Week 7 – Week 8 | 03/06/25 – 10/06/25
Emily Soh Ching-Ling | 0359478
Bachelor of Design (Honours) in Creative Media
Advanced Animation | Section 01 | GCD61604
Project 2 — Jump Animation
TABLE OF CONTENTS
1.0 LECTURES
1.1 WEEK 8 — 3D ANIMATION WORKFLOW
3D Animation Workflow
- 1. Animation Planning:
- 1. Pre-Planning:
- Know the character and story:
- Things that affect character acting choices (e.g. age, background).
- Character wants.
- Character goals.
- Obstacles preventing the goal.
- 2. Thumbnail (Part 1):
- A quick way to work out many ideas for poses, actions, and composition.
- Thumbnails do not have to look good, they just have to convey ideas.
- Thumbnails are used to figure out which ideas are interesting/read well VS which ideas are boring/confusing.
- 3. Video Reference:
- Video references are used to understand the emotions of a shot.
- E.g. Self-recorded videos.
- E.g. Videos by other people (films, YouTube videos).
- 4. Thumbnail (Part 2):
- Analyse the reference.
- Identify the key, extreme, and breakdown poses.
- Note the number of frames.
- Draw the poses sequentially with the application of animation principles.
- 2. Layout:
- Prepare all necessary background and character assets used in an animation sequence.
- 3. Blocking
- 4. Polishing
2.0 INSTRUCTIONS
3.0 PROJECT 2 — JUMP ANIMATION
Instructions:
3.1 PROGRESS
Research
| Figure 3.1-1: Jump Reference from The Animator's Survival Kit, Week 7 (03/06/26) |
Animating
Figure 3.1-2: Blocking — With No Timing, Week 7 (03/06/26)
Key poses were relatively straight forward.
Figure 3.1-3: Blocking — With Timing, Week 7 (04/06/26)
I used The Animator's Survival Guide as reference for the base timing. The original Anticipation and Recovery timing was too short for my liking, so for the 2nd pass, I made it longer and added in-betweens.
Figure 3.1-4: Polishing, Week 7 (04/06/26)
I added the following to make the character's movement come off as more natural:
- Overlapping action and follow-through for the character's arms, head, and torso so that the landing has more impact on the movement.
- An in-between between the Recovery and Neutral poses so that the character sways forward when he rises, instead of moving robotically in a straight line.
- Secondary action for the left leg, between the Recovery and Neutral poses. The character stabilises himself when he recovers from the jump.
Later on I adjusted the slow-in and slow-out of everything with the Graph Editor.
3.2 FINAL SUBMISSION
Figure 3.2-1: Project 2 — Final Animation, Week 8 (09/06/26)
4.0 REFLECTION
The discovery of IK/FK has been revolutionary to my workflow. There hasn't been a need to switch between the two modes for this project, but knowing of their existence is already useful. I suspect it will be of greater use during Final Project.
Despite the jump animation supposedly being harder than the walk animation, I unironically find it easier.😅 Having a solid timing reference helps reduce the jankiness in this project that I couldn't quite remove from Project 1. I still have a long way to go when it comes to determining the timing of 3D animations, though, so we will see how it goes.

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