistic way and
helps give the impression that characters often follow the laws of
physics which includes the principle of inertia.
Follow through is more towards the idea of connected parts of an object
that would continue to move after the character has stopped whilst
overlapping action is a similar idea that describes how different parts
of a body or object tend to move at different rates. This adds more
dimension to the character as well.
WEEK 5 — Clarity in animation
Clarity in Staging : this contributes to the storytelling, most
importantly the background which consists of the backdrop, prop and
lighting
Secondary Action : this adds dimension to a character and makes them
more expressive towards the action that they are currently doing
Exaggeration : if a character is sad make them sadder, if a
character is happy make them more excited; making expressions more
powerful, try to focus on
Anticipation & Follow Through
Solid Drawing
❥TASK
Exercise 1 A— Bouncing Ball
For this first exercise we have to animate different types of
balls :
1. Find image/video reference for these bouncing ball:
Soccer ball
Ping Pong
Bowling ball
Beach ball
Plan the ball movement by drawing it on a paper.
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 :
- Don't move the root as it is the base position of where the
object would start.
- To add keyframe press the red ring and press I then press
location.
- Don't forget to press update path after adding a keyframe
- When rotating the ball, dont use the red ring, click on the
yellow ring
- When using stretch and squash make sure to always add a keyframe
at the bottom green ring but do not adjust it or stretch the ball
using that
Fig 1.1 Path of animation on object
To activate the path, go to graph editor then click data which
is the green logo of a person walking then go to motion paths
and press calculate.
Fig 1.2 Graph Editor
Under the body there are the x, y, z location which represents
the movement of the x, y, z axis of the object.
Fig 1.3 Graph Editor
Select on the keyframe and tweak the graph to a more heightened
curve for it to have a slow-in falling motion of a ball.
Fig 1.4 Path of Ball bouncing
Mark the keyframe of where the ball would land first which
should be 20 keyframes ahead of the previous point then on the
graph, separate the handles and make the curve straight first,
then go in between the 20 keyframes which should be 10, and
adjust the ball's height and add a keyframe.
1a. Soccer Ball
Fig 1.5 Soccer ball Animation
1b. Ping Pong Ball
Fig 1.6 Reference for Pingpong ball
Fig 1.7 Pingpong ball Animation
1c. Bowling Ball
Fig 1.8 Reference for Bowling Ball
Fig 1.9 Bowling Ball Animation
1d. Beach Ball
Fig 1.10 Reference for Bouncing Beach Ball
Fig 1.11 Beach Ball Animation
Exercise 1B — Bouncing with Stretch and Squash
For the second task we are instructed to add the squash and
stretch principle on the bouncing ball.
Fig 2.1 First keyframe for stretch
Add a keyframe inbetween the first keyframe and the contact
keyframe then press the green circle on the top of the ball
and adjust it using the arrow keys to stretch its shape.
Fig 2.2 Making squash effect
Select all and select the keyframe then duplicate it to 2
keyframes forward and make sure the ball is at the same
location at the next keyframe then adjust the handles in the
small gap in the graph to make sure its flat.
On the duplicated keyframe, click on the top green circle
and click on pose and clear transform then use the arrow key
to squash the ball and add a keyframe on the top and bottom
of the ball. Make sure to always add keyframe location for
the top and bottom green circle.
Add another stretch beside the squash keyframe and keep
going until the end of the animation.
Fig 2.3 Final Compilation of all 5 animated balls
Exercise 2 — Pendulum
For the second exercise, we are to animate a pendulum with the
given object and animate the pendulum main object moving from
left to right on the screen and make it swing to show drags,
overlapping and follow through.
Animation setting
- 1280 x 720 (HD)
- Frame rate : 24 fps
1. Animate the pendulum swing with the correct :
Drag
Overlapping
Follow through
First, animate the object to move from one side of the
screen to the other side. Ensure to have the 3 circles of
the joints in their individual origins so that you are
able to rotate them.
Fig 3.1 Progress of animating the
pendulum
Then keyframes were added at the end to make it
swing and the keyframe type was edited for the
swings at the ends to be extremes and the middle one
to be breakdown.
I added an in between breakdown keyframe between
the swing where the pendulum is straight, and edited
the top circle to slightly rotate to the opposite
direction.
Fig 3.2 Progress of animating the pendulum
Fig 3.3 Final Pendulum Animation
Exercise 3 — Emotion Poses
For this exercise, we are to find image references for
action poses that expresses these emotions :
Happy
Sad
Angry
Scared
First, I looked up for some image references on google then studied it by tracing over its silhouette
and find the line of action for each pose then only worked on the poses in blender. I changed their
facial expressions accordingly and also made sure to take note of some details in the slides so that I can
look back on them and pay attention to them when animating.
Fig 4.1 Final PDF of submission for Emotion Poses
❥REFLECTION
The first few exercises was pretty fun to do and I noticed how its very different process from 2D animating where this is more digital instead of traditional hands on and straight up drawing. I feel like this is a more technical process which would take me quite awhile to get used to all the mechanics since its pretty confusing with the amount of rigs and buttons.
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