Skip to main content

ANIMATION FUNDAMENTALS | EXERCISES


Week 2 – Week 4 | 01/10/25 – 15/10/25
Emily Soh Ching-Ling | 0359478
Bachelor of Design (Honours) in Creative Media
Animation Fundamentals | Section 01 | GCD61104
Exercises


TABLE OF CONTENTS 


1.0 LECTURES 

1.1 WEEK 1 — INTRODUCTION

We were introduced to Animation Fundamentals along with the expectations and objectives of the module. We were also shown examples of our seniors' works and briefly introduced to the 12 animation principles. 


1.2 WEEK 2 — ANIMATION PRINCIPLES (PART 1)

Animation Principles (Part 1)

  • Frame Rate (AKA frames per second / FPS): 
    • Definition: The frequency (rate) at which consecutive images (frames) are displayed.
    • E.g. 24 fps (film, 25 fps (video — PAL), 30 fps (video — NTSC).
Figure 1.2-1: One Second of Animation
  • 1. Timing & Spacing:
    • Timing:
      • The number of drawings used determines the amount of time an action will take.
Figure 1.2-2: Number of Drawings VS Amount of Time
    • Spacing:
      • Using the bouncing ball example:
        • The ball overlaps itself during the slow part of its arc.
        • The ball is spaced further apart when it drops fast.
Figure 1.2-3: Spacing

Figure 1.2-4: Timing & Spacing
  • 2. Slow In & Slow Out:
Figure 1.2-5: Slow In & Slow Out
  • 3. Arcs:
Figure 1.2-6: Arcs


1.3 WEEK 3 — ANIMATION PRINCIPLES (PART 2)

Animation Principles (Part 2)

  • 4. Drag, Follow-Through & Overlapping
  • 5. Squash & Stretch:
    • Gives the illusion of:
      • Elasticity of material.
      • Flexibility of motion.
      • Life.
    • Flexibility can be achieved through breakdown poses.

1.4 WEEK 4 — ANIMATION PRINCIPLES (PART 3)

Animation Principles (Part 3)

  • 6. 

2.0 INSTRUCTIONS 



3.0 EXERCISE 1 — BOUNCING BALL 

Instructions: 
  1. Animate a bouncing ball (soccer ball) of normal weight and moderate timing.
  2. Apply the Animation Principles learnt in Week 2 (Timing & Spacing, Slow In & Slow Out, Arcs).
  3. Software: Adobe Animate.
  4. Requirements:
    1. Frame Rate: 24 fps.
    2. Aspect Ratio: 16:9.
    3. Resolution: 1280 × 720 (HD 720p).
    4. Format: .mp4.
    5. The final animation should be animated on "2" with a clean-up stroke.

3.1 PROGRESS

Figure 3.1-1: Floor & Arcs, Week 2 (01/10/25)

After understanding the basic Adobe Animate controls, I plotted out the floor and the arcs my ball would travel in, which gradually got smaller in size.

Figure 3.1-2: All Frames, Week 2 (01/10/25)

I started with the extremes and then added the in-betweens. 


3.2 FINAL SUBMISSION


Figure 3.2-1: Video — Without Arcs (Final Submission), Week 2 (01/10/25)

Figure 3.2-2: Video — With Arcs (Final Submission), Week 2 (01/10/25)


4.0 EXERCISE 2 — BALL WITH TAIL 

Instructions: 
  1. Animate a bouncing ball.
  2. Apply the Principles of Squash & Stretch to show the ball's elasticity.
  3. Apply the Principles of Drag, Follow-Through and Overlapping by attaching a tail to the ball to show the ball's flexibility.
  4. Apply the Animation Principles learnt in Week 2 (Timing & Spacing, Slow In & Slow Out, Arcs).
  5. Software: Adobe Animate.
  6. Requirements:
    1. Frame Rate: 24 fps.
    2. Aspect Ratio: 16:9.
    3. Resolution: 1280 × 720 (HD 720p).
    4. Format: .mp4.
    5. The final animation should be animated on "2" with a clean-up stroke.

4.1 PROGRESS

Figure 4.1-1: Floor & Arcs, Week 3 (08/10/25)

Figure 4.1-2: Keyframes — Without Squash & Stretch, Week 3 (08/10/25)

Figure 4.1-3: Keyframes — With Squash & Stretch, Week 3 (08/10/25)

The animation process up to this point is the same as Exercise 1, but updated according to feedback from Exercise 1. 

Figure 4.1-4: Without Tail, Week 3 (08/10/25)

Figure 4.1-5: All Frames, Week 3 (08/10/25)

The tail ended up longer than anticipated. I referenced this video and a video of a fox jumping for the tail movement. 


4.2 FINAL SUBMISSION


Figure 4.2-1: Video — Without Arcs (Final Submission), Week 3 (08/10/25)

Figure 4.2-1: Video — Without Arcs (Final Submission), Week 3 (08/10/25)


5.0 FEEDBACK 

5.1 WEEK 3

Specific Feedback: 
  • Looks good.
  • Timing is OK.
  • Make sure the arc is more curved.
  • Final animation should be animated on "2".

