Week 1 – Week 5 | 22/04/25 – 20/05/25
Emily Soh Ching-Ling | 0359478
Bachelor of Design (Honours) in Creative Media
Advanced Animation | Section 01 | GCD61604
Exercises
TABLE OF CONTENTS
1.0 LECTURES
1.1 WEEK 1 — INTRODUCTION & FLUIDITY
Introduction
We were introduced to Advanced Animation along with the expectations and objectives of the module. We were also shown some of our seniors' works and given a taste of future assignments.
Fluidity
Due to Mr Kamal's absence during Week 2, we were taught Week 2's material this week.
1.2 WEEK 3 — FLEXIBITY
Flexibility
1.3 WEEK 4 — CLARITY IN GOOD POSES
Clarity in Good Poses
2.0 INSTRUCTIONS
3.0 EXERCISE 1 — BOUNCING BALL ANIMATION
Instructions:
3.1 PROGRESS
Did a warm-up exercise in class to figure out how animation worked in Blender. Moving the ball in a straight line was straightforward (haha) enough, though it took a few tries to perfect the slow-in and slow-out.
![]() |
| Figure 3.1-2: Soccer Ball — Reference VS Sketch, Week 1 (24/04/26) |
Once I found suitable reference videos, I superimposed screenshots of the key poses (highest and lowest points) over each other, then made sketches based on that.
The soccer ball is the most average in terms of physical properties: semi-hard surface, medium weight, medium size, and somewhat elastic. The spacing and height of bounces are predictable, both gradually decreasing with each bounce.
![]() |
| Figure 3.1-3: Ping Pong Ball — Reference VS Sketch, Week 1 (24/04/26) |
The ping pong ball has a hard surface and is extremely light and small, causing it to have higher and more frequent bounces. It also has a tendency to bounce in the same spot a few times, noticeably at the end.
![]() |
| Figure 3.1-4: Bowling Ball — Reference VS Sketch, Week 1 (24/04/26) |
Due to its weight and size, the bowling ball only bounces 1–2 times. It also rolls a bit before coming to a halt.
![]() |
| Figure 3.1-5: Beach Ball — Reference VS Sketch, Week 1 (24/04/26) |
The beach ball has similar properties to the soccer ball, though it is quite slow and hovers in the air because of its light weight and large size. It is also not at elastic as the soccer ball, so it doesn't spin as often.
Animating
The hardest part was getting the timing right for each ball, due to the varying sizes, materials, and densities. Fortunately, the videos I referenced had frame counters, so I based my calculations on the real-life timing.
The spacing between bounces started at 20 frames for the first bounce, then gradually decreased by 1–4 frames with each bounce. The lower the height and the smaller the spacing between bounces, the smaller the decrease in frames (same concept applies for the other balls). I focused the spinning on the Y-axis with minimal rotation on the X-axis (since the ball is moving quickly on the X-axis).
Unlike the beach ball, the ping pong ball doesn't hover in the air despite being lightweight (likely due to its small size). To convey this, there are fewer frames at the peak of each arc (as compared to other balls) so that the ball falls faster.
| Figure 3.1-9: Bowling Ball — Bouncing, Week 2 (28/04/26) |
| Figure 3.1-10: Bowling Ball — Spinning, Week 2 (28/04/26) |
The bowling ball has a shorter initial bounce time (20 frames) due to its weight. Like the soccer ball, it rolls a bit at the end with minor spinning.
I started the spacing at 30 frames for the first bounce to make the falling slower and give it a floaty feeling. The decrement in frames per bounce for the beach ball is more or less the same as the soccer ball. The similarity between both balls is also why the beach ball was the hardest for me to get right, because I subconsciously try to animate it like a soccer ball.😅 I kept the spinning relatively even and minimal on both X and Y-axes.
Layout Design
![]() |
| Figure 3.1-13: Layout Design, Week 2 (28/04/26) |
I wanted the environment to match the four different kinds of balls, so I tortured myself and customised four separate layouts. Almost all of the textures are procedural materials (tutorials by Ryan King Art), with the exception of the wall of the soccer ball animation being an image texture.
I used area lights as my primary and secondary light source for the three indoor scenes and sunlight for the soccer ball scene. For the indoor scenes, I used this Abandoned Workshop HDRI to tie in the overall environmental lighting.
![]() |
| Figure 3.1-14: Clamping & Samples — Before VS After, Week 2 (28/04/26) |
Editing
Once everything was exported, I composited, labelled, and edited the four animations in CapCut.
3.2 FINAL SUBMISSION
Figure 3.2-1: Exercise 1 — Compilation, Week 2 (29/04/26)
4.0 EXERCISE 2 — BALL WITH TAIL ANIMATION
Instructions:
4.1 PROGRESS
Research, Planning & Layout Design
Figure 4.1-1: Warm-up, Week 3 (06/05/26)
We did this bounce animation with squash and stretch during Week 3's tutorial. The ball is animated using Pose-to-Pose while the tail is done using Straight Ahead. I'm quite satisfied with the outcome (even though I think it is a bit slow), so I will be reusing it.
| Figure 4.1-2: Reference — Super Mario Flashback, Week 3 (07/05/26) |
[update layout when complete w/ textures]
Since there was no specification on how the environment should look like, I decided to put my ball through an obstacle course, based on this Super Mario Flashback gameplay footage.
