Advanced Animation / Exercises & Lectures

Date 01.10.24 - 29.10.24 (Week 2-6)
Janaan Ahmed (0353333) / Bachelor of Design (Hons) in Creative Media
Advanced Animation
Task: Exercises

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Lectures

TOPIC 2: ANIMATION FLUIDITY

Bone System
Enables deformation of object

Bone System
Enables deformation of object
  • Object Mode: scale, position, rotate
  • Edit Mode: set bone position
  • Pose Mode: deform object/animate
Insert Bone
  • Add > Armature > Single bone
  • Bone considered separate object
  • Direction of bone: hierarchy of deform
  • Parent joint (initial), joints added afterwards considered 'child'
  • Adding more joints: click joint, extrude E
To animate
  • Pose Mode

TOPIC 3: ANIMATION FLEXIBILITY

rig
Fig: Top/bottom control for squash/stretch


Fig: Making sure it follows path 

  • Set transformation orientation to local  when adjusting top/bottom controls (easier to follow arc)
  • Make sure direction of top/bottom controls always follow the arc
  • Stretch to squash needs own timing
  • Drag: bottom control for stretch (after contact)
Keyframes
  • Body: rotation
  • Top/bottom: location

Pendulum
  1. Understand the controls
  2. Disable Cop Rotation
    • select tail mid
    • go to Bone Constraint
    • switch off Copy Rotation (eye icon)
    • ALT + R to reset rotation
    • Repeat for all parts of tail (except master/root)
  3. Create staging camera
  4. d
  5. Switch to individual origins

TOPIC 4: ANIMATION CLARITY

Kinematics
How bones are controlled:
  1. Inverse Kinematic (IK): Yellow
    • Series of hinged joints 
    • Puppet control
    • Stick/handles are moved to drive rotation
    • Use to stick to one place, 
    • Animated using move
  2. Forward Kinematic (FK): Red
    • Hinge Joint
    • Rotate individual joints
    • Animated using rotation
  • Make sure transformation orientation is set to Local when rotating.
  • FK/IK switch
Fig x: FK/IK switch

  • If using FK, use alt + R to reset rotation
  • If using IK, use alt + G to reset position
  • OR go to Pose > Clear Transform > All
  • To apply pose to other side select pose then, Pose > Copy Pose > Paste Poste Flipped


Instructions


Exercise 1: Bouncing Ball


A. Soccer Ball
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B. Ping Pong Ball
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C. Bowling Ball
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D. Beach Ball
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E. Squash & Stretch 
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Final Outcome
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Exercise 2 : Pendulum Animation 


Final Outcome
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Exercise 3: 


Process
We are required to study the pose reference we choose by identifying the line of action, contraposto, and silhouette. 

Fig: Pose study

My first try was the 'happy' pose. Reaching the final pose was a bit messy since I adjusted the rigs randomly. However, I learned that it was easier to set the line of action and adjust the spine rig last, i.e. after setting all the other rigs (eg. fingers, arms) in order to avoid inhuman distortions. Using the pose library was also helpful as a starting point for some hand positions and facial expressions. Lastly, added in some matching colours and lighting to fit the mood.

A. Happy

Fig: Background and lighting setup

B. Sad

Fig: Adjusting rigs

Fig: Pose library - hands and face

C. Angry

Fig: Adjusting rigs

Fig: Exaggerating line of action 

D. Scared

Fig: Lighting setup

Final Outcome






Feedback

Ex 1: Bouncing Ball
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Ex 2: Pendulum Animation
Beginning part is good, but the ending is abrupt. Include more swings.

Ex 3: Emotion Poses
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Reflection

Experience

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Observation

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Findings

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