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ADVANCED ANIMATION | PROJECT 2 — JUMP ANIMATION


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:
  1. Overlapping action and follow-through for the character's arms, head, and torso so that the landing has more impact on the movement. 
  2. 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.
  3. 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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