The ball will: Jump across the pit → Hop towards the pipe → Hop onto the pipe → Hop onto the platform → Hit the lucky block.
Animating — Squash & Stretch (Ball)
Figure 4.1-4: Squash & Stretch (Ball), Week 3 (10/05/26)
I applied the same principle across the entire animation. The bigger the bounce, the longer the anticipation. I also tried to give the ball some personality by making it hesitate in front of the higher platforms and doing celebratory hops.
Figure 4.1-5: Deleting Unnecessary Frames — Before VS After, Week 3 (08/05/26)
There was too much of a pause between the ball landing and squashing for the five smaller hops. I wanted it to seem as if the ball is "walking" and not trying to use energy, so I deleted the keyframe between the landing and squashing to smooth out the animation.
Figure 4.1-6: Wobble, Week 3 (09/05/26)
*The four poses are highlighted in the timeline.
To make it more realistic, I made the ball wobble a bit when ending a bounce sequence.
- Impact Pose: The ball lands at an angle (-3°s).
- Squash Pose: The ball leans forward by 2°s during the landing to emphasize its impact against the ground.
- Rising Pose: The ball then leans forward even more by 2–8°s (depending on the height it fell), AKA the wobble.
- Normal Pose: The ball recovers by 2°s to its pre-wobble pose.
Sidenote: Just had the biggest jumpscare of my life. 200 frames worth of animation was missing from Blender when I reopened it after logging off. Thank goodness for autosave.😭
Animating — Drag & Follow-Through (Tail)
Figure 4.1-7: Drag & Follow-Through (Tail), Week 3 (11/05/26)
| Figure 4.1-8: Squirrel Jumping Reference, Week 3 (11/05/26) |
I heavily referenced this study of a squirrel jumping and this tutorial for the tail animation.
Figure 4.1-9: Stiff Tail, Week 3 (11/05/26)
For some reason, I was struggling with the second big jump despite having animated a similar jump right before it. The tail looked stiff during the landing, which I eventually realised was a timing issue with the ball, not the tail. I had made the landing too long, which in turned dragged out the tail's movement.
4.2 FINAL SUBMISSION
Figure 4.2-1: Exercise 2 — Animation, Week 4 (13/05/26)
5.0 EXERCISE 3 — GOOD POSES
Instructions:
5.1 PROGRESS
Research & Pose Studies
![]() |
| Figure 5.1-1: References & Pose Studies, Week 4 (16/05/26) |
These are the poses I have chosen as reference. My goal in the studies is to break down the poses to basic shapes and their line of action.
Happy Pose
![]() |
| Figure 5.1-3: Happy Facial Expression — References & Attempt #1 VS Attempt #2, Week 5 (18/05/26) |
Very minor changes to the expression. When people smile really widely, they tend to scrunch their eyebrows and their gums are more visible. In my second attempt, I rotated the eyebrows inwards more and lifted the corners of the character's lips, so that it's more obvious that he is smiling.
Similarly with the Happy pose, I did some minor changes to the expression. I noticed that Attempt #1 looked more like disgust than fear. To remedy this, I exaggerated the eyebrows, lowered the corners of the lips, and revealed more of the teeth on the right side.
I wanted to use lighting to explore how it affects mood for this assignment. I kept the backgrounds a solid black and used coloured lighting that pairs well with the character's expression and poses, e.g. yellow and magenta for the happy pose, green and purple for the scared pose.
As for the camera, I angled it in a way that complements (and exaggerates, in some cases) each pose. For example, the upwards angle emphasises the character's fear more than a straight-on angle in the Scared pose. The camera is more towards the side in the Happy pose to make the line of action look more dramatic.
5.2 FINAL SUBMISSION
6.0 REFLECTION
These exercises really helped familiarise me with Blender rigs and drill in the importance of keeping organised keyframes and timing, especially during Exercise 2 where there were many repeated motions.
I had a lot of fun messing around with the human rig in Exercise 3, because it felt like playing adult masak-masak.😅 I think I can still improve on the expressions, though, as they do not look as exaggerated as the expressions seen in cartoons.
By far the best part about these exercises, for me, is setting the scene. I used to have a hard time with lighting and angling the camera; I think having more practice has helped me identify what angles look good and how to properly light a scene.
7.0 FURTHER READING
7.1 WEEK 4 — THE BOUNCING BALL WITH A TAIL
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.
- 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.
QUICK LINKS
PROJECT 2 — JUMP ANIMATION
FINAL PROJECT — ACTION ANIMATION















Comments
Post a Comment