Advanced Animation — Exercises

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:
    1. Soccer ball

    2. Ping Pong

    3. Bowling ball

    4. Beach ball


  1. Plan the ball movement by drawing it on a paper.

  2. Observe the difference of each ball's physical property (soccer, ping pong and bowling) and its weight. Analyse how does it affect:

    1. The timing and travel distance of each bounce (Contact pose to Contact pose)

    2. The overall timing that determines the number of bounces.

    3. 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 :
    1. Drag

    2. Overlapping

    3. 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 : 
  1. Happy
  2. Sad 
  3. Angry 
  4. 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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