Animation Fundamentals/Project 2

 03/11/2024 - 17/11/2024 (Week 7 – Week 8)

You Siyuan / 0366978

Animation Fundamentals / Bachelor of Design (Honours) in Creative Media / Taylors University

Project 2


INTRIODUCTION


LECTURES

Week 7




Week 9



Key stages of animated jumps

Anticipation
Before the character jumps, the body will have a downward or backward movement to accumulate power, which is to convey the signal to the audience that "the character is about to jump".
Takeoff
This is the moment when the character leaves the ground, usually requiring a strong push from the legs.

Flight
When the character is in the air, it will show a certain arc movement, usually a parabola.

Landing
When the character touches the ground, there will be an action to absorb the impact, usually manifested by bending the knees and lowering the center of gravity.

Fig1.1Week 9(15/11/2024)
Jumpig movement


Animation rhythm and timing control
The rhythm of the jump animation needs to be adjusted according to the character's personality:

Time allocation can refer to "Ease In and Ease Out" in the 12 principles to make the movement more natural and smooth.

Details improvement
Add Follow Through and Secondary Action: such as delayed reaction of hair and clothes in jumping.
Use Arc: Make sure the character's movement trajectory is natural, not mechanical straight line movement.

Fig1.2 Week 9(15/11/2024)
Class note



Secondary are auxiliary actions added to the main action to enhance the expressiveness of the action, enrich the character's personality, or increase the dynamics of the picture. These actions are not mainly used to promote the plot, but to strengthen the effect of the main action.

Features and functions
Support the main action

Secondary actions should not be dominant, but should be coordinated with the main action.
Enrich the performance of the character.

Adding details can show the character's emotions and personality.

Enhance the realism of the action.

Actions in nature are rarely isolated, and secondary actions help animations get closer to reality.

Reading(1)

Reading(2)


Project 2A - Walk Cycle Animation

Specific requirements

  1. Study vanilla walk cycle that includes poses and timing from the book of Animator’s Survival Kit as a reference as these:

    1. Contact pose (3 frames)

    2. Down pose (3 frames)

    3. Pass pose (3 frames)

    4. Up pose (3 frames)

  2. Create a project in Adobe Animate. Set the setting as 24fps, 16:9 aspect ratio with 1280 x 720 (HD720p) resolution.

  3. Using the same character that you did in Project 1, animate the rough animation of that character, walking in the same spot at the side view. The rough animation  process should be using basic form and sketchy stroke.

Example of Rough:

https://www.youtube.com/watch?v=_nBGHsa72SI


  1. The animation should show the quality of being appealing, fluid and flexible which you have mastered in the previous exercises.


  1. Output the rough animation as video with any of these format, *.mp4 format or quicktime *.mov.


  1. Create tie down drawing using a cleaner stroke.


  1. Output tas tie down  animation as video with any of these format, *.mp4 format or quicktime *.mov.

Example of Tie Down Animation:

https://www.youtube.com/watch?v=XQTYd2rfP7o
https://www.youtube.com/watch?v=o7V9tMBmy7I

https://www.youtube.com/watch?v=tuPUE_BTCeA

https://www.youtube.com/watch?v=mKJzEksU9Qw


  1. Label each progression clearly as “Rough” and “Tie Down” respectively and compile both as one reel and output it as compilation video. 


  1. Upload progress and final work on your e-portfolio and update the link on MYTIMES platform as submission.


Process

According to the course content and the video explanation and reference provided by Mr. Kamal, the walking posture of the basic human body module was drawn according to my character setting diagram.

Fig2.1 Week 7(03/11/2024)
Process





Project 2B - Jump Animation

1.Study jump animation that includes anticipation and follow through poses, timing with hold from the book of Animator’s Survival Kit as a reference as these:
Normal pose
Anticipation pose
Jump action pose (Push off, On air, Landing)
Follow through pose
Normal pose

2.Create a project in Adobe Animate. Set the setting as 24fps, 16:9 aspect ratio with 1280 x 720 (HD720p) resolution.

3.Using the same character that you did in Project 1 (Progression 1), animate the rough animation of that character’s jump animation

Example of Rough:

4.The animation should show the quality of being appealing, fluid and flexible which you have mastered in the previous exercises.

5.Output the rough animation as video with any of these format, *.mp4 format or quicktime *.mov.

6.Create tie down drawing using a cleaner stroke.

7.Output the Tie Down animation as video with any of these format, *.mp4 format or quicktime *.mov.

Example of Tie Down Animation:

8.Label each progression clearly as “Rough” and “Tie Down” respectively and compile both as one reel and output it as compilation video.

Process

According to Mr. Kamal's request, based on the movements of the person during the standing long jump, the general outline of the movement is sketched with simple lines.

Fig3.1 Week 7(03/11/2024)
 Process

Final Jump Animation


Fig3.2 Week 7(03/11/2024)
 Process




Google Drive Link:



REFLECTION

Experiences
During this course exercise, I was fortunate to be able to review what I had learned before, which allowed me to review what I had learned and apply what I had learned to new exercises.

This time I combined the bouncing of the ball that I had practiced before with the walking movements of the character, because there were similarities in their movement patterns, which made the walking of the character more natural and smooth.

But in the course of practice, I still met some difficulties. For example, I am not skilled enough to operate the digital board, it is still very unfamiliar. When I finished the project, I used a tablet computer, which allowed me to draw my characters more clearly.

Observations
The bouncing action of the ball is similar to the changes and movements of the clothing when a person walks, such as direction, trajectory, and deformation. For example, the direction in which the ball bounces corresponds to the height of the character as it moves forward; The deformation of the ball corresponds to the deformation of the character's shoes when they contact the ground; The bouncing trajectory of the ball corresponds to the change of the position of each part when the character walks.

Findings
This exercise is a very good way for us to get familiar with the natural movement of objects, learn to observe the basic movement laws and details of objects in more detail, and exercise our observation and learning ability. Through the results of this exercise, I can better understand the basis of animation, and lay a solid foundation for further learning and improving basic skills in the future, so that I can walk more steadily on the road of future development.












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