5.2 WEEK 4

Specific Feedback: 
  • Tail is a bit too big, which makes it hard to judge.

6.0 REFLECTION 

New semester, new Adobe program for me to mess with.😌 Adobe Animate wasn't as difficult to use as I initially thought, and I finally got to animate something. It's been pretty good so far.😇 I'm excited to start work on the projects.


7.0 FURTHER READING 

7.1 WEEK 3 — THE BOUNCING BALL WITH A TAIL

Figure 7.1-1: Animation Lessons: The Bouncing Ball With A Tail by Cullan Sanders

Reference: Cullan Sanders. (2022, October 12). Animation Lessons: The Bouncing Ball With A Tail. YouTube. https://youtu.be/Xg5Cq5c5gvA?si=mVzQyxWVz4HEo82u

Key Takeaways:
  • The tail has one of three shapes: I, S, and C.
  • Do not alternate the shapes rhythmically; instead, consider what forces are being applied to the ball that influence the tail shape.

Comments

Popular posts from this blog

MAJOR PROJECT II | COMPILATION

Week 1 –  Week 7 | 03/02/25 – 22/03/25 Emily Soh Ching-Ling | 0359478 Bachelor of Design (Honours) in Creative Media Major Project II | Section 06 | PRJ64804 Compilation TABLE OF CONTENTS  1.0 INSTRUCTIONS 2.0 COMPILATION       2.1 PROJECT RECAP     2.2  PRE-MPII PROGRESS     2.3 MAJOR CHANGES SINCE MPI     2.4 ENVIRONMENTAL ASSETS     2.5 CHARACTER ASSETS (SCRAPPED)      2.6 FINAL SUBMISSION 3.0 FEEDBACK 4.0 REFLECTION 1.0 INSTRUCTIONS  2.0 COMPILATION  Instructions: 2.1 PROJECT RECAP This is a continuation of Major Project I . I will be working on the VR game, Quest of Twelve , with the same group members: Emily Soh Ching-Ling, me  (Digital Animation). Lim En Yu (Digital Animation). Low Li Vern  (Digital Animation). Ng Kar Yee (Immersive Design). Quest of Twelve  is an educational 3D VR game about the twelve Chinese animal zodiacs. The player is introduced to the Chinese zodia...

MAJOR PROJECT I | TASK 3 — CONCEPT PRESENTATION

Week 6 –  Week 7 | 11/03/25 – 18/03/25 Emily Soh Ching-Ling | 0359478 Bachelor of Design (Honours) in Creative Media Major Project I | Section 01 | PRJ64904 Task 3 — Concept Presentation TABLE OF CONTENTS  1.0 INSTRUCTIONS 2.0 TASK 3 — CONCEPT PRESENTATION     2.1 ENVIRONMENT DESIGN PIPELINE      2.2 FINAL SUBMISSION 3.0 FEEDBACK      3.1 WEEK 7 4.0 REFLECTION 1.0 INSTRUCTIONS  2.0 TASK 3 — CONCEPT PRESENTATION  Instructions:   Project Integration & Feasibility: Clearly define the project concept. Highlight how it evolved from Task 1 to Task 2. Demonstrate how initial ideas were refined and expanded upon (iterative design and technical research). Design Execution & Development: Showcase the final design/concept art (character model sheets, character poses and expressions, environment design, storyboards, animatics, etc.). Provide visual evidence (e.g. mood boards, wireframes, breakdowns, animation previews). Explai...

INTERACTIVE DESIGN | PROJECT 1 — PROTOTYPE DESIGN

Week 4 –  Week 6 | 14/05/24 – 28/05/24 Emily Soh Ching-Ling | 0359478 Bachelor of Design (Honours) in Creative Media Interactive Design | Section 03 | GCD60904 Project 2 — Prototype Design TABLE OF CONTENTS  1.0 LECTURES     1.1 WEEK 7 — CSS SELECTORS     1.2 WEEK 9 — BOX MODEL 2.0 INSTRUCTIONS 3.0 PROJECT 2 — PROTOTYPE DESIGN     3.1 RESEARCH     3.2 CONTENT     3.3 SKETCHES     3.4 PROTOTYPE      3.5 FINAL SUBMISSION 4.0 REFLECTION 1.0 LECTURES  1.1 WEEK 7 — CSS SELECTORS CSS SELECTORS: Purpose:   To target and define which HTML elements should receive specific styles. E.g. Colours, fonts, and spacing. To control the presentation and layout of a webpage. 1. Universal Selector: Purpose: To select all elements on the webpage. Represented by: Asterisk (*) Use with caution, as it can affect all elements and cause inefficient CSS. E.g. * { padding: 0; margin: 0; } 2. Element Selector: Purpose: T...